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Mauler Familiar


Advice


Which familiar do you folks think works best as a mauler combat familiar?


1 person marked this as a favorite.

fox and Fox bat.

In general, you want tiny things with 9 str- that means that it gets 16 str after all the bonuses at level 3.


Fox works well by the numbers, or maybe a hawk if you want a flyer.


crab is good as it has a nice grab ability and still pretty strong.


I like the +2 Reflex Save of the Fox Familiar. I like the idea of size Small character ride a Flying Mauler Familiar that turns to Size Medium.


I kind of like fox just because it ends up... normal.

A giant, medium sized fox just looks like a weird colored wolf/big dog.

Compare that to the giant scorpions, crabs, etc. that a lot of creatures turn into.


Red Panda is pretty strong I think.
And it's fluffy.


I like Cats. Evolved Familair nets you pounce. :)


The flying Fox is stated almost identically to the fox but it can fly. It is amazing.


lemeres wrote:

I kind of like fox just because it ends up... normal.

A giant, medium sized fox just looks like a weird colored wolf/big dog.

Compare that to the giant scorpions, crabs, etc. that a lot of creatures turn into.

In that case a Wallaby end up normal too - as a kangaroo. Also nice Str score.


Wallabies aren't tiny to start with so they don't get the full effect of the transformation. They end up with one less strength than the fox.

I think a kangaroo-sized wallaby would stand out in most places. Many settings just don't have wallabies or kangaroos hopping around most places.

Liberty's Edge

1 person marked this as a favorite.

For an outlandish option, there's always your left hand. With a familiar in class and the Hand's Detachment feat, nothing is stopping you from giving your new Crawling Hand familiar the mauler template, other than good taste and respect for your GM.

Enjoy your new monstrously strong (22+), pitiful AC hand. 3 feats horribly spent!


The Dandy Lion wrote:

For an outlandish option, there's always your left hand. With a familiar in class and the Hand's Detachment feat, nothing is stopping you from giving your new Crawling Hand familiar the mauler template, other than good taste and respect for your GM.

Enjoy your new monstrously strong (22+), pitiful AC hand. 3 feats horribly spent!

You fool, I will use this because I am the GM!


Pathfinder Companion, Roleplaying Game Subscriber

Raccoon. Strength 8, much better will saves than a fox, and better at holding things.


The good ol' compy (Compsognathus) has 1 less str than the Fox, but has a +4 to initiative (and also poison).

The Goat starts at Small, so you can skip that awkward 1st and 2nd level tininess (and also has the Nimble Moves feat). Also slightly weaker than the Fox.


If it's not for PFS, the Wasp familiar can become a really nasty mauler.


QuidEst wrote:
Raccoon. Strength 8, much better will saves than a fox, and better at holding things.

I had not noticed the raccoon before. Better will and ac, very slightly lower strength. But a poor move speed. Seems right in the mix depending on what you need.

Fox sits at slightly better str, -1 ac, -2 will, 40ft speed, +1 fort, better familair bonus,

Flying fox slightly better str, -2 ac, -1 will, +1 fort, -1 ref, 60ft fly, better familiar bonus.

Compsognathus same str, equal ac, +2 fort, -3 will, 40ft move , 20ft swim, best familiar bonus.

That's the basic breakdown of the difference using raccoon as a base. All seem worth considering depending on need.


1 person marked this as a favorite.

At least one guy in my local area is using the goat because it starts with the highest strength. Plus he has a mini for it. :)

Haywire build generator wrote:
The Dandy Lion wrote:

For an outlandish option, there's always your left hand. With a familiar in class and the Hand's Detachment feat, nothing is stopping you from giving your new Crawling Hand familiar the mauler template, other than good taste and respect for your GM.

Enjoy your new monstrously strong (22+), pitiful AC hand. 3 feats horribly spent!

You fool, I will use this because I am the GM!

{sigh} Even though lame in function, I am now thinking I just might be forced to try this on an undead bloodline sorcerer.

How do you build a hand familiar?

Shadow Lodge

I have to hand it you you, that's pretty thematic. :)


Grandlounge wrote:
QuidEst wrote:
Raccoon. Strength 8, much better will saves than a fox, and better at holding things.

I had not noticed the raccoon before. Better will and ac, very slightly lower strength. But a poor move speed. Seems right in the mix depending on what you need.

Fox sits at slightly better str, -1 ac, -2 will, 40ft speed, +1 fort, better familair bonus,

Flying fox slightly better str, -2 ac, -1 will, +1 fort, -1 ref, 60ft fly, better familiar bonus.

Compsognathus same str, equal ac, +2 fort, -3 will, 40ft move , 20ft swim, best familiar bonus.

That's the basic breakdown of the difference using raccoon as a base. All seem worth considering depending on need.

Also, the following (assuming the only advantage of Tiny familiar is the +4 str):

Goat -- Same Str, Same AC, +1 fort, -3 Will, starts Small
Giant Flea -- Same Str, Same AC, +1 fort, -3 Will, -1 AC, starts with DR 5/Slashing, 120' Charge, Darkvision, starts Small


Grandlounge wrote:
QuidEst wrote:
Raccoon. Strength 8, much better will saves than a fox, and better at holding things.

I had not noticed the raccoon before. Better will and ac, very slightly lower strength. But a poor move speed. Seems right in the mix depending on what you need.

Fox sits at slightly better str, -1 ac, -2 will, 40ft speed, +1 fort, better familair bonus,

Flying fox slightly better str, -2 ac, -1 will, +1 fort, -1 ref, 60ft fly, better familiar bonus.

Compsognathus same str, equal ac, +2 fort, -3 will, 40ft move , 20ft swim, best familiar bonus.

That's the basic breakdown of the difference using raccoon as a base. All seem worth considering depending on need.

That climb speed on the raccoon though... I've always wanted to make a mauler companion and I just may have found my replacement to the fox... Halfling riding around a raccoon that can climb! Mwa-hahahah.


Pathfinder Companion, Roleplaying Game Subscriber
Grandlounge wrote:
QuidEst wrote:
Raccoon. Strength 8, much better will saves than a fox, and better at holding things.

I had not noticed the raccoon before. Better will and ac, very slightly lower strength. But a poor move speed. Seems right in the mix depending on what you need.

Fox sits at slightly better str, -1 ac, -2 will, 40ft speed, +1 fort, better familair bonus,

Flying fox slightly better str, -2 ac, -1 will, +1 fort, -1 ref, 60ft fly, better familiar bonus.

Compsognathus same str, equal ac, +2 fort, -3 will, 40ft move , 20ft swim, best familiar bonus.

That's the basic breakdown of the difference using raccoon as a base. All seem worth considering depending on need.

I noticed raccoon before the mauler archetype came out. Built a lazy Shaman with a super-competent raccoon familiar kitted out with all the carrying capacity boosters and Batman levels of mundane/alchemical gear.


Drat! The Detached Hand line is not PFS legal. I may still do it for one of my home games if the current characters die.

The Giant Flea sounds like it might be the next most amusing option.

Dark Archive

Revolving Door Alternate wrote:

Drat! The Detached Hand line is not PFS legal. I may still do it for one of my home games if the current characters die.

The Giant Flea sounds like it might be the next most amusing option.

Unfortunately, one cannot get a mauler-hand without GM help at regular games either...

Hand's Detachment Feat wrote:
The hand acts as a wizard’s familiar, using your character level as your effective wizard level, except it doesn’t gain the alertness, share spells, deliver touch spells, spell resistance, or scry on familiar abilities.

The bolded part is something that a Mauler trades out, and the detached hand doesn't get it. So without GM intervention, no medium-sized hands that kill giants...


2 people marked this as a favorite.

For the creepiest ever mauler familiar, play an eyebiter mesmerist. Their familiar does get those abilities. Only Str 10 at medium size and no attacks, but a halfling eyebiter can ride atop their own eye.


This archetype makes the best every type of familair. Figment, "watch me pull my eye out", response "it all in your head I don't know what you are talking about." Sage, my eye read a book about orgers once. Protector, eyeball acts independently telling you when to Dodge or pushes a sword out of the way for you.

Riding, however, is still my fav.


avr wrote:

Wallabies aren't tiny to start with so they don't get the full effect of the transformation. They end up with one less strength than the fox.

I think a kangaroo-sized wallaby would stand out in most places. Many settings just don't have wallabies or kangaroos hopping around most places.

All this is true, but wallabies are REALLY CUTE. You can open an awesomely lethal petting zoo.


Haywire build generator wrote:
The Dandy Lion wrote:

For an outlandish option, there's always your left hand. With a familiar in class and the Hand's Detachment feat, nothing is stopping you from giving your new Crawling Hand familiar the mauler template, other than good taste and respect for your GM.

Enjoy your new monstrously strong (22+), pitiful AC hand. 3 feats horribly spent!

You fool, I will use this because I am the GM!

Sadly many of the best GMs are all too familiar with their left hands....


Mr. Bonkers wrote:
Revolving Door Alternate wrote:

Drat! The Detached Hand line is not PFS legal. I may still do it for one of my home games if the current characters die.

...

Unfortunately, one cannot get a mauler-hand without GM help at regular games either...

Hand's Detachment Feat wrote:
The hand acts as a wizard’s familiar, using your character level as your effective wizard level, except it doesn’t gain the alertness, share spells, deliver touch spells, spell resistance, or scry on familiar abilities.
The bolded part is something that a Mauler trades out, and the detached hand doesn't get it. So without GM intervention, no medium-sized hands that kill giants...

Hand's Detachment:

Your possessed hand can painlessly pull free of your body or reattach itself, leaving you with a bloodless but raw-looking stump at the end of one arm while the hand itself performs remote tasks under your command, acting in many ways like a strange familiar.

Prerequisite(s): Hand’s Autonomy, Possessed Hand.

Benefit(s): You can remove your possessed hand, allowing the possessing spirit to animate and control its motion.

Removing or reattaching your possessed hand is a full-round action. This deals no damage to you, but you can’t use the hand while it is removed. The hand acts as a wizard’s familiar, using your character level as your effective wizard level, except it doesn’t gain the alertness, share spells, deliver touch spells, spell resistance, or scry on familiar abilities. Use the statistics for a crawling hand to represent the detached hand, save that the hand isn’t undead, doesn’t have the mark quarry ability, and shares your alignment. If the hand is destroyed, the spirit regenerates your missing hand in 2d4 days. This process can be accelerated by regenerate or similar magic. You cannot use the Possessed Hand feat or any feat with the Possessed Hand feat as a prerequisite until the hand is fully regenerated.

If you have the familiar class feature, you can choose for your possessed hand to become your familiar, granting it all familiar abilities as normal. If selected as a familiar, your possessed hand grants you a +3 bonus on Sleight of Hand checks.

Need to read a little further. If the familiar is a class feature it works. I think it works as long as your familiar didn't come from a domain or the familiar bond feat.

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