Nature-Bonded Magus Plant Familiar?


Pathfinder First Edition General Discussion


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It mentions that the Nature-Bonded Magus gets a plant familiar, but I don't see the rules for a plant familiar anywhere... I think.


Rules for Plant Familiars are covered in the Horticulturalist Alchemist Archetype entry on page 35 of Ultimate Wilderness.

Plant Familiar wrote:
At 4th level, a horticulturist creates a Diminutive or Tiny alchemical plant creature that vaguely resembles a kind of animal suitable for a familiar (such as a cat) and acts as his familiar, granting the horticulturist a skill bonus, the Alertness feat, and so on. The plant familiar has all the abilities of the animal it resembles (for example, a bat-like plant familiar can fly) but is treated as a creature of the plant type and has familiar abilities based on the horticulturist’s alchemist level (though some familiar abilities may be useless to the horticulturist). An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells or deliver touch spells. If a plant familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level the horticulturist has. The ritual takes 8 hours to complete.

Bolded the areas that aren't specific to an Alchemists. Adding the Plant type grants your familiar:

Low-light Vision
Immunity to Mind-affecting effects, Paralysis, Poison, Polymorph, Sleep, and Stunning
Doesn't need to sleep


1 person marked this as a favorite.
Cuup wrote:

Rules for Plant Familiars are covered in the Horticulturalist Alchemist Archetype entry on page 35 of Ultimate Wilderness.

Plant Familiar wrote:
At 4th level, a horticulturist creates a Diminutive or Tiny alchemical plant creature that vaguely resembles a kind of animal suitable for a familiar (such as a cat) and acts as his familiar, granting the horticulturist a skill bonus, the Alertness feat, and so on. The plant familiar has all the abilities of the animal it resembles (for example, a bat-like plant familiar can fly) but is treated as a creature of the plant type and has familiar abilities based on the horticulturist’s alchemist level (though some familiar abilities may be useless to the horticulturist). An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells or deliver touch spells. If a plant familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level the horticulturist has. The ritual takes 8 hours to complete.

Bolded the areas that aren't specific to an Alchemists. Adding the Plant type grants your familiar:

Low-light Vision
Immunity to Mind-affecting effects, Paralysis, Poison, Polymorph, Sleep, and Stunning
Doesn't need to sleep

I don't think this is correct. There are actual plant familiars in UW (Suture Vine, Ravenous Tumbleweed, etc). It's far more likely that the Magus ability references those than it is a specific pseudo-template applied by another class.


I agree with cavernshark. A few of the available options for familiars are plants. The nature-bound must choose one of these options, which otherwise work like any other familiar. It isn't any different then having the restriction of 'must choose a mammal familiar as his familiar'. You could take a cat, but you couldn't take a toad.


The only plant familiar I see in Archives of Nethys is the petrifern: http://archivesofnethys.com/WizardFamiliars.aspx


That's because they haven't fully updated yet, as noted on the site's front page.

D20PFSRD has more, though links to statblocks for the newest familiars haven't been added yet.


Is a petrifern valid for a Nature-Bonded Magus though?


It has the Plant Type, so yes.

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