Looking at the Fey Touched familiar option via the Improved Familiar feat, I'm very interested, but I wasn't sure if it would work for me. I have a moth familiar. The template says it could change into a small or medium creature as alter self. But the universal monster rules regarding the Change Shape special quality state: "A creature cannot change shape to a form more than one size category smaller or larger than its original form." Since my moth is diminutive, becoming small or medium is more than one size category different. Does this mean the ability won't work for my moth? Or is this a case of "specific trumps general" and it can work because the template is more specific than the universal Change Shape rule?
If you already have a familiar, would the familiar you gain from elemental whispers function as a second familiar (& thereby give you two options for familiar skill bonus benefits and such?), or would the levels be made to stack, forcing me to choose one familiar or the other?
elemental whispers: Source Horror Adventures pg. 57
Element universal; Type utility (Su); Level 1; Burn 0 You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.
When multiclassing, do class levels from each class entitled a familiar stack for the purposes of being eligible for taking Improved Familiars, or do all of the levels need to be from a single class? From Familiars:
This rule makes it sound like the levels would stack for determining the familiar's abilities from the familiar table, but not necessarily the eligibility requirements.
I'm looking for advice on how to build a Seducer Archetype witch in a manner which it can best charm vampires while avoiding being dominated by them. My character is a silver-tongued human who's starting feats are Racial Heritage (dhampir) and Natural Charmer.
But I'd appreciate any ideas for her build or avenues that I could explore as she levels.
The Witch's Beast Bonded archetype does not fully function properly when using an Improved Familair because of the semantics of its level 8 ability. Spoiler:
The consensus in the rules board seemed to be that it is incompatible with most Improved Familiars, since they no longer are an animal that would qualify under Beast Shape II.
Pathfinder Roleplaying Game Ultimate Magic wrote:
However, I feel like this was probably just an oversight, (as familiars are magical beasts, not animals, and it doesn't call to point even some non-improved familiars, such as vermin familiars.) I'm disappointed that it hasn't been formally addressed yet. I feel like Paizo actually already has a working solution right under their nose now, since 4 years after introducing the Beast Bonded archetype, they came out with the Synergist witch archetype. I think we could use the following verbage from that archetype to solve the issue:
Spoiler:
Pathfinder Player Companion: Familiar Folio wrote:
Emphasis mine. This simple change of phrase would solve the whole issue while keeping things balanced and the end result would look something like this:
Spoiler:
Quote:
It's a pretty small change, but I think it would really help a lot. If you agree that this fix would fix up the Beast Bonded archetype, I guess please mark it for an FAQ so hopefully it gets Paizo's attention?
The Witch's Beast Bonded archetype runs into an issue if you take an Improved familiar. Essentially, they lose their 8th level hex in to gain an SLA that gives them a limited Beast Shape II in regards to taking on an animal shape of the same type as their familiar. Spoiler:
Pathfinder Roleplaying Game Ultimate Magic wrote:
The consensus in the rules board seemed to be that it is incompatible with most Improved Familiars, since they no longer are an animal that would qualify under Beast Shape II. However, I feel like this was probably just an oversight, and I'm disappointed that it hasn't been formally addressed yet. I feel like Paizo actually already has a working solution right under their nose now, since 4 years after introducing Beast Bonded, they came out with the Synergist witch archetype. I think we could use the following verbage from that archetype to solve the issue:
Spoiler:
Pathfinder Player Companion: Familiar Folio wrote:
Emphasis mine. This simple change of phrase would solve the whole issue while keeping things balanced and the end result would look something like this:
Spoiler:
Quote:
Is this worth trying to bring to Paizo attention, and if so, how do we suggest such a specific edit?
Do you keep adjustments from Feats while polymorphed? I found that "you lose all extraordinary and supernatural abilities that depend on your original form" as well as form-dependant class features. The issue is most feats aren't labeled as Ex, Su, or otherwise. A few specific examples I'm curious about: Bloatmage Initiate -
Angel Wings - (aasimar)
Grudge Fighter - (orc)
Evolved Familiar -
I was thinking about building a witch who is focused around landing Bestow Curse. As such, one of my main priorities would be getting its DC pumped as possible. My first thought was combining the Seasons Witch (picking Winter) and the Winter Witch archetypes.
Aside from that, I could take Spell Focus + Greater Spell Focus on Necromancy for another +2 DC. +4 is a decent start, but I'm looking for more suggestions. My friend pointed out that if I take the Magical Knack trait, I could take two 1-level dips while keeping my Witch's caster level the same, and suggested taking a dip into Boreal Sorcerer for another +1 DC (from the bloodline arcana) (and getting the perks of having extra spells). He pointed out too that if I don't care about the bloodline power, I could take a bloodline familiar, to give my familiar extra powers and prevent it from taking the level hit. Any ideas what might make another good 1 level dip?
I had a thought of taking a rat, and then snagging Improved Familiar to let it develop with me into a fiendish rat and then into a ratling.
Is It justifiable to do that? Also, anyone know if there has been an official Paizo stance yet on the old issue of if Witches have to lose all their spells when taking improved familiar?
Evolved Familiar let's a familiar pick up a 1 point Eidolon evolution so long as "The familiar must conform to any limitations of the evolution." Before, it was a worry whether or not familiars had to meet a base form requirement (for example, a quadupedal familiar still doesn't technically have the quadupedal base form),
Do familiars need to match the subtype as well? Also, even though the Summoner class has been mandatorily shifted to unchained, disabling its access to many old evolutions from Ultimate Magic, were the evolutions in Ultimate Magic banned from PFS, or are they legal to put on familiars via Evolved Familiar?
Evolved Familiar let's a familiar pick up a 1 point Eidolon evolution so long as "The familiar must conform to any limitations of the evolution." Before, it was a worry whether or not familiars had to meet a base form requirement (for example, a quadupedal familiar still doesn't technically have the quadupedal base form),
Do familiars need to match the subtype as well? (And curious if anyone knows - are old evolutions from Ultimate Magic now illegal to use with this feat? how about in PFS play?)
So, I liked the fiendish vessel concept, but wanted to open it to non evil flavor as well. And have it not race-locked. Just a cleric of whatever type who has a strong connection to his deity through a gifted familiar. Link to my Google doc:
That's what I have so far
It's mostly quick edits, changing "Fiendish" to "Deific" The main mechanical edits are to Channel Evil, and Fiendish Familiar. I wondered though, if just based on the nature of the concept, if the familiar should function like a witch's rather than a wizard's. And perhaps have spells work similarly with it, having the familiar be the liaison to preparing spells?
Thanks a ton for that review. I had my sister brainstorm with me, and we came up with the following revision below. The basic change log is:
---------- Some summoner's forsake the ability to conjure wide varieties of monsters, and foster a much deeper connection with their eidolon. These summoners empower their eidolons through the strength of their emotions, allowing their partners to temporarily soar to otherwise unreachable heights in power. Soulbond Eidolon: A Soulbond Summoner's Eidolon is forged from a shard of the Summoner's own soul. Because of this, the Eidolon is not sent back to its own plane due to its summoner becoming asleep or unconscious; instead, the eidolon falls asleep or becomes unconscious if it would be banished, waking only when its summoner awakens. (The Eidolon is banished as normal if it's summoner dies or if the Eidolon is slain.)
Spells: Another toll due to the Soulbond Summoner's missing soul shard is that the Soulbond Summoner has one fewer spells known at each level (including cantrips) than is presented on Table 2-8: Summoner Spells Known on page 57 of the Advanced Player's Guide, or Table 1-5: Summoner Spells Known on page 27 of Pathfinder Unchained, if playing an Unchained Summoner.
Awakened Form I (su): At 1st level as a full round action, if the Soulbond Summoner is within 30 feet of her eidolon, she can fuel her eidolon with a surge of emotional energy, temporarily awakening her eidolon to a more powerful, awakened form.
Bonded Soul (Su): At 2nd level, once per day when the Soulbond Summoner or her eidolon fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success. On a failure, both the Soulbond Summoner and her eidolon suffer the effects of the failed saving throw, even if one of them would not ordinarily be a valid target.
Reverse Aspect (Su): At 1st level the Soulbond Summoner can divert a single cantrip from her spells known to her Eidolon. Her Eidolon can cast this cantrip at will as a spell like ability.
Awakened Form II (Su): At 10th level, when the Soulbond Summoner uses her Awakened Form ability, her eidolon may grow to large size instead of small or medium.
Awakened Form III (Su): At 18th level, when the Soulbond Summoner uses her Awakened Form ability, her eidolon may grow to huge size instead of large, medium, or small.
Hi guys. I've been working on a Summoner Archetype designed to let it ditch summon monster (and perhaps bring down its overall power level), making it easier for new players to be able to manage, but also keeping it relevantly usable. This is what I have for it, and then below that are some of my thoughts. I'm hoping you guys can help me fix any glaring issues, and/or give me suggestions or tell me if you think it'll fit its intent?
Some summoner's forsake the ability to conjure wide varieties of monsters, and foster a much deeper connection with their eidolon. These summoners empower their eidolons through the strength of their emotions, allowing their partners to temporarily soar to otherwise unreachable heights in power. Shared Soul (Ex): A Soulbond Summoner's Eidolon is forged from a shard of the Summoner's own soul. Because of this, the Eidolon is not sent back to its own plane due to its summoner becoming asleep or unconscious; instead, the eidolon falls asleep or becomes unconscious as well, waking only when its summoner awakens.
Awakened Form I (su): At 1st level as a full round action, if the Soulbond Summoner is within 30 feet of her eidolon, she can fuel her eidolon with a surge of emotional energy, temporarily awakening her eidolon to a more powerful, awakened form.
Bonded Soul (Su): At 2nd level, once per day when the Soulbond Summoner or her eidolon fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success. On a failure, both the Soulbond Summoner and her eidolon suffer the effects of the failed saving throw, even if one of them would not ordinarily be a valid target.
Awakened Form II (Su): At 10th level, when the Soulbond Summoner uses her Awakened Form ability, her eidolon may grow to large size instead of medium.
Awakened Form III (Su): At 18th level, when the Soulbond Summoner uses her Awakened Form ability, her eidolon may grow to huge size instead of large or medium.
--------------------------------------------- Philosophy & Balancing thoughts.
So, my goal was to create a boon to the summoner's eidolon that would be temporary, but significantly powerful: Awakened Form.
I feel that, even though the Awakened Form feature has only 1/6th the maximum duration of use compared to Summon Monster feature, the benefit of being able to focus solely on the eidolon is still very significant.
The True Spirit Ability of a Nature Shaman is Companion Animal: Companion Animal (Su): The shaman’s spirit animal takes the form of an animal companion of her choice, using her shaman level as her effective druid level. The animal retains all the special abilities and the Intelligence score of the spirit animal, but also has the statistics and abilities of an animal companion. If the animal is dismissed, is lost, or dies, it can be replaced in the same way as a normal spirit animal. My shaman will have a sprite as an improved familiar, and I'm fond of the aesthetics of having a sprite. Now, the sprite's Luminous special abilities would stay in its new form, which is neat, but could I toggle the form on and off at will? (Since the familiar itself is an Ex ability, and the Companion Animal effect is an Su ability, I'm sure I could use some sort of personal-antimagic or something to suppress the effect when desired, but that's a lot of thought and effort that hopefully I don't have to brainstorm up.)
This might be a stupid question, but does the burning infusion still apply to targets that don't have SR to bypass, since it is stated to only ignite enemies when it bypasses their SR? I feel like it should work fine on things without SR, but the semantics make me hesitate. Burning Infusion
Just making sure-
Kinetic blasts normally provoke once for being a sla, and once more for being a ranged attack. But with this feat, a kineticist should be able to blast defensively without provoking, right?
I prefer diversity and flavor over combat ability, so until Fey Caller evolution qualifications are fixed, First Worlder is pretty much my only option to build a fey that I'd find fun. In a side nite though,Yuck!, I didn't know about that PFS stipulation. Does that mean Story Summoner is no longer legal either, even though it is included in the approved additional resources? (It modifies the Eidolon too x_x, but it seemed really cool using the Harrow cards) Can someone quote me the PFS ruling on how old summoner archetypes qualify or not?
I was told old archetypes work with the unchained summoner class, and wondered if having an unchained First Worlder Summoner is a valid option. I am aware of the Fey Caller archtype, but it's no good because as per Raw it has yet to be fixed. (The Fey subtype invented by the archtype does not qualify for many evolutions because Paizo has yet to go back to their evolution list and add the subtype for qualifiers) First Worlder edits the Eidolon's type to Fey and such, but the unchained summoner would still have to pick a subtype for it to have started as, which would be the subtype referenced when qualifying for evolutions I would guess?
The Ancestor Eidolon subtype from Blood of the Beast allows the eidolon to use the Quick Rebuild Rules from a Simple Class Template (Monster Codex 246) using either the Fighter, Rogue, or Sorcerer simple class template. This is the Sorcerer Simple Class Template Regarding the two level 0 spells that it learns - Do they function like a normal Sorcerer's 0 level spells (where they are not expended after being used), or do they get used up after a single cast each?
Hey guys, I was sure there was a spell that allowed you to touch a target in order to convey a vast amount of information via visual/empathic messaging that bestowed a perfect understanding without need of a shared language. I know it was from one of the pathfinder books, but I've spent about an hour and a half staring at spell lists and I can't for the life of me find it. Anyone have any ideas?
Cevah wrote:
Looking at this neatly compiled collection by Cevah in this thread, which of these feats can be applied to a summoner's summon monster ability? I heard that augment summoning and superior summoning can, but I'm not sure if that was an actual ruling, or what it might or might not imply about the legality of using the rest on their SLA.
Hey guys, I really really like the aesthetics of the hunter's animal focus ability. Being able to make animal-themed superficial changes to its animal companion or even itself on a whim seems really cool! I saw that there was the Naturalist summoner archtype where a summoner could use that feature on its eidolon, and wondered if there was an archtype out there, or if anybody had bootlegged a way to be able to use something like Animal Focus on a familiar? In general, it seems like familiars are much less powerful than animal companions and eidolons, so I thought maybe there'd be a way? But, I can't find one.
Gauss wrote: 2) (the bigger issue) You will lose most of your spells when you lose (dismiss) your familiar. That's a really important thing to consider, but I'm alright with it. The spells that I use the most are one's that I picked up with my human favored class bonuses, and those get to transfer to my new familiar for free. Plus a new familiar still gets 2 spells for each level, and I'll get my patron spells back.I dont think I have many spells that I'll lose that I was in a big need of, but if there are a handful, maybe I can offer them up to another witch to hang onto. My sprite can teach them to a 3rd party, and then the 3rd party can teach them to my new sprite. Adding Spells to a Witch's Familiar (APG 68) wrote: "A witch's familiar can learn spells from another witch's familiar. [...] Most witches require a spell of equal or greater level in return for this service." I'll essentially be giving them a ton of free spells (some of which are bound to be new to them, in return for them not having to share anything new to me. Just bringing back a few old stuffs. GM territory, but even if such a plan didn't pan out, it's still worth it to me. EDIT
Dr Styx wrote: To keep most of your old spells, get a Stone Familiar before you dismiss your old Familiar. That's hella worth it too ._. cool item!
My witch will be hitting level 7 shortly, and I would like to take my Sprite Familiar as a cohort via the Leadership feat. I don't believe that a familiar can qualify as a cohort, so I plan to dismiss my sprite from is familiar-duties, and take it then as a cohort instead. Relevant text quotes:
This leads me to believe that dismissing a familiar is RAW legal. There are no details regarding "dismissing," so the logistics of the act are probably up to GM discretion. Some GM's might rule that dismissing your familiar sends it away forever or something?
Now, of course once a familiar has been dismissed or replaced, it would no longer gain the benefits it enjoyed while it was a familiar. So, my Sprite would be back to an ordinary Sprite. But, it would have its good history and relations with me, and it would then be eligible to take class levels as a cohort.
Other than possible GM-Fiat, does this seem like a legitimate course of action to change my current sprite from my familiar to my cohort?
Gluttonous Gobbler is an Ogre feat from the monster codex. It allows a creature to swallow a foe as if they had the swallow whole special ability. The swallow whole special ability says that "Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature's statistics." How do you find out how much damage the swallowed creature takes?
Sorry to necro, but this applies to a character I'm currently running. I don't see why it wouldn't work with an improved familiar. I thought pathfinder had a clause that "Specific trumps general" when it came to rules. The general rule for "Beast Shape #" is: "When you cast this spell, you can assume the form of any Small or Medium creature of the animal type" The witch's Familiar Form is a specific, that allows her to take the form of her familiar as if using beast shape II.
So, it seems reasonable that even if her familiar doesn't fit the "animal" type, that it would be fine. There might not be various sizes of the forms, as Edgar quickly pointed out, but it should still work.
In the same regard, it seems pretty clear that a Serpentine Sorcerer's bloodline power is supposed to lead specifically to a serpent familiar,
Just because something is intended to do one thing, doesn't mean you can't add to it with more feats and abilities to get it to do more, or something different.
Yeah, just a homegame so I'm sure I can work out something rational, but I am still going to try to find any legit methods I can propose first, before resorting to rule's that I'd need to bend. Nefreet wrote: The levels only stack if the Familiar you want is on both lists. The only thing I'd seen on the topic was the quote from the familiar section that said: "Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level."Was there an FAQ or other source that said that the familiar had to be on both lists? The quote sounds like you just need to be entitled to a familiar.
Hi guys, I would like to have a water kineticist character, and I really really want him to have a Water-Mephit as a familiar. I could snag a water wysp or water elemental through the Elemental Whispers utility wild talents, but not the mephit i want, so I'm looking for ways to get one. These are my 3 ideas so far: 1.
2.
(It is my understanding that a character may not have 2 familiars, and that if something would grant a character a 2nd familiar, that the levels effectively stack.)
Then just take Improved Familiar at lv 7 for my water mephit. 3.
Can anyone give me some advice?
Now, once you have Greater Elemental Whispers, you do have a legit familiar, right? So you could take Improved Familiar afterwords and then replace your wysp/elemental at the next opportune time?
Another thing, though, is I don't know if the normal elemental whispers is temporary - even if the familiar doesn't have a body, it is still there all the time, giving you it's benefit and being able to communicate with you.
Well, it casts light as per the cantrip, so it can only target objects, not flesh. However, it is magical and magical fires usually take more than non-magical water to extinguish them. I agree it would take a touch attack to the enemy's clothing and it would provoke an AoO since it is an SP ability. 1 fire damage per turn from the get go, just like if someone had a torch pressed up to them.
No waiting period like heat metal. It doesn't have to 'heat up,' it just starts as hot as a torch. Better than a cantrip should be (because it is Pyrokinesis.. derp) but still less effective and more risky than just igniting someone from a distance with a burning blast. Fun, clever, legit, but sub par.
So, I was reading over the Mimic's statblock, and it can use a Diguise check to try to express itself as an object, like a treasure chest. But, I can't figure out how to work that. Typically, a disguise check has a modifier of +5 if only minor details change. Then it gets negative modifiers as a creature tries to disguise itself as a different race. But what about if there are no changes made? Is that even better than +5, if +5 is for minor changes? And what about if you are going beyond just race, to make yourself seem to be an inanimate object? Is that an even steeper modifier? I am also curious how this applies to a standard character trying to disguise themselves.
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