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Hi all. I've come here before looking for answers about what familiars can do and got great feedback on the subject (thank you again), but I'm back looking for help with another related subject regarding RAW and RAI, as I haven't found any relevant info from after the Playtest and before the revamp, or in the CRB and APG. I'm really hoping for some dev input on this one, and at least sage advice from more experienced 2E players.

Rules in question (CRB 217)
"Modifiers and AC
Your familiar’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don’t have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn’t have or use its own ability modifiers and can never benefit from item bonuses."

Previously it has been stated that familiars take a -2 penalty, and that they cannot make Strikes at all, but these are no longer in the books I mentioned.
I understand that familiars aren't intended to be melee combatants like a Ranger's animal companion or any Martial's Warhorse, for example, but are they able to perform simple Unarmed Strikes (claw or bite)? Or does this rule's wording refer to Familiar & Master Abilities such as Spell Delivery, and does a familiar have to make a Spell Touch Attack roll in order to deliver the spell to non-willing targets? For that matter, can the Spell Reach feat be applied to familiars if action economy allows for it? Basically, what are the intentions of this rule's wording, and what sort of Attacks does it mean? Thank you.

Edit: formatting


Apologies for potential redundancy.
I'm trying to figure out how many abilities are available in total. The Witch and Wizard classes seem to have access to the same advancement (albeit it's an innate part of the Witch but only an option for the Wizard), so at 1st level both classes start with access to 3 Familiar/Master abilities total, and gain an extra ability at 6th, 12th and 18th level. Without taking any of the familiar advancement class feats that gives you a flat 6 abilities.
Unless I've missed something, I believe there are only 2 class feats available to increase the number of abilities available, which start at 4 and max out at 6 with the Enchanted and Incredible Familiar class feats, respectively, giving you access to a total of 12 abilities to distribute between yourself and your familiar.
Is that everything RAW or did I miss something? Is 12 the highest possible number of abilities a PC with a familiar can have? Did I misinterpret the perk granted by Improved Familiar?
Thank you in advance for taking the time to check my work.

Edit: spelling