I've been reading it myself over the last week and found I really liked all the lore for the dragon gods. Seeing expanded information about Dahak and Apsu was a real delight, especially with all the other neat deities. Otilaz and Brixori especially being new favorites of mine. Otherwise, I've had a fey dragonet character for years and resorted to using draxie sprite whenever I played him in oneshots. So, having an actual full ancestry for him now had me really excited. The dragonet features are quite cute and silly overall as well, which is exactly what I wanted!
To add some other alternatives as well, all the art I use for my guide I either purchased myself for campaigns over the years (not always feasible for everyone), or I just asked friends and community members if I could use their art in it. There's plenty of artists who wouldn't mind having their art used in a guide if you ask nicely and properly credit them I find. The Pathfinder community especially is full of great artists who will gladly work with you to feature their art if you ask! Does take a bit of extra effort, however.
It's been a while! Not much familiar stuff came out this year after Spring, so not much to add. However, with the release of Draconic Codex, I've added the new familiar options and a new build for playing 4 dragons at once. Otherwise, been about 2 years writing for this now! I look forward to updating it further in 2026 with whatever familiar options the Necromancer inevitably gets.
Though I am curious to see what new classes they make now that a majority of them from PF1e are now full classes or archetypes thematically or mechanically, I am curious to see more class archetypes to expand on the existing classes too. Something like a Skald could be neat as a class, but I'd love to see if they bring it in as a class archetype instead.
The Grindle-Drake is all its grub-like drake glory has been added to the guide from Lost Omens: Shining Kingdoms. I've also continued some more editing. That's all for this month! I'm also contemplating adding some stuff for Starfinder 2e if that ends up getting some unique familiar options, but I'll wait and see.
Overall, I quite like technomancer reading through it, however, one thing I've noticed is a few problems with Viper's Jailbreak Spellshape. This allows you to turn used spell gems into electromag grenades until the end of your next turn upon jailbreaking Spell Circuit. However, the one issue here is that grenades rely on Class DC to decide their save DC, which you're notably Trained in forever.
Round One: 2-Action (Typically) Spell Cast > 1-Action Overclock
Ignoring the fact that it takes 3 rounds of set up to throw a grenade with a DC that won't suck late game, it sort of makes one of your core class features as a Viper Technomancer useless if you don't take an 8th level feat. An 8th level feat mind you that will only make the grenade have a decent DC with a small selection of spells (a much more minor issue thanks to Spell Cache). Clearly this isn't a terrible issue, but it kind of feels bad to be forced to take an 8th level feat to even justify the action usage of throwing the grenade over anything else. It'd be nice if Viper had the ability to just use their Spell DC for the electromag grenades produced via their own feature in my own opinion just to allow you to make use of them outside of Grenade Spell. However, I imagine there are other solutions too, or perhaps it's fine as is for other folks! I'd love to hear opinions.
At the moment, ServoShell seems fundamentally just sort of unusable unfortunately. I'm honestly surprised there wasn't an option to acquire a familiar with the Tech trait, just as a nice flavor thing and also because one subclass just straight up doesn't work without such an option. Of course, having access to the robot companions the Mechanic gets would be even better! That would still require an archetype likely, however. I'm hoping this gets rectified eventually, but there was certainly a big oversight with that specific programming language.
Just some minor updates. I'm working on cleaning some things up and altering wording in some areas, which is going to just happen over the month. Additionally, I've added the Dust Bunny specific familiar from Tuesday's comedic article. Though not all content within the article is entirely balanced, I do believe the Dust Bunny is very in line with what to expect and elected to include it as it's a serious consideration one might make for a familiar choice. Also, it's adorable!
I was originally introduced to Paizo via Starfinder funnily enough, but had always known of Pathfinder since 2012 due to my Earthdawn 1e and D&D 4e gaming groups. I eventually transitioned to playing D&D 5e, but PF 1e was always this funny oddity with what I was told had, "Too much math and really weird character options." Eventually, I heard PF 2e had released and my same friend who introduced me to Starfinder 1e began telling me about it as well, but I was mostly more interested in Starfinder at the moment. Then, of course, they told me the secret passphrase to get me interested in the system entirely "They just added kitsune". I grabbed and read through all the mainline releases out by then and then proceeded to enjoy my few pages of kitsune content. I quickly realized the system had everything I loved about Starfinder and what originally made me excited for TTRPGs I hadn't really experienced since those 4e days. If anything, Pathfinder 2e is what truly got me into the TTRPG space and checking out even more systems from other publishers. In the end, I didn't even play a kitsune in my first PF2e campaign, I played a kobold! But I have played several kitsune since then.
When Magus first came out, I made a Laughing Shadow Magus with the Weapon Improviser archetype I dubbed the "Chair Warrior". It was overall pretty mediocre, but still fun. Honestly, overall happy to see the Resurgent Maelstrom Magus, really improves on the idea and makes it a lot more playable, which I appreciate. It's certainly not amazing, but it seems fun, which is what I care about primarily.
TheKazM wrote:
It's also important to note that Witch gets pretty much all the feats available to Familiar Master already. It's a perfectly fine archetype to take if you don't have anything else in mind for archetypes and you were going to take Enhanced Familiar anyway, but Witch in particular gets no benefit in specific from it.
Trip.H wrote:
Your mileage will really vary. I've had no issue with it myself in play and it does offer several handy immunities still. At the end of the day, the goal is to not have your familiar ever take enough damage to reduce it to 0 and having some stuff that makes that goal easier is nice, even if it comes at the cost of in-combat heals, which I've rarely had to worry about in most games outside of witch. It's a perfectly acceptable ability provided you got Crafting handy from my point of view. If more folks want to share their opinion regarding it, I may reconsider the rating while handling the new content I'm going over for Rival Academies right now.
Trip.H wrote:
I'll add my own two cents here, though I think the thread goes over it fairly well. I treat familiar and master abilities just like class feats, unless there's something saying you can take it multiple times, I'm a no go on that kind of stuff. However, some specific familiars can break that rule, like the Ceru's version of Cantrip Connection providing two spells rather than one.
New year, new build! I've added a fun and thematic Grandeur Champion of Apsu Shield build to the guide that uses the Poppet's Minuscule Mentee to have your own personal bard for your knight in shining armor. Otherwise, the guide has also been updated and maintained for a whole year now! This was my first time doing guide writing of this scale for a TTRPG and truthfully, I was quite anxious at the time about how it'd be received. However, folks have been very helpful in aiding me improving it and I've had a number of people messaging me in thanks. So, I want to say thank you to all of you who've commented here or elsewhere! I couldn't have made the guide what it is right now without your help. I look forward to seeing what new familiar options come with 2025!
keftiu wrote:
That would be interesting to see! Paizo seems to do a solid job on creating fair representations of cultures and their folklore with 2e, but they do seem to stick to anglicizations for names too.
QuidEst wrote:
Updated the guide with this information!
With Divine Mysteries soon out, my work for new books is done for the rest of the year (and hopefully for a bit, holy, so many familiar stuff this year). However, in this update, you'll find the addition of the Choir Politic and Paradox of Opposites patrons and their familiars, along with the long awaited remasters of the Baba Yaga, Mosquito Witch, and Pacts (now The Unseen Broker) patrons and their new familiars. Otherwise, there's a new subsection for witch covering object familiars, along with new sections on the Rivethun Emissary archetype and deities for familiar users (which includes the god of familiars and witch, Atrogine, as its only member currently).
Going to be honest, wasn't expecting Animist to have a whole familiar thing to be going on that is about on par with Improved Familiar Attunement Wizard in terms of overall power. However, also pretty busy with exams and work this week, so it may be a wee bit until the guide is updated.
I've had some Tian Xia characters I've been waiting to fully put together for a while, but the main one was a Yaoguai Cultivation/Flame Druid. Heavily tea themed, started out as a tea plant, has a tea leshy familiar, focuses on using fire/plant magic to grow and make tea, ect. Though I initially made them for an Abomination Vaults game with the mind to use Yaoguai when it came out, the release of options like the Cultivation Order and Familiar Sage really brought the build together. A minor focus on Crafting to make magical potions and teas given by the Cultivation order. While Familiar Sage provides a nice way to get Enhanced Familiar and some other neat feats like Phoenix's Flight which really brought the idea where I wanted it. Otherwise, I have a Lady Jingxi/Kofusachi Cleric I really want to play that's all about collecting stories and a Monastic Weaponry Bo-Staff Monk with strong Wukong vibes I'd love to try out.
For most encounters, my group takes a 20 - 30 minute rest if time allows as we typically do 1 - 2 moderate encounters a session. If a severe encounter comes up, it's often the end of session and folks go take their long rest and heal up to full over that time. Sometimes I may make it known there's a time limit and only offer a chance for a 1 - 2 10 minute rests. However, the groups I run games for often have a medic with Continual Recovery and Ward Medic and then someone with focus healing too, so that's rarely an issue either and they're able to get back up to full. Over the course of a level is difficult, but my groups tends to level up every 2 - 4 sessions, so with my best estimate, they're probably doing about 12 - 20 rests in that time.
QuidEst wrote:
It's no worries! That particular part I didn't end up changing. But yeah, Familiar Ritualist does let you skip the need to make a check for a secondary caster using your familiar which is nifty if you can get rituals.
QuidEst wrote:
These are all good points! I'll make sure to write that in once I can.
Guide is now fully updated for all familiar options featured in Tian Xia Character Guide! Additionally, I've added the Weaver of Heavenly Threads build featuring the new Unfurling Brocade Magus and Shikigami specific familiar.
The Familiar Sage archetype, 4 new ancestry feats, and 3 new abilities from LO: TXWG have been added (along with some build changes) to the guide! Currently, I'm postponing adding any direct information about specific familiars released in the book into the guide for now (just not enough time today), but you can see my rating for all 5 of them until then. The Shikigami and Tapir Sage are certainly my favourite from the bunch though, so expect a magus build making use of one of the two soon.
Lost Omens Tian Xia Character Guide is coming in and my oh my is there a lot for familiars! New ancestry feats, new specific familiars, new abilities, a whole new archetype! This is taking some time to evaluate all things considered and I want to put together some new builds as well using all these tasty new options (I also have other work to do for my writing job). So, expect an update later this week. I'd love to hear all of your thoughts on some of the new options in the meantime, however. Especially on the Familiar Sage archetype and the new Kindling master ability. The latter is something I'm unsure of how to evaluate, especially when the Shikigami specific familiar is entirely made for Kindling. Though second opinions always help!
Personally, the way I like to play and the way I like to run things changes around. The kinds of players I'm with tends to change things up too. When I'm playing, my goal is to make a character that plays to a specific theme that offers good roleplaying opportunities and functions well in combat. So, games where I get enough time to play the build in combat and RP the theme and story I want to do with others is my ideal. I tend to bounce off of games where there isn't a good balance of both, especially if there's too many players less interested in RPing a character and/or playing tactically in combat. Essentially, I want to play with others who feel competent and are invested in telling a story or just playing their characters in interesting and fun ways. When I'm GMing, my goal is to make sure everyone is enjoying themselves. I'm having the most fun when making interesting encounters that are difficult, but always winnable, and everyone else is having fun beating them. Additionally, I like it when players feel invested in the game, they're excited to tell a story with their character, whether it's a small and short arc or affects the whole campaign in a major way I can build around. I spend a lot of time teaching new players how to play as well, so helping new players understand their character and seeing them do great is always a delight for me as a GM. Overall, a simple way to put it would be I like it when people take the game seriously in a fashion where they know what they're doing and want to tell a story too. When it comes to GMing for new and inexperienced players though, I have fun when I can help them improve and they discover the cool things they can do with this game!
I decided to take a bit of time to mull over everything, see what I did and didn't like about the updates. However, the update is now out and the guide is fully remaster compatible with the release of PC2! A brief overview of some changes: - Fey Dragonet got pushed to a 4 star ranking with its lower investment requirement.
Otherwise, I added any new abilities and updated ones that got changed or replaced, and moved the Imp and Fey Dragonet to their new homes in the 7 and 5 cost specific familiar sections. I'm likely to add a new build or two in the coming weeks, along with adding in Lost Omens Tian Xia Character Guide's Familiar Sage archetype and Origami specific familiar (along with whatever else it brings) when that comes out next month! If you have any comments or feedback, please let me know as always.
Trip.H wrote:
Opinions seem a bit divided on the thread currently. I personally don't think it's necessary on alchemist (though I still like it a lot, I definitely used a lot of hyperbole in my previous statement), and it's currently the best familiar ability I've seen for familiars that want to bring items to allies. If, however, folks can just throw consumables over to allies willy nilly no issues with Interact now, then obviously it's not as good. However, if there's extra stipulations or it costs your ally's actions, then I do still quite like it. Alchemist of course has the ability to throw healing at allies now with little issue, but this is at least fairly safe for you and doesn't require any rolls. One merely needs to take Independent at the end of the day to get their familiar to move back for free next turn as well. There is to be concern over the safety of your familiar, but they should be able to at least take one or two hits from an AoE if you get unlucky at later levels. Overall though, I can't make any accurate comments until I have the book in front of me! So these are nothing more than initial impressions. I'm still exicted either way for Item Delivery since it's something I've wanted for a long time as someone who plays with familiars on a majority of my characters. I imagine the changes to abilities that exclusively work with alchemy will wow me even more! But we shall see. I appreciate the comments from both of you.
With folks starting to get PC2 (alas I still wait to get my hands on it), the new familiar options and specific familiar changes have been revealed. I did want to go over some stuff first though! Alchemists got a lot of changes, including to Alchemical Familiar which now gets Construct for free. However, I'm going to need to do a total rebuild of the build in the guide! Especially with the addition of the Item Delivery familiar ability, which finally allows familiars to easily transport and feed allies consumable items (which was the whole point of the build). Probably the best new option ever for alchemists (and for any item delivery familiar). Either way, quite excited for these familiar changes and I look forward to writing about them for all of you! At latest, the guide will be updated during GenCon, but I hope to be able to update it this week if possible.
Trip.H wrote:
Personally, I just boost it up when you get your better striking runes to have it scale in a similar fashion to animal companions (but less damage due to no "weapon spec"). Doesn't really break anything since it's basically just an animal companion as a familiar and it makes my players happier.
Theaitetos wrote:
Yeah, Dim the Light is a real head scratcher. Penumbral Shroud is available at 1st rank to the Occult list, but it's not exactly an amazing spell. I went and took the Shadowcaster dedication to have a decent spell to use for it at level 2, but that was 2 focus points. I'm hoping they expand it to the void trait at least in the remaster, but we'll have to see when they release it. Otherwise, I do quite like Steal Shadow and Consuming Darkness at least.
Big fan of Phoenix and Shadow. Love the vibes and interesting blaster/healer role Phoenix sorcerer fulfills with its options, and Shadow has some perfectly creepy focus spells that also happen to be pretty solid on top of an amazing list of bloodline spells that makes for a great sneaky illusionist.
Some pretty simple updates today. The Crysmal Shardling's name got changed in the errata, so updated as needed. Additionally, added the alchemist build at last. Talked with some alchemist players to figure out what abilities folks valued the most for it and I think I was able to put something solid together with the information given. Do enjoy!
I was thinking about a deer who's forest ends up dealing with an otherworldly incursion that leads to their awakening due to a malevolent symbiotic entity bonding with them. They end up becoming an investigator to figure out how to stop it, all while trying to stave off the influence of the entity. To my surprise, Fascinated by Society and Urban Jungle fits pretty well with Investigator. The announcement of the Palantine Detective for later this year is another boon to the idea, as I was considering the idea of them being a member of the Palatine Eye, albeit a tenuous one at best. Otherwise, my playgroup has made some other fun ideas, such as a juggling zoophonia seal bard and a swarmkeeper sloth precision ranger who's swarm are the sloth moths that live upon it.
The Raven Black wrote:
My fingers' desire to turn leaf into lead whenever I type strikes again! That would certainly be an interesting order, however.
|