Curriculum Spells Cantrips Shield, Telekinetic Projectile
1st Rank Breathe Fire, Force Barrage, Mystic Armor
Focus SpellsForce Bolt Refocus You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool.
Drain Familiar ◇
Traits Arcane, Wizard
Frequency once per day
Requirements Your familiar is near your person. You expend the magical power stored in your familiar. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.
Arcane Thesis Improved Familiar Attunement You've long held that fine-tuning the magic that bonds a wizard and their familiar can improve the mystic connection and yield greater results, compared to the safe yet generic bond most wizards currently use. You've formed such a pact with your familiar, gaining more advantages from it than most wizards. You gain the Familiar wizard feat. Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels.
Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item. Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item.
Familiar Feat 1
Traits Magus Sorcerer Thaumaturge Wizard
Source Player Core pg. 201
You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.
Familiars
Source Player Core pg. 212
Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You gain the Pet general feat (page 259), except that your pet has special abilities. Common choices for familiars include bats, cats, foxes, ravens, and snakes. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar has the plant or fungus trait instead of animal. A familiar is different from a basic pet in the following ways.
Modifiers and AC
Source Player Core pg. 212
Your familiar’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. For Perception, Acrobatics, and Stealth, you can have your familiar use your spellcasting attribute modifier + your level instead of 3 + your level if it’s higher.
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.
Hit Points
Your familiar has 5 Hit Points for each of your levels.
Senses
Your familiar has low-light vision and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions. It doesn’t understand or speak languages normally, but it can gain speech from a familiar ability.
Movement
Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar). It can gain other movement types from familiar abilities.
Communication
Source Player Core pg. 212
Your familiar can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions. It doesn’t understand or speak languages normally, but it can gain speech from a familiar ability.
Selecting Familiar and Master Abilities
Source Player Core pg. 212
Instead of choosing two abilities only when you gain your familiar as you do with a normal pet, you can choose the two abilities each day during your daily preparations. You can choose from familiar abilities and master abilities. You can choose the pet abilities from the feat as familiar abilities as well. You can’t swap out abilities that are innate to your familiar. For example, you couldn’t choose not to give a raven familiar flying. Improved Familiar Attunement grants an extra ability each day.
Enhanced Familiar
Feat 2
Traits Animist Druid Magus Sorcerer Thaumaturge Witch Wizard
Source Player Core pg. 129 2.0, Player Core 2 pg. 153 1.1
Prerequisites a familiar
You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two.
Special [Wizard] If your arcane thesis is improved familiar attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
Climber ability is automatically selected since the monkey has a climbing speed. Four others chosen at spell preparation are marked in bold below.
Familiar Abilities Ambassador Your familiar knows how to act cute or focused on cue, helping you make a good impression. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Make an Impression (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.
Amphibious: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).
Burrower: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
Damage Avoidance: Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn’t prevent effects other than damage.
Darkvision: It gains darkvision.
Echolocation: Your familiar can use hearing as a precise sense within 20 feet.
Elemental: Your familiar has the elemental trait instead of the animal trait. Choose air, earth, fire, metal, water, or wood. Your familiar gains that trait. The familiar is immune to bleed, paralyzed, poison, sleep, and the element matching its trait. Your familiar must have the resistance familiar ability to select this.
Fast Movement: Increase one of the familiar’s Speeds from 25 feet to 40 feet.
Flier: It gains a fly Speed of 25 feet.
Focused Rejuvenation: When you Refocus, you generate magical energy that heals your familiar. Your familiar regains 1 Hit Point per level whenever you Refocus.
Gills: Your familiar grows a set of gills, allowing it to breathe water in addition to air.
Greater Resistance: Your familiar increases the resistance it gains from its resistance familiar ability to 3 + half your level. Your familiar must have the resistance ability to select this.
Independent: In an encounter, if you don't Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn't work with valet or similar abilities that require a command, if you're capable of riding your familiar, or similar situations.
Item Delivery: If your familiar is adjacent to you, you can Command it to deliver an item. Instead of its normal 2 actions, your familiar Interacts to take an item you’re holding of light Bulk or less, then takes one move action, then finally Interacts to pass off the item to another willing creature. It can instead administer the item to the creature if it can do so with 1 action and has an appropriate type of item (such as alchemical elixir). If your familiar doesn’t reach the target this turn, it holds the item until commanded otherwise. Your familiar must have the manual dexterity ability to select this.
Manual Dexterity: Your familiar can use up to two of its limbs as if they were hands to perform manipulate actions.
Master's Form: Your familiar can change shape as a single action, transforming into a humanoid of your ancestry with the same age, gender, and build of its true form, though it always maintains a clearly unnatural remnant of its nature, such as a cat's eyes or a serpent's tongue. This form is always the same each time it uses this ability. This otherwise uses the effects of humanoid form, except the change is purely cosmetic. It only appears humanoid and gains no new capabilities. Your familiar must have the manual dexterity and speech abilities to select this.
Partner in Crime: Your familiar is your criminal associate. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Deception or Thievery skill check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.
Play Dead: Your familiar pretends to be inanimate, hiding its supernatural capabilities. It can Hide without any cover or concealment from creatures that don’t realize it’s alive, so long as it’s in a location where it wouldn’t seem out of place. If the familiar succeeds, onlookers still see it, but they mistake it for an inanimate object. After being fooled once, they realize your familiar is alive, and it can’t Hide from them in that way again.
Resistance: Choose two of the following: acid, cold, electricity, fire, poison, or sonic. Your familiar gains resistance equal to half your level (minimum resistance 1) against the chosen damage types.
Scent: It gains scent (imprecise, 30 feet).
Second Opinion: Your familiar is your academic confidant. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Recall Knowledge skill check for a skill in which it has the skilled familiar ability (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you’re a master of the skill in question.
Skilled: Choose a skill other than Acrobatics or Stealth. Your familiar's modifier for that skill is equal to your level plus your spellcasting attribute modifier, rather than just your level. You can select this ability repeatedly, choosing a different skill each time.
Snoop: Your familiar keeps its eyes and ears open, ready to relay every snippet of gossip it catches, helping you gather information. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Gather Information (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.
Speech: It understands and speaks a language you know.
Threat Display: Your familiar helps you convey wordless threats through body language. Whenever you attempt an Intimidation check to Demoralize a creature, if your familiar is within 30 feet of your target and can act, it accompanies you with snarls, hisses, or raising its hackles. If it can do so, you don't take the normal –4 penalty on the Intimidation check if your target doesn't understand the language you're speaking.
Toolbearer: Your familiar can carry a toolkit of up to light Bulk. So long as your familiar is adjacent to you, you can draw and replace the tools as part of the action that uses them as if you were wearing them. Your familiar must have the manual dexterity ability to select this.
Touch Telepathy: Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language.
Tough: Your familiar's max HP increase by 2 per level.
Tremorsense: Your familiar is keenly aware of any vibrations traveling through a surface. It gains imprecise tremorsense with a range of 30 feet.
Valet: You can command your familiar to deliver you items more efficiently. Your familiar doesn't use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can't use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way.
Versatile Form: The crafted body of your familiar allows you to make adjustments to it when required. Once per day, you can spend 10 minutes to change one familiar or master ability your familiar possesses. To select this ability, your familiar must be a construct, and you must be at least trained in Crafting.
Wavesense: Your familiar can sense vibrations in the water. It gains imprecise wavesense with a range of 30 feet.
Master Abilities Cantrip Connection: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.
Extra Reagents: Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.
Familiar Focus: Once per day, your familiar can use 2 actions with the concentrate trait to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this.
Lifelink: If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar.
Spell Delivery: If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn’t reach the target to touch it this turn, the spell has no effect.
Clothing (Explorer's)
Item 0
Trait: Comfort
Source Player Core pg. 287 2.0
Price 1 sp
Bulk L
Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with armor potency rune.
Comfort: The armor is so comfortable that you can rest normally while wearing it.
Healer's Toolkit
Item 0+
Source Player Core pg. 288 2.0
Price 5 gp
Hands 1 or 2; Bulk 1
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's toolkit, you can draw and replace them as part of the action that uses them.
Spiked Gauntlet
Trait: Agile, Free-Hand
Source Player Core pg. 277 2.0
Price 3 sp; Damage 1d4 P; Bulk L
Hands 1
Type Melee; Category Simple; Group Brawling
Providing the same defensive function as a standard gauntlet, this version has a group of spikes protruding from the knuckles to deliver piercing damage with a punch.
Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Free-Hand: This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Dagger
Traits: Agile, Finesse, Thrown 10 ft., Versatile S
Source Player Core pg. 277 2.0
Price 2 sp; Damage 1d4 P; Bulk L
Hands 1
Type Melee; Category Simple; Group Knife
This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Thrown 10 ft.: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
Versatile S: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type.
Light Mace
Traits: Agile Finesse Shove
Source Player Core pg. 277 2.0
Price 4 sp; Damage 1d4 B; Bulk L
Hands 1
Type Melee; Category Simple; Group Club
A light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head's metal ridges or spikes.
Shove: You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Crossbow
Source Player Core pg. 280 2.0
Price 3 gp; Damage 1d8 P; Bulk 1
Hands 2; Range 120 ft.; Reload 1
Type Ranged; Category Simple; Group Crossbow
Ammunition Bolts
This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.
Bolts
Source Player Core pg. 280 2.0
Price 1 sp (price for 10); Bulk L
Type Ranged; Category Ammunition; Group Bow
Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.
Aeon Stone (Consumed)
Item 1
Source GM Core pg. 284 2.0
Price 9 gp
A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power.
Lesser Healing Potion
Item 3 [on Chronicle Sheet for Scenario #7-01: Enough is Enough]
Source GM Core pg. 259 2.0
Price 12 gp
A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points.
The lesser version restores 2d8+5 Hit Points.
Minor Healing Potion
[Part of Pathfinder Provision available at levels 1-2.]
The potion restores 1d8 Hit Points.
Chronicles and Accounting:
#1
1
Pathfinder Society Quest #3: Grehunde’s Gorget
XP: +1, Total 1
Grand Archive Rep: +1, Total 1
Starting Cash: 0.7 gp
Income: 3.6 gp
Total Cash: 4.3 gp (saving up for a Healer's Toolkit 5 gp)
Boon: Legacy of the Gorget (General): You have made close friends in the Lands of the Linnorm Kings by
retrieving Grehunde’s gorget and the body of her heroic descendant, Hlavard. This boon has special benefits when slotted during Pathfinder Society Scenario #1-10: Tarnbreaker’s Trail, and may have other benefits in scenarios and quests that feature Grehunde’s descendants.
2
Pathfinder Society Quest #6: Archaeology in Aspenthar
XP: +1 (Total 2)
Grand Archive Rep: +1, (Total 2)
Income: 3.5 + 0.4 = 3.9 gp
Total Cash: 8.2 gp
Purchase: Healer's Toolkit 5 gp
Cash: 3.2 gp
Boon: Secrets of the Jistkan Alchemists (General, Limited-Use): Your forays into the ancient alchemical testing site of the Jistka Imperium has left you with knowledge and materials for a few handy tricks. Whenever you Craft an item with the alchemical trait during Downtime, after rolling, you can check a box that precedes this boon to increase your degree of success by one (from critical failure to failure, from failure to success, or from success to critical success).
0 Boxes checked of 2.
3
Scenario #6-16: The Heart of the City
[Used Pregen Jirelle]
XP: +4 Total: 6
Grand Archive Rep: +4; Total 6
Income: 12.6 gp
Cash: 15.8 gp
4
Scenario #6-18: Symposium on a Fallen God
XP: +4 (Total 10)
Grand Archive Rep: +4; Total 10
GP: +14
Cash: 29.8 gp
5
Scenario #3-12: Fury's Toil
XP: +4 (total 14) (2 toward next level)
Income: +14
Cash: 43.8 gp
Spend 22 gp learning a spell activity.
Spend 12 gp for 3 Mystic Armor Scrolls
Cash: 9.8