Pathfinder Player Companion: Familiar Folio (PFRPG)

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Pathfinder Player Companion: Familiar Folio (PFRPG)
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Helping Hands and Spying Eyes

It’s time to make your familiar more fearsome! Whether you’re looking to give your magical ally an archetype to transform it into a brutish battle companion or you’re just scouting the menagerie of available familiars, Pathfinder Player Companion: Familiar Folio has you covered. This volume provides a bevy of new options, including new rules that allow characters of any class to gain familiars. Featuring all-new feats, items, spells, archetypes, and—of course—familiars, this Pathfinder Player Companion is the perfect accessory for spellcasters, as well as any player who fancies teaming up with a fantastic, travel-sized friend.

Inside this book, you’ll find:

  • A comprehensive list of familiars in the Pathfinder Roleplaying Game, guaranteed to make choosing yours both quick and convenient.
  • New archetypes like the duettist bard and eldritch guardian fighter, allowing classes traditionally without familiars to gain animal allies tied to their class abilities.
  • Familiar archetypes that allow players to customize their familiars to excel in combat, dispense untold wisdom, or even gain powers from a school of magic.
  • Bloodline and patron familiars that manifest abilities from the same powers inherent to bloodragers, sorcerers, and witches.
  • Information on the familiars most popular within specific groups on Golarion, like Hellknights and the Pathfinder Society.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

Written by Will McCardell, Philip Minchin, Mark Seifter, and Jerome Virnich.
Cover Art by Emily Fiegenschuh.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-731-4

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

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Good Options

5/5

I got the Familiar Folio in print, and it has a lot of information. Like for instance, there is familiars based on your Arcane school. This information is good for wizards that specialized in some sort of arcane school (I'd include Sin Mages as well). And there are other familiar types and archetypes for characters without a familiar normally.

Of course there are new spells that work with your familiar. New improved familiars, tiny familiars, small familiars, new equipment and magic items, and other options. If you play a wizard, sorcerer, or other class with a familiar this book is something you should pick up. It's worth it.


Interesting Options

5/5

I picked this up because I was picking up an arcane class and curious as to the additional options that came out.

It's a book that applies to multiple classes, one of the more interesting archetypes given a game to pick up might be the story behind the Paladin with a familiar and its a good story creation stand point.

Not only does this open up various familiars but gives even better options for the character.


Fun Book!

4/5

Read my full review on Of Dice and Pen.

These days, I generally find myself growing tired of books that are almost entirely crunch. There's so much out there already that, unless the new stuff is exemplary, it just ends up seeming forgettable. Familiar Folio, however, is a definite exception. It expands the game in an area that has seen very little expansion, and thus is far more memorable. It is a very welcome resource and will add needed new levels of fun to familiars.


Ring Side Report- RPG Review of Pathfinder Player Companion: Familiar Folio

4/5

Originally posted at Throat Punch Games, a new idea everyday!

Product- Familiar Folio
System- Pathfinder
Producer- Paizo Publishing
Price- $12.99
TL; DR- Useful if you already like familiars. 88%

Basics-Every great wizard has a familiar, why can’t you! Familiar Folio is a Pathfinder Player Companion book discussing familiars, how to add them to new characters, and how to improve them. Like every other book in the companion line, it adds new feats, archetypes, items, spells, and other options for players and their familiar’s alike.

Mechanics or Crunch-This book is amazing, if you already like familiars. This book won’t really win you over if you didn’t already have a character concept for familiars. Every option added in this book is great, but familiars tend to work just like alchemy in Pathfinder, great if you love them, bad if you don’t. After seeing what’s here, I can say that if I played a character who wanted a familiar, I’d absolutely want what's here. However, if I played someone who had the options of not having one vs having one, I don’t think this book would win me over to the familiar side, even with a mascot (familiar). 4.25/5

Theme or Fluff- This book discusses some of the story aspects of familiars, but it doesn’t really go out of its way to add them in deeper. The book covers topics like how to roleplay with them, and it does have a bit of how different locations in Golarion would use familiars and the types in those locations. But, it’s not much beyond that. This is primarily a crunch heavy book. 4/5

Execution-This was put out by Paizo. For anything you can say about Paizo, the unarguable truth is they know how to make a book well. It’s got great art, great layout, and was a pleasure to read. 5/5

Summary-The simple question to this book is, “Will you use or want a familiar?” If you said yes, then you get this book. If not, then don’t. Like I said with alchemy, familiars are extremely divisive. You love your familiar, then you will love this book. If you couldn’t care less about your wizard friend's odd toad in his pocket, then you don’t want this book. What this book is is well written, a bit light on story, but overall well put together. Just decide if you want a tag along before you begin. 88%


Useful, but not inspiring

3/5

I think this book does what it sets out to do: make familiars more useful, engaging, and tied into character flavor.

But it doesn't make me want to run out and create any characters (although the Chosen One is pretty sweet). Mostly, it'll wait until one of my players says "ooooo, can I have a familiar?"

I have a more in-depth review posted here.


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1 person marked this as a favorite.

Thanks again for the info Skeld.


Tell us about the Familiar Bond feat please.


Pathfinder Starfinder Roleplaying Game Subscriber

Since I didn't see them covered, would you mind telling us about the new familiar archetypes?


Thank you for the information.

Does the Synergist Witch archetype come with new Hexes? My party's Witch is hoping that she can gain familiar specific Hexes when she levels up.

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Steven "Troll" O'Neal wrote:
Tell us about the Familiar Bond feat please.

Spoiler:

Familiar Bond allows a character to gain a familiar as a Wizard, but doesn't grant all the benefits of a Wizard's familiar. It requires Iron Will.

Improved Familiar Bond grants the special ability of the familiar.

-Skeld

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Luthorne wrote:
Since I didn't see them covered, would you mind telling us about the new familiar archetypes?

Spoiler:

These are the familiar archetypes. I might have more time to get into them later:
Abjuration
Conjuration
Decoy
Divination
Emissary
Enchantment
Evocation
Figment
Illusion
Mascot
Mauler
Necromancy
Protector
Sage
Transmutation

-Skeld

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
JGray wrote:

Thank you for the information.

Does the Synergist Witch archetype come with new Hexes? My party's Witch is hoping that she can gain familiar specific Hexes when she levels up.

Spoiler:

I don't see any new hexes. It's mostly geared toward the Witch and familiar combing their forms to grant the Witch additional non-hex abilities.

-Skeld

Lantern Lodge RPG Superstar 2014 Top 4

Homonculist details please! :)


1 person marked this as a favorite.
John Kretzer wrote:
I am hoping for rules for the wasps that Calistrians use as familiars.

I asked this when I first heard that this book was coming out....so is there anything in this at all to support this?


@Skeld: Thank you for the reply.

Sovereign Court

Pathfinder Starfinder Society Subscriber

I'd like to know what class features the Duettist Bard replaces. Thanks for sharing!

Grand Lodge

2 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Robert Brookes wrote:
Homonculist details please! :)

Spoiler:

Homunculist gains a homunculus familiar (loses mutagen) and can later grant it features using limited number of Summoner's evolution points.

-Skeld

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
John Kretzer wrote:
John Kretzer wrote:
I am hoping for rules for the wasps that Calistrians use as familiars.
I asked this when I first heard that this book was coming out....so is there anything in this at all to support this?

I don't see any mentions of wasps or Calistria in the book.

-Skeld

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
KingOfAnything wrote:
I'd like to know what class features the Duettist Bard replaces. Thanks for sharing!

Spoiler:

Duettist replaces Jack of All Trades, Bardic Knowledge, Loremaster, Dirge of Doom, and Frightening Tune.
Duettist modifies Versatile Performance.

-Skeld

Sovereign Court

Pathfinder Starfinder Society Subscriber
Skeld wrote:
KingOfAnything wrote:
I'd like to know what class features the Duettist Bard replaces. Thanks for sharing!

** spoiler omitted **

-Skeld

Do you mind sharing how versatile performance is modified? It could just be made conditional, but I'm guessing it limits the skill selection. If so, which Perform skills are allowed?

Thanks again!


Thank you Skeld!

This is one of the books I've been really looking forward too. Thanks for the preview!

-Kcinlive

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
KingOfAnything wrote:
Skeld wrote:
KingOfAnything wrote:
I'd like to know what class features the Duettist Bard replaces. Thanks for sharing!

** spoiler omitted **

-Skeld

Do you mind sharing how versatile performance is modified? It could just be made conditional, but I'm guessing it limits the skill selection. If so, which Perform skills are allowed?

Thanks again!

Spoiler:

At 1st level, the Duellist gains a familiar as a Wizard (replaces Bardic Knowledge). At 2nd level, the familiar benefits from the Duellist's Versatile Performance. At 4th level, the familiar can use any of the Duellist's Performance skills, but only one of them (familiar or Duellist) can use Perform at a time. At 8th level, they can Perform together to increase the DC of a single effect. At 14th level, they can play together and generate two separate effects.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Kcinlive wrote:

Thank you Skeld!

This is one of the books I've been really looking forward too. Thanks for the preview!

-Kcinlive

You're welcome. Glad I could help.

-Skeld


What creature type is the Cat Sith and what abilities does it have? Does it have any immunities, resistances, DR, SR, or special defenses?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Dragon78 wrote:
What creature type is the Cat Sith and what abilities does it have? Does it have any immunities, resistances, DR, SR, or special defenses?

Spoiler:

It's a Magical Beast with the ability to make you think you're cursed and to cause unluckiness. No immunities/resistances, DR/SR, or special defenses.

-Skeld


Thanks again for the info Skeld:)


What does an Ioun Wyrd do? I'm making a character who's a Pathfinder and I'm very interested in one for him.


I am curious about the new familiar archetypes, specifically, the "Evocation" and "Mascot". I would appreciate a quick summary of how they work.

Thanks

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
logan grayble wrote:
What does an Ioun Wyrd do? I'm making a character who's a Pathfinder and I'm very interested in one for him.

Spoiler:

They're weird (Haha! Get it? Weird, wyrd. I'm hilarious.) construct familiars that look sorta like strange, little earth elementals. It can add ioun stones to its body and share the effects with its master.

-Skeld

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Notabrick wrote:

I am curious about the new familiar archetypes, specifically, the "Evocation" and "Mascot". I would appreciate a quick summary of how they work.

Thanks

Spoiler:

Each school archetype has a Lesser power and a Greater power. You have to take the School Familiar feats to get the Lesser power and the Greater School Familiar feat to get the Greater power.

Evocation - Lesser: pick an energy type. Familiar gains resistance 10 to that energy and bonus damage any time an ally casts a spell of that energy type with 5'. Greater grants immunity to the energy type above and allows the familiar to adsorb a spell of that energy type.

Mascot - Treats all Perform skills as class skills. Shares a link with all the members of its "team" (1 member per 3 levels). Bonus on successful Aid Another checks. Share spells and deliver touch function at level-2 for all team members. Eventually gains ability to talk to all team members and can designate any one them to be its Master.

-Skeld


The Evocation familiar grants additional damage from spells his master casts?


Just curious, what does the Enchantment familliar do?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Notabrick wrote:
The Evocation familiar grants additional damage from spells his master casts?

Spoiler:

The feats states that whenever an ally within 5' casts a spell that deals energy a descriptor of the chosen energy type, the spell deals bonus damage equal to the spell's level. I assume the familiar's Master counts as an ally.

-Skeld

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Matrix Dragon wrote:
Just curious, what does the Enchantment familliar do?

Spoiler:

Enchantment
Lesser - +2 to the save DC of an enchantment spell cast by the Master against an opponent who occupies the same square as the familiar. So weird.
Greater - 1/day touch attack that behaves like charm monster.

-Skeld


What does a necromancy familiar do? Also does a mascot familiar serious turn single target spells into mutli target spells for all team members?


You Skeld, are a scholar and a gentleman. What abilities does the fighter archetype give up, and what does the Mauler familiar archetype grant?


Skeld wrote:
Matrix Dragon wrote:
Just curious, what does the Enchantment familliar do?

** spoiler omitted **

-Skeld

Whoa. That lesser one is crazy. Now if only I could figure out a way to use it consistantly without getting my familliar killed XD I think an improved familliar with dimension door is the ticket....

As if my Kitsune Fey Sorcerer's enchantments weren't frightening enough :D

Contributor

Matrix Dragon wrote:
Skeld wrote:
Matrix Dragon wrote:
Just curious, what does the Enchantment familliar do?

** spoiler omitted **

-Skeld

Whoa. That lesser one is crazy. Now if only I could figure out a way to use it consistantly without getting my familliar killed XD I think an improved familliar with dimension door is the ticket....

As if my Kitsune Fey Sorcerer's enchantments weren't frightening enough :D

That's easy. You use a familiar that can become invisible, like a faerie dragon or a quasit.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Alex Smith 908 wrote:
What does a necromancy familiar do? Also does a mascot familiar serious turn single target spells into mutli target spells for all team members?

Spoiler:

Necromancy
Lesser - Attacks against incorporeal creatures deals full damage when the familiar succeeds an Aid Another check against the creature. Familiars always go in the surprise round when they encounter a haunt and can make touch attacks (that deal damage) against the haunt. This one is pretty cool.
Greater - Familiar gains immunity to energy drain, has constant hide from undead, is healed by negative energy as an undead would be, and can deal 1 (and only 1/day) negative level with a natural attack. Very useful.

Since my players are in Runeforge, I might have to break some of these out...

-Skeld


Alexander Augunas wrote:
Matrix Dragon wrote:
Skeld wrote:
Matrix Dragon wrote:
Just curious, what does the Enchantment familliar do?

** spoiler omitted **

-Skeld

Whoa. That lesser one is crazy. Now if only I could figure out a way to use it consistantly without getting my familliar killed XD I think an improved familliar with dimension door is the ticket....

As if my Kitsune Fey Sorcerer's enchantments weren't frightening enough :D

That's easy. You use a familiar that can become invisible, like a faerie dragon or a quasit.

That would work, though I have been running into a lot of stuff with See Invisibility lately.


I am kind of interested in this. I will be looking for anything that can apply to a ranger. Yes, rangers get companion but there is something I like that happens with familiars that does not happen with companions that I would like for my character concept. The main reason for this is something I want to port over from a video game, I think the name of it was Mark of Kri, in it the main character was a warrior that had a bird companion that he could send on ahead of himself and look through the bird's eyes. There was something like that in the Beastmaster archetype but this was spread out over many animals. I am looking for is the ability to have a bird of prey of some type as the character's companion to use as a spy. The ranger wold be able to get a bird's eye view of the battlefield by looking through his companion's eyes and get a better handle on the situation. Plus it would make sneaking up on enemies that much easier as they might be distracted. I have to look and see where the dive bomb trick went to as another tactics I like if say I play a ranger with a pet eagle is to have him make lots of bags of alchemist's fire or tanglefoot bags in the off season and then when adventuring, he can either toss them to start the fight off right or give them to his buddy who flies the bombs to the target.

Designer

1 person marked this as a favorite.

Having written nearly all of the archetypes and all of the familiar archetypes as the first thing I did upon arriving at Paizo (before my contract started), I am thrilled to see this out and glad that people are liking them so far (and you should totally add them to Runeforge!) For those of you who haven't read my 3pp stuff, this is your first final product of mine as an author that you've seen so far (with the Occult Playtest being the first stuff period).

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Tonlim wrote:
You Skeld, are a scholar and a gentleman. What abilities does the fighter archetype give up, and what does the Mauler familiar archetype grant?

Spoiler:

To be an Eldritch Guardian, the Fighter gives up class skills (Intimidate, Ride, Swim), Bonus Feat (at levels 1 & 2), and Bravery.

Mauler Familiar gains a bonus to +2 attack/damage when its Master drops an opponent (but it can't speak), it gain 1 Str every 2 levels starting at 3rd (but Int remains 6), can transform to Medium size and back at will which grants +2 Str (but loses the touch delivery of spells). It eventually gains DR5/magic in place of spell resistance.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Mark Seifter wrote:
Having written nearly all of the archetypes and all of the familiar archetypes as the first thing I did upon arriving at Paizo (before my contract started), I am thrilled to see this out and glad that people are liking them so far (and you should totally add them to Runeforge!) For those of you who haven't read my 3pp stuff, this is your first final product of mine as an author that you've seen so far (with the Occult Playtest being the first stuff period).

The school archetypes are good, but the Lesser power of the Enchantment one is still a bit confusing to me because

Spoiler:
it requires the familiar to occupy the same square as the target of the enchantment. Most of the other powers seem to require the familiar to be within 5' of the target or Master, but this one requires the same square. That seems odd (especially if you have a Small/Medium familiar).

Was that intentional?

-Skeld


Curious if there is any official clarification in the book regarding Shamans and Improved familiar. Can they A) take Improved Familiar because Spirit Animals are treated as familiars, or B) Not take Improved Familiar because they can only replace their Spirit Animal with the same type of animal?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Arkadwyn wrote:
Curious if there is any official clarification in the book regarding Shamans and Improved familiar. Can they A) take Improved Familiar because Spirit Animals are treated as familiars, or B) Not take Improved Familiar because they can only replace their Spirit Animal with the same type of animal?

The only mention I can find of Shamans is in a couple of spells.

-Skeld


Can you give a summary of the Figment familiar archetype? Does it make the familiar into some type of illusion?

Thanks Skeld. I wish I didn't have to wait until January 28 to buy the PDF.

Designer

Skeld wrote:
Mark Seifter wrote:
Having written nearly all of the archetypes and all of the familiar archetypes as the first thing I did upon arriving at Paizo (before my contract started), I am thrilled to see this out and glad that people are liking them so far (and you should totally add them to Runeforge!) For those of you who haven't read my 3pp stuff, this is your first final product of mine as an author that you've seen so far (with the Occult Playtest being the first stuff period).

The school archetypes are good, but the Lesser power of the Enchantment one is still a bit confusing to me because ** spoiler omitted **

Was that intentional?

-Skeld

Intended. One of the things I tried to do throughout my turnover, without really mentioning it explicitly, but I can tell that Patrick and Owen caught on when they developed it, was give different abilities that would encourage characters of different types to broaden their horizons on which familiars they pick, depending on what character they were playing. For instance, for the enchanter, in a social situation, if you have an animal that's adorable and pretty normal-looking, like a cat, you can probably easily get it up near someone as compared to, say, a compsognathus or greensting scorpion (two of the most chosen familiar types). So you have discovered something quite notable considering how recently you received the pdf, which was that variety and unusual synergies were a side goal of mine.

Scarab Sages Modules Overlord

It also, as noted, makes it a more dangerous benefit to use in combat. That's also intentional, which is why it's such a big bonus relatively speaking.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Notabrick wrote:

Can you give a summary of the Figment familiar archetype? Does it make the familiar into some type of illusion?

Thanks Skeld. I wish I didn't have to wait until January 28 to buy the PDF.

Spoiler:

The Figment familiar is basically born from the Master's dreams and disappears until the Master rests if it takes too much damage or meets some other "death" criteria. Starting a 3rd level, the Master can use a limited number of Summoner evolution points to shape his familiar (because it's a dream creature).

-Skeld

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Mark & Owen - Thanks for the explanation. I think that makes sense.

-Skeld


I just got my copy of the PDF. Turns out that only Wizards can get the school familliars. Saddening, but it makes sense thematically.

HOWEVER. Sorcerers can get bloodline familliars. The abilities aren't as powerful, but you get them only for the cost of losing your first bloodline power and geting your bonus spells one level later.

That's really good if you don't care about the spells, since first level powers generally aren't that great anyway.

Designer

Matrix Dragon wrote:

I just got my copy of the PDF. Turns out that only Wizards can get the school familliars. Saddening, but it makes sense thematically.

HOWEVER. Sorcerers can get bloodline familliars. The abilities aren't as powerful, but you get them only for the cost of losing your first bloodline power and geting your bonus spells one level later.

That's really good if you don't care about the spells, since first level powers generally aren't that great anyway.

Yep, your kitsune fey sorceress's DCs are frightening enough already—whereas enchanter wizards have no real DC boosters to speak of. It's fully intended, and that's part of why it's such a nice big increase (and, as Owen pointed out, the nearly-assured AoO is the other part).

The Exchange

Mark Seifter wrote:
Matrix Dragon wrote:

I just got my copy of the PDF. Turns out that only Wizards can get the school familliars. Saddening, but it makes sense thematically.

HOWEVER. Sorcerers can get bloodline familliars. The abilities aren't as powerful, but you get them only for the cost of losing your first bloodline power and geting your bonus spells one level later.

That's really good if you don't care about the spells, since first level powers generally aren't that great anyway.

Yep, your kitsune fey sorceress's DCs are frightening enough already—whereas enchanter wizards have no real DC boosters to speak of. It's fully intended, and that's part of why it's such a nice big increase (and, as Owen pointed out, the nearly-assured AoO is the other part).

DCs? Saving throws? Silly mortals, my compulsions must be irresistible, or else why has no foe ever succeeded on one of these so-called "saving throws". Even so, by removing my chance to raise this supposed DC, you have betrayed me.


Mark Seifter wrote:
Intended. One of the things I tried to do throughout my turnover, without really mentioning it explicitly, but I can tell that Patrick and Owen caught on when they developed it, was give different abilities that would encourage characters of different types to broaden their horizons on which familiars they pick, depending on what character they were playing. For instance, for the enchanter, in a social situation, if you have an animal that's adorable and pretty normal-looking, like a cat, you can probably easily get it up near someone as compared to, say, a compsognathus or greensting scorpion (two of the most chosen familiar types). So you have discovered something quite notable considering how recently you received the pdf, which was that variety and unusual synergies were a side goal of mine.

Dang… you are good at this. I read the enchantment dealio earlier, and my first thought was, "Oh, so you have your cat familiar rub up against their legs. Cats are always doing that. Man, it's cool to get extra use out of my cat familiar, which I just took for flavor."

So yeah, you nailed that one!

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