Pathfinder Player Companion: Familiar Folio (PFRPG)

4.10/5 (based on 8 ratings)
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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Designer

QuidEst wrote:
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!

Excellent! The rubbing thing was my mental image as well.

It's fortuitous that you took a cat for flavor with your enchanter already. Now see if your GM will let you sub into the archetype so you can get the abilities faster than usual.


Mark Seifter wrote:

Excellent! The rubbing thing was my mental image as well.

It's fortuitous that you took a cat for flavor with your enchanter already. Now see if your GM will let you sub into the archetype so you can get the abilities faster than usual.

Ooh, drat. I forgot it had to a wizard of the Enchantment school specifically. She's got the Void elemental school 'cuz she's a bit creepy like that. Enchantment is just so she doesn't ever have to actually put any work into things like "being nice to people" or "asking politely". Well, incentive for me to make wizards who don't get out of opposed schools by just opposing the Fire elemental school!


GM in a homegame is letting me play a ported Arcane Hierophant from 3.5, this will make things intresting.


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).

Ah well, the fact that I'll be able to train out of my Eldritch Heritage (Arcane Bloodline Familiar) feats keeps me happy enough ;)


Matrix Dragon wrote:
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....

Once the target is charmed, your familiar is safe, yes? If the target isn't charmed, well, your familiar wasn't very good at his job. <Grin>


What does the Familiar Adept give up and what does it gain?

What does the Arcane Bloodline Spell Catalyst do?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

The adventures of Lem and Groot. That is all.


1 person marked this as a favorite.

If I may ask, what does the Synergyst and Eldritch Guardian archetypes do, exactly?

Especially wondering about the latter, seeing as one would wonder what a fighter would do with a familiar.


I wish there was a Monk archetype with a familiar where they learn kung-fu from each other (Familiar gets IUS and the feats the monk has through his bonus feats or something similar).


How exactly are the Hellknights used in the book? They're named dropped in the description but I've not seen anyone ask yet. Is it just a list of frequently used familiars?

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
logan grayble wrote:
How exactly are the Hellknights used in the book? They're named dropped in the description but I've not seen anyone ask yet. Is it just a list of frequently used familiars?

It's 3/4ths of a page and a couple of lines per organization on what familiars a dozen different Golarion organizations prefer.

Included Organizations:
Acadamae, Arclords, Aspis Consortium, Blackfire Adepts, Blood Lords, Esoteric Order of the Palatine Eye, Hellknights, Magaambyan Arcanists, Pathfinder Society, Prophets of Kalistrade, Riftwardens, Winter Witches


Kvantum wrote:
logan grayble wrote:
How exactly are the Hellknights used in the book? They're named dropped in the description but I've not seen anyone ask yet. Is it just a list of frequently used familiars?

It's 3/4ths of a page and a couple of lines per organization on what familiars a dozen different Golarion organizations prefer.

** spoiler omitted **

That's neat. I'll be interested in finding out those specifics. I like learning about the smaller personal details of the different organizations.

Grand Lodge

Adventure Path Charter Subscriber
Pyromancer999 wrote:

If I may ask, what does the Synergyst and Eldritch Guardian archetypes do, exactly?

Especially wondering about the latter, seeing as one would wonder what a fighter would do with a familiar.

Spoiler:

The Synergist's abilities involve the Master and familiar merging together to grant the Synergist some bonus abilities (darkvision, flight, natural attack, etc.) while giving up some hexes.

Eldritch Guardian (discussed some upthread) get abilities that allow them to share feats with their familiar and bonuses against fear effects.

-Skeld


so what does the figment give up to gain it's ability to reform after death?

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Notabrick wrote:
so what does the figment give up to gain it's ability to reform after death?

It only has 1/4th its master's hp total, not half. It also loses the ability to deliver touch spells, speak with animals of its kind, and scry on familiar in return for the ability to apply eventually 3 points worth of Eidolon evolutions to the familiar.


Thanks!


Kvantum wrote:
Notabrick wrote:
so what does the figment give up to gain it's ability to reform after death?
It only has 1/4th its master's hp total, not half. It also loses the ability to deliver touch spells, speak with animals of its kind, and scry on familiar in return for the ability to apply eventually 3 points worth of Eidolon evolutions to the familiar.

Never worrying about your witch spell book? Priceless. Also, I think it would make an interesting tumor familiar... You have an imaginary parasite latched on to the back of your neck. Pick hedgehog, and it'll even give you a bonus on will saves.

Sovereign Court

Pathfinder Starfinder Society Subscriber
QuidEst wrote:
Kvantum wrote:
Notabrick wrote:
so what does the figment give up to gain it's ability to reform after death?
It only has 1/4th its master's hp total, not half. It also loses the ability to deliver touch spells, speak with animals of its kind, and scry on familiar in return for the ability to apply eventually 3 points worth of Eidolon evolutions to the familiar.
Never worrying about your witch spell book? Priceless. Also, I think it would make an interesting tumor familiar... You have an imaginary parasite latched on to the back of your neck. Pick hedgehog, and it'll even give you a bonus on will saves.

Unfortunately, the witch is called out as not being able to pick the Figment familiar archetype. You can't learn spells from yourself, silly!


Unless you are a wizard, sorceror, or magus? I mean that is more or less what happens, you stop and consider how to get reality to go and do its own thing for a while. Though mechanically it is a good call to not let the Witch have an indestructable familiar.


Adventure Path Charter Subscriber

My question: why are the callback spells not shaman spells? Heck, they're even druid spells, and they won't even work for regular druids.

Otherwise, it looks fun. I think I want to run a game where every PC has a familiar. :)

Dark Archive

I've a wren familiar mentioned in Paizo products, Anniversary Edition-Burnt Offerings Erylium.

I don't see any mention of the front cover of this familiar.

Liberty's Edge

Just read Pirate's Promise. Vreva had the Enchantment School Familiar feat, I suspect....


Can we get info on the Pact Wizard and Spirit Wizard ?


Skeld wrote:
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

Sigh...I am very disappointed at this news. It is something I have been waiting for a long time. I'll probably enjoy the book but I really don't know what book they will include rules for it in the future...


nighttree wrote:
Can we get info on the Pact Wizard and Spirit Wizard ?

Please....pretty please :P


nighttree wrote:
nighttree wrote:
Can we get info on the Pact Wizard and Spirit Wizard ?
Please....pretty please :P

Well...I don't have my copy yet...but as I understand it...

The Pact Wizard bargains with extraplanar entities for power. He must select a familiar for his arcane bond, and it is ultimately loyal to the entity he bargained with power from, not him. He has to pick an additional opposed school, even if he's a universalist, which can't be conjuration. He chooses a subtype of outsider to be the subtype of the entity he is bargaining with for power, which has to be something there is an improved familiar version of, such as an azata or devil. They have an aura matching the alignment of the chosen subtype, as if they were a cleric with that aura. The wizard can select Sacred Summons as a bonus wizard feat, but can only use it to summon entities of the chosen subtype. At 7th level, his familiar reveals its true form, automatically turning into an improved familiar of the appropriate subtype.

A Spirit Binder is someone who has made an arcane breakthrough after the traumatic death of a loved one, whom he binds into the body of a familiar to prevent them from fully passing on. He must select a familiar as part of his arcane bond. Its personality is that of his loved one, and it can have any alignment, even one that is diametrically opposed to the spirit binder's. Instead of using the spirit binder's BAB and saving throws, the familiar uses that of another class, using the spirit binder's level as its own for this, representing the class the spirit that inhabits the familiar had in life. The spirit binder can't choose necromancy as an opposed school. As time progresses, the familiar re-learns some of its abilities in life; at 1st, 5th, 10th, 15th, and 20th level, it learns a feat for which it meets the prerequisites. This replaces scribe scroll and the wizard bonus feats.

If I got something wrong, please feel free to correct me.


...those are actually both really cool.

Grand Lodge

Adventure Path Charter Subscriber
nighttree wrote:
nighttree wrote:
Can we get info on the Pact Wizard and Spirit Wizard ?
Please....pretty please :P

Sorry, I've been swamped at work and home the past few days. Did Luthorne answer your questions sufficiently?

-Skeld


Mitspieler wrote:

What does the Familiar Adept give up and what does it gain?

What does the Arcane Bloodline Spell Catalyst do?


1 person marked this as a favorite.
Skeld wrote:
nighttree wrote:
nighttree wrote:
Can we get info on the Pact Wizard and Spirit Wizard ?
Please....pretty please :P

Sorry, I've been swamped at work and home the past few days. Did Luthorne answer your questions sufficiently?

-Skeld

Yes he did....not what I was hoping for, but that's how it goes ;)

Thanks folks.

Grand Lodge

Adventure Path Charter Subscriber
Mitspieler wrote:
Mitspieler wrote:

What does the Familiar Adept give up and what does it gain?

What does the Arcane Bloodline Spell Catalyst do?

Spoiler:

Familiar Adept:
Gives up - Scribe Scroll, 5th & 10th level Wizard feats.
Alters - Arcane Bond, Wizard spellbooks.
Gains - Diminished Expertise (1 additional opposition school), School familiar (familiar becomes your Arcane Bond and gains school archetype), Familiar spells (familiar becomes your spellbook), Focused School (familiar can use your 1st level school power).

Arcane spell Catalyst - Spells you cast that target your familiar are treated as though your caster level is 2 levels higher.

-Skeld


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Strange, there is a review of the product already yet it shows as not available for another five days.

Do subscribers get it before other people?

Verdant Wheel

BretI wrote:

Strange, there is a review of the product already yet it shows as not available for another five days.

Do subscribers get it before other people?

Yes, some more than others.

Silver Crusade RPG Superstar 2014 Top 16

Subscribers get their PDFs as soon as their physical copy ships, and those have started shipping out earlier this week. I got my copy, and am super happy with what's in the book. I think I'll have to finally write up a concept I've been rattling around in my brain for a while... a caster-familiar pair, but with the familiar having all the character... in fact the caster would be totally mute. :)


A Mauler familiar can not speak, even if its kind normally could. Does this mean a spellcasting familiar (Farie or Tidepool Dragon) can't use spells with verbal components?

Does Share Training work like Paragon Surge or the War Domain power in terms of daily use when a familiar uses feats like Stunning Fist?

Designer

deuxhero wrote:
A Mauler familiar can not speak, even if its kind normally could. Does this mean a spellcasting familiar (Farie or Tidepool Dragon) can't use spells with verbal components?

Pretty much. Pick a different familiar choice for a mauler.


Inside front cover claims to list all familiars currently available, but the rabbit is missing. This is doubly odd since a few pages in the hare is listed as being a favorite for one of the listed groups.


Question regarding the Mauler Familiar Archetype - specifically the Battle Form ability.

The ability grants a Str bonus and an increase to Medium size. It is the first ability that changes a creatures size from "Anything" to "Specific Size" that lacks the Polymorph descriptor, unless I missed something. Thus the sentence at the end-

"this stacks with the normal Strength adjustments for increasing in size"

- has me somewhat confused. Should I use the table for Size Adjustment according to the Polymorph rules (which are what is typically used when a creature changes its size in game, what I would consider normal) or the Size Adjustment rules according to the Monster Advancement section (since the ability does not have the Polymorph descriptor, but this isn't used by anything in game except the GM when he creates new monsters/advances old ones)?

Thanks for a really neat book! //Lessah


In general, it seems that the familiar archetypes are incompatible with improved familiars and thus rather useless. That's the case even for older archetypes such as valet familiars, which thus become kind of useless.


I suppose a common cat could be a decent mauler.
After a quick check, both Raccoon and Wallaby get a Battle From base strength of 14, while among flying familiars the Hawk seems to come out on top with two attacks and a Battle Form base strength of 10.


Foxes have a Str of 9, which means they end up at 15 or 19 depending on interpretation : )

Designer

Lessah wrote:

Question regarding the Mauler Familiar Archetype - specifically the Battle Form ability.

The ability grants a Str bonus and an increase to Medium size. It is the first ability that changes a creatures size from "Anything" to "Specific Size" that lacks the Polymorph descriptor, unless I missed something. Thus the sentence at the end-

"this stacks with the normal Strength adjustments for increasing in size"

- has me somewhat confused. Should I use the table for Size Adjustment according to the Polymorph rules (which are what is typically used when a creature changes its size in game, what I would consider normal) or the Size Adjustment rules according to the Monster Advancement section (since the ability does not have the Polymorph descriptor, but this isn't used by anything in game except the GM when he creates new monsters/advances old ones)?

Thanks for a really neat book! //Lessah

Polymorph chart, see my post in the other thread.

Contributor

2 people marked this as a favorite.
KutuluKultist wrote:

I suppose a common cat could be a decent mauler.

After a quick check, both Raccoon and Wallaby get a Battle From base strength of 14, while among flying familiars the Hawk seems to come out on top with two attacks and a Battle Form base strength of 10.

It becomes stronger if you combine the mauler familiar with Fighter (Eldritch Guardian) and Ranger. Take two levels of Fighter to get the ability to share combat feats, then progress as ranger. Grab natural attack combat feats using your ranger combat style and grab Eldritch Heritage (Arcana) to gain a familiar of your level –2, which syncs perfectly with the two levels of fighter you possess, for a total familiar level equal to your level. You can also pick up goodies like Eldritch Claws that are likewise shared with your familiar, and Hunter's Bond (companions) would allow you to share half of your favored enemy bonus with your familiar (as well as your other allies).

Alternatively, you could do two levels of Fighter (Eldritch Guardian) and then progress as a hunter. The best teamwork feats are also combat feats, so by 5th level you would have two animals (your animal companion and your familiar) that shared all of your teamwork feats with you, your animal companion from the hunter tactics class feature and your familiar from your levels in Eldritch Guardian.


Mark Seifter wrote:
Lessah wrote:
Question
Polymorph chart, see my post in the other thread.

Yah, saw that! Thanks for clarifying : )


Three-eyed hypnotic dream rabbit? Yes please! The ability for the fey bloodline familiar is fantastic.

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

I just got my digital copy and . . . the cat sith familiar is described identically to my cat; black cat with white patch on chest.
I knew there was something tricksy about my cat!

This explains so much about that wily little bugger . . .

Shadow Lodge

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.

Is that meant to be a feat or archetype option?


doc the grey 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.

Is that meant to be a feat or archetype option?

It's more similar to an archetype, though it isn't explicitly listed as an archetype, simply that any bloodrager or sorcerer can trade out their 1st level bloodline power and delay access to their bloodline spells for one level in exchange for a familiar with a particular benefit related to their bloodline. It doesn't cost a feat.

Liberty's Edge

Is there a school familiar for the fire school?


Samy wrote:
Is there a school familiar for the fire school?

Sadly not, only the normal arcane schools (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation) were covered, not elemental schools such as air, earth, fire, metal, void, water, or wood.

Edit: I was also a little disappointed (though it's understandable) that they only did bloodline familiars for the aberrant, abyssal, arcane, celestial, destined, draconic, elemental, fey, infernal, and undead bloodlines...but they only have so much space, after all.

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