quiet riot
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So, for my high-level rouge, I plan to get a quasit familiar, through the minor magic, major magic, familiar" Rouge talent tree.
And I have a number of questions regarding rulings for familiars, as I never really deal with them.
1. Do I need any special boon to gain a quasit? I heard some familiars are "locked" like how you apparently need the chronicle sheet from the Sanos Abduction to gain a faerie dragon as your familiar, even if you have the improved familiar feat. According to Herolab, I meet all prerequisites to gain a quasit, unless there's a PFS ruling saying I can't.
2. What magic items can a familiar use? While having a traveling buddy is nice, the main reason I want a familiar is to have a flanking partner when the rest of my party members can't get in position. But, say someone needs heals, it would be nice to have a tiny, invisible demon fly over and poke them with a wand of cure serious wounds. or to give him a belt of physical perfection to make my winged buddy a little more bad-ass.
3. Do magic items such as rings and belts have a cost reduction for being made with a tiny character in mind?
4. Does the familiar level at all? does he gain his own feats? how would I go about getting him a tiny suit of armor to protect him a little better? or teach him to do a fly-by attack?
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1) No. Quasits are legal w.o a boon.
2) Depends by familiar. IIRC, quasits can use (in their default form) most anything.
3) No. (I recommend an aegis of recovery though, if you have the rival guide.)
4) no, just the starting ones. There are two armors that provide a +1 bonus with no ACP. (As outsiders, they are proficient in martial weapons though, so give him a polearm.)
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1) No. Quasits are legal w.o a boon.
2) Depends by familiar. IIRC, quasits can use (in their default form) most anything.
3) No. (I recommend an aegis of recovery though, if you have the rival guide.)
4) no, just the starting ones. There are two armors that provide a +1 bonus with no ACP. (As outsiders, they are proficient in martial weapons though, so give him a polearm.)
A Quasit with a polearm?
What reach does a tiny polearm have?
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quiet riot wrote:How does that meat the "caster level 7" requirement? for the Improved familliar feat?So, for my high-level rouge, I plan to get a quasit familiar, through the minor magic, major magic, familiar" Rouge talent tree.
because the talent gives you a wizard level equal to your rogue level -4 for all things related to your familiar. so at level 11 a rogue can get a level 7 caster improved familiar.
if you believe he cannot qualify because he doesn't have caster levels, technically the rogue must have the minor and major magic talents to qualify for a familiar, and for those spell like abilities his caster level is his level.
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So, for my high-level rouge, I plan to get a quasit familiar, through the minor magic, major magic, familiar" Rouge talent tree.
And I have a number of questions regarding rulings for familiars, as I never really deal with them.
1. Do I need any special boon to gain a quasit? I heard some familiars are "locked" like how you apparently need the chronicle sheet from the Sanos Abduction to gain a faerie dragon as your familiar, even if you have the improved familiar feat. According to Herolab, I meet all prerequisites to gain a quasit, unless there's a PFS ruling saying I can't.
2. What magic items can a familiar use? While having a traveling buddy is nice, the main reason I want a familiar is to have a flanking partner when the rest of my party members can't get in position. But, say someone needs heals, it would be nice to have a tiny, invisible demon fly over and poke them with a wand of cure serious wounds. or to give him a belt of physical perfection to make my winged buddy a little more bad-ass.
3. Do magic items such as rings and belts have a cost reduction for being made with a tiny character in mind?
4. Does the familiar level at all? does he gain his own feats? how would I go about getting him a tiny suit of armor to protect him a little better? or teach him to do a fly-by attack?
1) no, there is no special boon needed for a quasit.
2) quasits can use all magic items a humanoid can use, and is proficient in all simple and martial weapons (because it is an outsider). in order for him to flank you would have to give him some sort of reach weapon, although he doesn't necessarily need to be proficient in it if you want to give him something weird to use as an improvised weapon. note according to the rules an invisible creature still provides a flank, even though it doesn't make any sense.
i wouldn't suggest trying to make him a 'badass' in combat, you will spend a lot of money and he will not be any better than mediocre at best. (i have a rogue with riddywipple as a familiar)
3)only armor and weapons have to be made for the size of the user, all other magic items resize to fit the wearer. so no, there is no discount on magic items other than the base cost of weapons/armor.
also note in the armor table that creatures tiny or smaller only get half the listed armor bonus for the armor they are wearing, so a quasit in full plate only gets +4 AC from armor, but still has all the penalties full plate normally gives.
4)a familiar does not level at all, he only gets the feats listed in the bestiary entry for it. the only option is if you have the new animal archive, you are allowed to choose the familiar feats or archetypes allowed in that book when you first get your familiar. the armor question i answered above, and you will never get to teach him fly by attack.
the only thing that changes as you go up in level is the things he gets from you, so as your character gets more hp, BAB, skills, etc (all things that the familiar gets from you) those things increase, along with the intelligence (if greater) and natural AC boost.
the hit die boost is only for effects towards the familiar(such as if it is hit by a color spray), not for the special abilities it gets (its spell like abilities and such do not get better).
(I had been getting that wrong for years until a question on the rules forums made me research it, it has been that way since 3.5 D&D and has never changed, although everyone i know assumed it would increase abilities)
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just for the record your quasits class skills would be Bluff, Craft, Knowledge (planes), Perception, Sense Motive, Stealth (as for all outsiders) plus fly and intimidate. according to the outsider type rules he should have 2 more class skills, but the quasit bestiary listing only gives those 2 more (even though it doesn't have a intelligence penalty or any reason to not have them) no idea why it doesn't