Ultimate Familiar


Advice

Grand Lodge

ok so here is what I am looking to do. I am going to build a Character for Pathfinder Society so all rules need to PFS Legal.

the character will have a familiar and i want to max out the familiar as much as possible. multi classing is entirely fine my initial class that I'm considering taking is Witch with the Beast bonded Archetype.

so my question to you all is to go Nuts and come up with a truly Awesome Familiar build

with this archetype witch power the plan is to also have some fighter levels for extra feats..

Transfer Feats (Ex):

Whenever the beast-bonded witch is capable of learning a new feat, she may choose to instead have her familiar learn the feat as a bonus feat. The familiar must meet the prerequisites for any feats that it learns this way. If her familiar is lost or dies, the witch can reclaim the feat slots and select new feats for herself, or apply the slots toward her new familiar.

RPG Superstar 2013 Top 16

Hmm... That would be interesting. I bet some of those familiars have high enough Dex that you could pop an agile amulet of mighty fists on it and get some decent damage.

Shadow Lodge RPG Superstar Season 9 Top 8

A grappling octopus familiar is always popular.

Sczarni

Piranha Strike!

Scarab Sages

Eldritch claws. Natural attack Ranger may be better than Fighter for this, as the familiar will be able to use any of those feats.

Sczarni

At least 1 level Witch, for the Beast Bond.

If you take 1 level of Sorcerer (Arcane), then grab the Robes of Arcane Heritage, and grab the Boon Companion feat, that will take care of 8 levels of Familiar Progression that you'd be denied by going with Fighter or Ranger.

Sczarni

And if you're Human there's an alternate racial trait that gives your Familiar +2 to one of its stats. I'd go with Dexterity.

Ooo! And if your CHA/INT are both 13 you could take the Evolved Familiar feat to give it a natural reach of 5 feet, so it no longer has to enter opponents' squares to attack.

This is fun!


I have played with this idea alot... improved familiar with a dragon (tidepool is my favorite) then either umd a scroll or find a friendly wizard to cast polymoph any on it and you have a permanent size medium dragon!!! Just a thought


Don't forget Evolved Familiar! Summoner evolutions... oh yeah...

Grand Lodge

Make sure your con is as high as you can get it to give your familiar as many hit points as you can.

Improved familiar at 7 should probably be a goal. With the spell like ability errata, you can use a racial spell like ability to meet the caster level requirement rather than actual spell casting classes.

The Exchange

Pathfinder Savant learns imbue with spell ability or familiar spell feat.

Pseudodragon is one of the few familiars with a 5ft reach.

Check here under wizards for a breakdown of Familiars:

http://paizo.com/threads/rzs2m612?Guide-to-the-Class-Guides

Grand Lodge

This is actually really cool, I've been doing some digging.

Probably want to grab one if the many familiars with fast healing or regeneration, especially if they are going to be a frontline fighter.

The problem I am finding is trying to make a decent offence. Most of the familiars have poor strength, average to bad natural attacks, and small damage die. The only thing I can. Think of is using share spells and transmutation effects to make up the difference, but that requires a lot more casting and doesn't come online until later.

Grand Lodge

if i take the tattooed Sorcerer Archetype

Familiar Tattoo (Su):

A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.

Dark Archive

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have the familiar take mounted combat and indomitable mount as feats (via beast bonded witch)

it can make ride checks for your ac or saving throws now. have it take trick riding,

get it magical benevolent+jousting barding and have it aid ac with the bodyguard feat and give you several points of ac vs melee attacks

have it make ride checks to increase your speed by 10ft a round

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Name Violation wrote:

have the familiar take mounted combat and indomitable mount as feats (via beast bonded witch)

it can make ride checks for your ac or saving throws now. have it take trick riding,

get it magical benevolent+jousting barding and have it aid ac with the bodyguard feat and give you several points of ac vs melee attacks

have it make ride checks to increase your speed by 10ft a round

This is literally the best idea anyone has ever come up with. XD


Don't forget about the Evolved Familiar feat. Reach or an eight-point skill bonus are nothing to sneer at.


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Name Violation wins the thread. And heck you can give it some items to enhance the ride skill, and use that Evolved Famliar for an 8 point bonus.

This truly is an undiscovered angle for optimization, we should all feel proud to be here.

But the Arbiter Inevitable familiar is pretty powerful, if you can find a way to cast Shield Ally. It has Regeneration 2/chaotic.

But you pay a price:

"Though their assorted abilities make them extremely useful, arbiters see themselves less as servants than as advisers and counselors, preferring to ride around on their summoners’ shoulders and help guide their “partners” on the path of law."

"Arbiter inevitables measure 1 foot in diameter but are surprisingly heavy, weighing 60 pounds."


There's an easier way to give your familiar a reach of 5 ft. than to use valuable feat slots. Take a small sized familiar, there are a few of those in Ultimate Magic.

Maybe go for a goat, with Str 12, you don't even have to invest in a Dex build. With the "Eye for Talent" alternate human racial trait, you could boost the goat's Str to 14 (which allows the goat to take the Power Attack feat). Also, a goat comes with Nimble Moves, so it can take 5-ft.-steps in difficult terrain.

I don't think you will really need Boon Companion. Unlike an animal companion, a familiar's stats don't increase that much with your level. (Sure, there's some Int and some Natural Armor, but do consider if it is worth using a feat.)

You will want to have a lot of spells that will boost your familiar's combat abilities, like Bull's Strength and Mage Armor.

Grand Lodge

There is also the Vampiric Companion feat.

Racial Heritage feat opens this up to Humans, Half-Orcs, Half-Elves, and Scion of Humanity Aasimar.


blackbloodtroll wrote:

There is also the Vampiric Companion feat.

Racial Heritage feat opens this up to Humans, Half-Orcs, Half-Elves, and Scion of Humanity Aasimar.

Go Aasimar and you'll also have Celestial Servant

Then again, if it's for PFS you'll need some kind of ticket or some such for Aasimar, right?

Grand Lodge

Cuàn wrote:
blackbloodtroll wrote:

There is also the Vampiric Companion feat.

Racial Heritage feat opens this up to Humans, Half-Orcs, Half-Elves, and Scion of Humanity Aasimar.

Go Aasimar and you'll also have Celestial Servant

Then again, if it's for PFS you'll need some kind of ticket or some such for Aasimar, right?

Go Scion of Humanity Aasimar, and you can have both.

Dark Archive

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Make your Familiar a Homonculus instead and then just poor cash into upgrading and modifying it. Every 2 HD you buy for it gives it an additional +1 to hit and a free feat. Follow that up with the building and modifying construct rules to give it a Rune of shielding (+4 force armor effect) and Rune of Terror (20ft burst fear effect that panicks every target in range).
Also unlike with the Belt stat boosters you can burn a flat 5K to increase any stat the homonculus has by +2 that stacks with itself with no limit.

With just a bit of cash and the right Patron a Witch with a Homonculus familiar can build a BEAST of a flying combat familiar with more feats and a higher attack bonus/# of attacks than any Animal companion or pure fighter in the game.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
blackbloodtroll wrote:

There is also the Vampiric Companion feat.

Racial Heritage feat opens this up to Humans, Half-Orcs, Half-Elves, and Scion of Humanity Aasimar.

Not for PFS it doesn't, since that feat is only legal for Dhampirs.

Grand Lodge

The Morphling wrote:
blackbloodtroll wrote:

There is also the Vampiric Companion feat.

Racial Heritage feat opens this up to Humans, Half-Orcs, Half-Elves, and Scion of Humanity Aasimar.

Not for PFS it doesn't, since that feat is only legal for Dhampirs.

That restriction applies to feats from the Advanced Race Guide.

Racial Heritage is a PFS legal feat.

It does not simply cease to function in PFS.


Racial Heritage certainly is legal, and that takes care of the Feat Pre-Req just fine.
But Racial Heritage doesn't deal with PFS specific rules at all, PFS specific rules inherently bypass normal RAW.
That means the "Additional Resources" which allow Vampiric Companion in the first place,
which only allow said Feat as a legal resource for Dhampir characters.
That isn't a matter of "taking" the Feat within the normal RAW, but whether the Feat is legal for play with that character.

Quote:
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

Something that isn't even part of the game rules per se, i.e. PFS specific rules, don't seem like something that is in an 'effect' subject to in-game mechanics.

I would definitely say that is something that could use clarification from PFS.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
blackbloodtroll wrote:
The Morphling wrote:
blackbloodtroll wrote:

There is also the Vampiric Companion feat.

Racial Heritage feat opens this up to Humans, Half-Orcs, Half-Elves, and Scion of Humanity Aasimar.

Not for PFS it doesn't, since that feat is only legal for Dhampirs.

That restriction applies to feats from the Advanced Race Guide.

Racial Heritage is a PFS legal feat.

It does not simply cease to function in PFS.

Correct. However...

Additional Resources wrote:

Pathfinder Player Companion: Blood of the Night

To create a dhampir, you must have a Chronicle sheet that opens the race as a legal option at character creation.

Note: Racial feats, racial traits, and racial spells are only available for characters of the dhampir race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it.

The restriction is also specifically applied to Blood of the Night.

Additional Resources wrote:
Feats: Conviction, Hymn Singer, Life-Dominant Soul, Potent Holy Symbol, and Schooled Resolve;

Also, it turns out that only the above five feats from Blood of the Night are allowed. Vampiric Companion isn't even a legal feat for Dhampirs in PFS.

Quandary wrote:

Racial Heritage certainly is legal, and that takes care of the Feat Pre-Req just fine.

But Racial Heritage doesn't deal with PFS specific rules at all, PFS specific rules inherently bypass normal RAW.
That means the "Additional Resources" which allow Vampiric Companion in the first place,
which only allow said Feat as a legal resource for Dhampir characters.
That isn't a matter of "taking" the Feat within the normal RAW, but whether the Feat is legal for play with that character.

Quote:
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

Something that isn't even part of the game rules per se, i.e. PFS specific rules, don't seem like something that is in an 'effect' subject to in-game mechanics.

I would definitely say that is something that could use clarification from PFS.

I don't have the link on hand, but this has been clarified. They gave an official answer - and Racial Heritage doesn't let you override Additional Resources, much to my disappointment. I wanted a human with Agile Tongue, dammit! :P

Grand Lodge

I am not as up to date with PFS rules.

They really seem to not like the Racial Heritage feat though.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
blackbloodtroll wrote:

I am not as up to date with PFS rules.

They really seem to not like the Racial Heritage feat though.

Yeah, unfortunately most of its uses are shot in PFS. All it really lets you do is qualify for a very rare subsection of feats and archetypes, and grab some nifty favored class bonuses. Mostly useless as a feat as a result, sadly.

Grand Lodge

ok to update everyone on my build I have gone very left of field on this one. Spells are not my main concern. so ill probably only ever take level of witch if i want to add a feat to my familiar.

this is PFS and I'm currently 3rd level

Human.

Monk 1, Archetypes:Flowing monk, Master of many styles.
Rogue 1, Archetypes: Carnivalist, Valet(familiar).
Fighter 1, Archetypes: Lore Warden.

Feats.

Dodge, Crane Style, Crane Wing, Combat Reflexes, Panther Style.

plan
fighter at 4th gaining Combat expertise + Improved trip.
Rogue at 5th (sneak attack) + Evolved familiar for the reach
Monk at 6th (attack of opps leaves opponents flat footed)

still working out what to take after that.

one dificulty i have found is that the familiar must meet the prereques of the feats. except teamwork feats.

Grand Lodge

Alchemist can gain this at 2nd level which allows the Familiar to benefit from a Mutagen

Tumor Familiar (Ex):

Benefit: The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.


Human alternate trait Eye For Talent allows you to bump any one stat on your familiar by one, if that helps with the prereqs. I used it on a Cav character to get his AC to qualify for certain teamwork feats.


I'd be tempted to make a very low-int character. Pretend the chracter is the familiar, and the familiar the PC.

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