Primus Agnarok
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Hey PF people,
I have a PFS lvl 2 sorcerer character and am wondering how to get a familiar. I dont have the arcane bloodline, so i cant get arcane bond. Does improved familiar just grant me that? In the feat description it says
Improved Familiar
This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.
So what do i need to do to be able to normally acquire a familiar? And what are good improved familiars? Im most interested in the Inevitable Arbiter, Pseudodragon, or a mephit.
Thanks
Primus
| lemeres |
Well, not sure how much this helps, but you could also have taken the tattooed sorcerer archetype to get a familiar at first level. The archetype trades out your 1st and 9th level bloodline abilities. It is more personal taste whether this is a problem though, since you do get fairly decent replacements (the 9th level ability is a somewhat restricted extra use of a spell is the same type you specialize in; isn't stuff like that the almost the entire reason why some people pick a bonded object over a familiar?)
Humphry B ManWitch
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be advise that you will need three feats to get an advanced familiar.
3rd skill focus :Knowledge X
5th Eldrich Heritage : Arcane
7th Improved Famliiar
you are better off taking the Tattooed Sorcerer archetype. which gives you a fully fledged familiar without wasting any feats you allso get varisian tattoo... +1 caster level in the school of your choice. :)
the most notable thing of the archetype is that when your familiar wants to it can attach itself to your body as a tattoo (and become invulnerable)which is part of its action economy not yours :)
Primus Agnarok
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Hm so tattooed sounds pretty good but gets rid of lvl 1 and 9 stuff. which would knock out my claws(lvl 1), ac bonus and electricity resistance and breath weapon(lvl 9)... thats tough but i get upgrades for those later on so would i get them back?
Heres the description:
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Italics is what I'd lose, bold is where im wondering if id get them back.
Thanks
Primus
| lemeres |
No, I am fairly sure you do not. You gain the ability to gain scaling claws at first level, and the upgrade is not in and of itself a separate ability. It is part of the scaling that is granted by your 1st level ability.
So sorry, as I said, the archetype might not be for you, since you stuck with your bloodline for particular reasons instead of the direct solution of going arcane. C'est la vie.
Also, while I did not dredge through the additional resource page to check, I did see that it was marked as PFS legal on Archives of Nethys (side note: I would really enjoy it if someone could tell me if that is a reliable resource. While it does a fairly good job of citing its sources and giving the direct text, you can never tell these things without asking someone with more experience)
Imbicatus
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If it's not on additional resources, it's not legal. It's easy to find out though, just go to the page and hit ctrl-f to bring up your browser text search and type the name of the book.
But yes, the Tatooed Sorcerer Archetype is legal.
Pathfinder Campaign Setting: Inner Sea Magic
Equipment: riffle scrolls (any spell augmented by the Silent Spell metamagic feat; price equals the spell's effective level x the caster's level x 25 gp); Feats: all feats on pages 10 and 15; Prestige Classes: A cyphermage replaces any Spell Focus feat for Scribe Scroll as a prerequisite, and may not choose the swift scrivener ability from the list of available cypher lore; the divine scion functions as written; Spells: all spells in chapter 5 except impart mind, and spellscar Other: all magical tattoos on page 16, both the spellscar and outer rifts oracle mysteries on pages 30–31 (the spellscar oracle does not gain access to the eldritch scar, primal mastery, or trigger primal magic event revelations), all archetypes on pages 32–43 except the primalist wizard archetype, with the following restrictions: only elves may be spire defender magi, a tattooed sorcerer may only use her create spell tattoo power during days spent in play (ie. not between scenarios), a vampire hunter inquisitor does not gain the silversmith ability, instead replacing detect alignment with detect undead; the Varisian Pilgrim does not replace her 8th-level domain power with Blessing of the Harrow.
| lemeres |
If it's not on additional resources, it's not legal. It's easy to find out though, just go to the page and hit ctrl-f to bring up your browser text search and type the name of the book.
But yes, the Tatooed Sorcerer Archetype is legal.
Quote:Pathfinder Campaign Setting: Inner Sea Magic
Equipment: riffle scrolls (any spell augmented by the Silent Spell metamagic feat; price equals the spell's effective level x the caster's level x 25 gp); Feats: all feats on pages 10 and 15; Prestige Classes: A cyphermage replaces any Spell Focus feat for Scribe Scroll as a prerequisite, and may not choose the swift scrivener ability from the list of available cypher lore; the divine scion functions as written; Spells: all spells in chapter 5 except impart mind, and spellscar Other: all magical tattoos on page 16, both the spellscar and outer rifts oracle mysteries on pages 30–31 (the spellscar oracle does not gain access to the eldritch scar, primal mastery, or trigger primal magic event revelations), all archetypes on pages 32–43 except the primalist wizard archetype, with the following restrictions: only elves may be spire defender magi, a tattooed sorcerer may only use her create spell tattoo power during days spent in play (ie. not between scenarios), a vampire hunter inquisitor does not gain the silversmith ability, instead replacing detect alignment with detect undead; the Varisian Pilgrim does not replace her 8th-level domain power with Blessing of the Harrow.
Yeah, yeah, that is the definitive resource. But if tattooed sorcerers weren't called out by name, I would have to cross reference things back and forth depending on what I am looking for. That is why I tend to go for websites like that, where helpful people have already taken each feat, weapon, etc. and tried to group various resources together and (hopefully) check the legality of each and apply the appropriate label.
So, for the sake of my bad research habits, would anyone be able to speak on whether the Archives of Nethys has a good reputation?
Karui Kage
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I'm the owner of the Archives. While I of course would love to talk up its reputation, and feel it does a good job of maintaining accuracy, I will tell you the same thing I tell anyone that uses 3rd-party sites: always double check. While 99% of the mechanics on my site are likely properly labeled, there is always an update here or there that I may miss that adjusts the legality of something one way or another.
Additionally, my site doesn't go into specifics when I say something is legal or not. For example, it would call out Defender Magi as just legal, when in reality, it's only legal if you're an elf. This is where checking the Additional Resources comes in handy.
In short: Use the Archives as a way to get a list of mechanics you're interested in full, then just double check them on the additional resources page. No 3rd party site is going to be 100% accurate, so it's a habit you'll want to get into.
| lemeres |
I'm the owner of the Archives. While I of course would love to talk up its reputation, and feel it does a good job of maintaining accuracy, I will tell you the same thing I tell anyone that uses 3rd-party sites: always double check. While 99% of the mechanics on my site are likely properly labeled, there is always an update here or there that I may miss that adjusts the legality of something one way or another.
Additionally, my site doesn't go into specifics when I say something is legal or not. For example, it would call out Defender Magi as just legal, when in reality, it's only legal if you're an elf. This is where checking the Additional Resources comes in handy.
In short: Use the Archives as a way to get a list of mechanics you're interested in full, then just double check them on the additional resources page. No 3rd party site is going to be 100% accurate, so it's a habit you'll want to get into.
Well, fair enough, of course. The same could also be said of waiting for someone on the thread to tell you if it is legal or not though. So, while I would of course do my homework for my own builds.... I feel comfortable using it as a resource when advising others (since it is their responsibility to double check for their own work). The worst I feel could happen would simply be someone saying I am wrong. Thanks for the input, and sorry for the tangent.
Primus Agnarok
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Well
Lemeres, I don't care much at all about my claws, although they are fun. Although I have an issue with dropping a total of +4 free natural AC. The resistance is eh, although handy. But I'm having trouble understanding what imbicatus is saying... Or if he is just citing a source of the tattooed being legal. And please let me know if it's worth dropping +1-4 AC and lotsa electricity resistance for a familiar. (When I put it that way, familiar sounds way more worth it.) and ah, I just read/realized that the AC isn't level 9 power, although it improves then. I get a breath weapon which is fairly powerful.. 1d6 per level and 1-3 a day is pretty darn cool. So help me figure out which is more beneficial.
Thanks guys
Primus
Primus Agnarok
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Awesome seems worth it to me :P although i will have to figure some things out.. so which familiar is most useful for a sorcerer at 1st level? even maybe just give me a link to all familiars.. i have the core rulebook but im sure there are more in other books.. and im gonna get improved familiar so when i get that what then?
Thank so much guys
Primus
| XMorsX |
Use the search function of the same site.
I prefer the Compsoganthus, it gives +4 at your Initiatives checks, and has enough Str to through Alchaemist fire and the such in the enemy.
Greensting scorpion also gives +4 at your Initative and has higher AC, but it does not have enough Str.
Rhamphorhynchus gives +2 at your initiative and has enough Str, it can also fly.
From the imrpoved familiars, I prefer the faerie dragon and the lyrakien azata, mainly because of their spell-likes. The first does not need UMD, the second has the highest stat for UMD.
Other good choice is the Imp, it could be the best but it does not have as useful SLAs.
The Ratling can cast spells from any scroll without UMD, which is certainly an interestign ability. Again it is worse than the above options, but if you want to have a rat familiar it is one of the best choices.
| XMorsX |
Memphit (the dust memphit is probably the best because it flies and has the most useful SLA) is nice if you intend to use it in order to flank.
The arbiter will probably never die, but it is not very useful outside of that scope. You can make it useful (cheesy, someone would say) if you just keep it in your backpack and some ally use shield other on it. It essentially means that this player has double HP as long as a chaotic creature does not attack your familiar, thanks to its regeneration ability.
Primus Agnarok
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Hm.. I was looking at some familiars on D20 OGC and i really like the clockwork raven.. seems very useful and fun in my opinion. The tidepool dragon seemed ok too, and lots of health. None have UMD which is kinda a downer, is there any way to get them to get the skill, or is it even so valuable? The clockwork can just spit damage and do double if theres a wand in it.
Primus
| Lessah |
The complete rules on familiars on pfsrd d20
There is the complete rules - if you scroll down to 'familiar basics' it should tell you all you need :) And yes, unless PFS messes with the core rules (I'm fairly sure they don't in this case) that goes for PFS as well : )
I've heard that there should be a PFS document called 'Additional Resources' where you can check (just ctrl+f) if each option is legal or not