How good is a familiar for a magus?


Advice


I haven't actually played a wizard before, but I've heard that the familiar is very good for wizards. However, reading up on the features, I'm not sure if it's worth investing the arcana/feat in for the magus. For one thing, one of the defining features of the magus makes what seems to be a defining feature of familiars (delivering touch spells) a little redundant.

Are there benefits that I'm not immediately seeing?


A greensting scorpion Will give the magus +4 on initiative and +2 on perception amd sense motive. As well as a stealthy scout when you get the talk to familiar ability. All for the cost of a feat. There are other options like the orator feat and a parrot that Can make you the party face and improved familiar tricks. All in all the basic familiar is a good buy, IMOP.


Eh.

By default, Familiars are basically Improved Initiative that you invest a little gold into and the GM can take away. II is a really good feat, so even factoring in that Arcanas > feats they're a decent trade.

Beyond that, a familiar is worth what you invest into it. Drop in a feat on Improved Familiar and you can have a useful scout or wand-monkey. A Small Magus with a Mauler archetyped flying Familiar has easy flight from level 3. Beastblades are hilarious at level eleven. There are all kinds of options honestly... but you do need to invest in them.

Liberty's Edge

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A magus 'should' have higher HP than a wizard, which means the familiar will be sturdier as well.

The familiar Arcana is the best feat in the magus list if you find an appropriate archetype that fits with your character concept.

I recommend a 'Thrush' familiar (they can speak and fly) with the archetype 'Protector' (+2AC to your Magus).
They also make better scouts than rogues.
Put 1 rank in stealth and the Thrush will have:
Stealth: Size+Dex+ranks+Class skill
Stealth: 12+2+1+3= 18 +1d20


You could go for a Mauler Familiar and have a battle buddy instead, if you want.


A familiar grants the Alertness feat, which gives a +2 (or +4 at 10th level) to the most important skill in the game, Perception. Alertness also gives the same +2/+4 to sense motive. In addition the familiar grants another virtual feat which stacks with the real feat. The most common of these is a +3 to a skill or +4 t initiative, but boosts to saves also exist. So two feats for the price of one is a bargain, even if you never put the familiar on the battle mat to take advantage of its other abilities.

Grand Lodge

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My player has a one that she uses alot. What she does is fave it flank them and use the aid. If the familier hits the AC 10 with the +2 from flank the Magues gets a +4 (+2 flank and +2 aid) each attack. This is not a small thing and since she upgraded to a Air Mite with the improve familer it now has fast healing from air morving and flying. This help if the baddy turns on the familer.


You could also have the familiar trained to pour a potion down your throat if you go unconscious, or an improved familiar with wands.


Outside from some numeric bonuses, do you want a familiar?


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Well, the Beastblade Archetype from the Familiar Folio splat gets some nifty tricks to use their familiars. Though that archetype thrives more on chaining AoO's with teamwork feats and Frostbite/Chilltouch type spell shenanigans than the standard Shocking Grasp spikers.


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It's all about action economy. A familiar gives you extra actions: holding extra stuff for you, picking things up off the ground, etc. And if you take an improved familiar and invest ranks in Use Magic Device (arguably one of the most versatile skills in the game), you get access to every 1st-4th level spell in the game thanks to wands, which require a flat 20 UMD check to operate. I play a wizard, not a magus, but I don't care what class you're playing -- having a familiar hitting an enemy with a 1st level spell from a wand every round is awesome. Grease, Ill Omen, Faerie Fire, Entangle, Silent Image, Ray of Enfeeblement -- even if the save DC's are low, these spells still can make life harder for the bad guys and turn the tide. Not to mention the option of having it sit on your shoulder with a cure spell wand. Familiars are crazy good.


A wand jockey familiar can help you get out lots of low level spell effects really fast. If you can get the other PCs to chip in some gold a wand of Good Hope is almost like having a Bard in a stick. Getting a +2 to attacks, damage, and saving throws is a pretty big deal. As long as you restrict the familiar to buffs and cures a lot of DMs won't even send in the hardcore familiar killing squads.

If you don't want to invest in Improved Familiar then the Valet familiar archetype helps you craft twice as fast and also gets all your teamwork feats. There's also a Bodyguard archetype which raises your AC and an Emissary archetype which can use a Cleric domain power once per day. Even if your DM tells you straight up that he or she will be on a non-stop mission to slaughter familiars you could probably still get a lot of service out of a figment archetype familiar since it comes back every day even if killed kind of like an eidolon. Attacks which are killing your familiar aren't killing you, and later on the figment can get some interesting evolutions.


DeathMvp wrote:
My player has a one that she uses alot. What she does is fave it flank them and use the aid. If the familier hits the AC 10 with the +2 from flank the Magues gets a +4 (+2 flank and +2 aid) each attack. This is not a small thing and since she upgraded to a Air Mite with the improve familer it now has fast healing from air morving and flying. This help if the baddy turns on the familer.

Tiny critters have no reach and thus cannot set up a flank. They also have problems using aid another as they have to enter their opponent's square (provoking an AOO). You have to have a small sized familiar to pull off those tricks.


So taking into account that I've decided I want a familiar regardless and the flavor of my character, I've decided on a faerie dragon. Thanks for the input!

Grand Lodge

thorin001 wrote:
DeathMvp wrote:
My player has a one that she uses alot. What she does is fave it flank them and use the aid. If the familier hits the AC 10 with the +2 from flank the Magues gets a +4 (+2 flank and +2 aid) each attack. This is not a small thing and since she upgraded to a Air Mite with the improve familer it now has fast healing from air morving and flying. This help if the baddy turns on the familer.
Tiny critters have no reach and thus cannot set up a flank. They also have problems using aid another as they have to enter their opponent's square (provoking an AOO). You have to have a small sized familiar to pull off those tricks.

That I know of Goat from UM is the only non impoved Familiar that is small or larger to start (she had it from her Farm). But you are right about the Tiny ones.

Grand Lodge

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Pig, Dodo, Dwarf Caiman, Koala, and Seal are other Small familiar options. But Goat is usually the best choice for a flank buddy if you can't get a Mauler Composognathus.


If you've got 13 Int and Cha you could also take Evolved Familiar for Reach. The Figment archetype familiar could get it too.


I might have an idea but I am not sure whether it works. I invite you to reanimate this ancient post.

Can the magus deliver the Spell Combat/Spellstrike touch spell through his familiar?

To specify: The magus makes his first attack with his weapon (-2 attack) and designates his familiar for the second attack+the touch spell.
So the familiar would attack with his own natural attack (-2 attack) outside his own round and would additionally deliver the magus spell.

https://www.d20pfsrd.com/classes/core-classes/wizard/familiar/ wrote:
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

IF so I would recommend the Arcane Amplifier Archetype for the familiar.

And here the fun begins:

Devilkiller wrote:

If you've got 13 Int and Cha you could also take Evolved Familiar for Reach

Markov Spiked Chain wrote:
...Goat is usually the best choice for a flank buddy if you can't get a Mauler Compsognathus.

Well, basically all of the above except regarding the Archetype.

It is also worth having a look at this post!: Touch Spells through Familiar.


You can’t split touches from a single cast with your familiar. When you cast the spell you have to designate who the toucher is for that spell

The beast blade archetype may have some of what you are looking for, but giving up spell recall is probably not worth it.


Melkiador wrote:

You can’t split touches from a single cast with your familiar. When you cast the spell you have to designate who the toucher is for that spell

The beast blade archetype may have some of what you are looking for, but giving up spell recall is probably not worth it.

Why? I can't find the text that says so. When I cast the spell I designate the familiar to deliver. Then the familiar can deliver the touch spell just as the master would.

I agree regarding the beast blade archetype.


You need to read the bit before that.

Quote:
he can designate his familiar as the “toucher”


Melkiador wrote:
You need to read the bit before that.
Quote:
he can designate his familiar as the “toucher”

I am sorry, mate. I don't get it.

I do designate the familiar as the "toucher". The familiar then can deliver the spell just as the master could. Which in that case would be through Spellstrike and Spell Combat. I am not a native speaker so what am I missing :D


Maybe I misunderstood what you were getting at. There is only one toucher per spell. The magus could use spell combat to attack and cast the touch spell, but the magus couldn’t deliver that spell himself if his familiar is the toucher.

So as a full round action the magus could attack and cast a touch spell that will be delivered by his familiar, but he couldn’t also use spellstrike to attack with that spell himself. I don’t really see a benefit to doing it that way, as you are giving up the extra weapon damage from spellstrike, but it could have some niche uses.


Melkiador wrote:


So as a full round action the magus could attack and cast a touch spell that will be delivered by his familiar, but he couldn’t also use spellstrike to attack with that spell himself. I don’t really see a benefit to doing it that way, as you are giving up the extra weapon damage from spellstrike, but it could have some niche uses.

The magus could cast the spell (Shocking Grasp) with metamagic (Intensified Spell or something else). Once/Twice per day, when you need the extra oomph, the familiar archetype would either add Empower Spell or Heighten Spell and later even Maximize Spell.

You would only lose to a lower d6 for the weaponswitch to the natural weapon of the familiar and a lower crit chance. (which is bad)

Sadly I can't recall the item. There is one though which allows your 'deliver spells through familiar'-mechanic that does not require the familiar to be next to the magus.

Regarding the already know usefulness of the Familiar, as mentioned before, I believe with this it is even a more lucrative way to spend one feat for the familiar in total.


It also depends a lot on which one you take and what your problems are. If you take one that is going to help you not die/ otherwise helps you avoid derailing the game it's a lot different than if you take one that gives you a + 3 in a skill you don't think you're ever going to use.

Liberty's Edge

I agree that an Improved Familiar that can use wands is very powerful. A local player has a familiar who sits on his shoulder with a Wand of True Strike and UMDs it each round. They can also be useful scouts and you should never underestimate extra actions in combat.

Priceless memory - playing a PFS game where an ally has just been fascinated. I cast a spell, then opened my spell pouch as a move action. "My familiar crawls out of my familiar pouch and bites him as a standard action to wake him up."

No one had seen my familiar up until then. The player of the fascinated character got a funny look on his face and said, "Uh, no offense, but WHAT EXACTLY IS BITING ME?"

I find that familiars who are used offensively in combat tend to get themselves killed pretty quickly. I like using them defensively, such as by delivering a Resist Energy to an ally across the room who's about to get blasted by a lightning bolt.


Melee with good hp can get some really great mileage out of mauler familiars. Maulers unlock the combat teamwork feats for you.


Ilthuryn wrote:

Sadly I can't recall the item. There is one though which allows your 'deliver spells through familiar'-mechanic that does not require the familiar to be next to the magus.

Found it: Glove of Familiar’s Touch - Price 23,000 gp

keerawa wrote:
I find that familiars who are used offensively in combat tend to get themselves killed pretty quickly. I like using them defensively, such as by delivering a Resist Energy to an ally across the room who's about to get blasted by a lightning bolt.

You might consider Collar, Bloodstone - Price 900 gp as essential if your Familiar is used in battle.


No one has mentioned this, but a Mauler familiar can make for the perfect mount for a small creature. The fact it can change size at will means you can use it in any environment.

Because you are mounted, it means that they can easily deliver touch spells.

And for the same reason, they become much tankier having access to the protection of feats like Mounted Combat and Ride By Attack.

***********************

* P.S. Technically, you can ride a flying familiar using this technique. So Shadow Drake mount, Fairy Dragon Mount, Beheaded Mount, etc. The possibilities are endless.


Temperans wrote:

No one has mentioned this, but a Mauler familiar can make for the perfect mount for a small creature. The fact it can change size at will means you can use it in any environment.

Because you are mounted, it means that they can easily deliver touch spells.

And for the same reason, they become much tankier having access to the protection of feats like Mounted Combat and Ride By Attack.

***********************

* P.S. Technically, you can ride a flying familiar using this technique. So Shadow Drake mount, Fairy Dragon Mount, Beheaded Mount, etc. The possibilities are endless.

Wait a minute... I have no idea of mounted combat so my question is:

Can you use Flamboyant Arcana: Opportune Parry and Riposte to counter the attacks designated to you "mount"?

I just love the magus!


OP & R doesn't work. The mounted combat and trick riding feats do of course.

Dark Archive

A dhampire can take improved familiar and get an incorporeal creature with a negative energy touch. Effectively free fast healing 2d6 from a creature inside you
this thing


Name Violation wrote:

A dhampire can take improved familiar and get an incorporeal creature with a negative energy touch. Effectively free fast healing 2d6 from a creature inside you

this thing

Is that an actual rule someplace or is it left vague? Because negative energy doesn't always heal Undead creatures, i.e. Channel energy.


dunelord3001 wrote:
Name Violation wrote:

A dhampire can take improved familiar and get an incorporeal creature with a negative energy touch. Effectively free fast healing 2d6 from a creature inside you

this thing
Is that an actual rule someplace or is it left vague? Because negative energy doesn't always heal Undead creatures, i.e. Channel energy.

From Undead Traits

Undead wrote:
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.

So, it depends on the ability in question. Negative energy has a healing effect on undead so long as its stated that it does.

The spell Orb of the Void for example is a negative energy effect that only grants temporary HP to undead that it hits.

edit: Out of curiosity I looked for a creature that is incorporeal, deals negative energy damage, and can be a familiar via improved familiar. The only creature I found that met all of those criteria is the Smokeshade. It's not stated how it's attack affects undead so that would be a DM call. Even if it works it wouldn't be able to live inside of most characters because it specifically can't enter liquids. I guess depending on the type of undead you are you not contain any liquids, but since dhampir are only half-vampires I don't think they are a type of undead that lacks internal fluids, even when hungry.


Just a quick note: you might consider giving your familiar a spell to hold the charge of. Per the Combat section, under Casting Spells/Touch Spells/Hold the Charge, there's a little bit about how, if making a Natural Attack, a person holding the charge of a Touch spell can make their normal, Natural Attack(s) and if they successfully hit they discharge the spell, otherwise the charge is still held.

So...

Pre-combat: hand the familiar the charge of your Shocking Grasp spell; make sure you're extremely stealthy and use your Move action to enter Stealth

Surprise round: Familiar makes a Partial Charge, moving up to their normal move while attacking at the end as with a normal Charge action, getting +2 to hit with a Natural Attack. Hopefully the familiar hits on this Partial Charge, delivering their Natural Attack Damage and also the held charge of the Touch spell

Also during the Surprise round you make a Partial Charge with your primary melee weapon

Round 1: Spell combat/Spellstrike with super-charged Shocking Grasp, designating your Arcane Amplifier (once you hit 7th level) to deliver said enhanced spell (enhance with whatever Metamagic you'd like). You attack with your normal -2 for Spell Combat, enduring whatever AoO you may or may not have incurred

Also during round 1 your familiar attacks with your super-charged Shocking Grasp, amplifying it with either Empower Spell or Heighten Spell. If you think the familiar has a good chance at hitting with it's natural attacks you can plot this out like this:

Round 1: you command your familiar to attack with it's Natural Attacks; it has already used it's action for this round; you use Spell Combat, making a melee attack at -2 and then casting Maximized Shocking Grasp; you hand this charge off to the familiar; the familiar foregoes the Free Action to automatically deliver the Touch attack this round, holding the charge.

Round 2: you command your familiar to attack with it's Natural Attacks; the familiar hopefully hits and deals it's normal Natural Attack damage alongside it's Empowered, Maximized Shocking Grasp; you then use Spell Combat, making a melee attack at -2 and giving yourself the second (and final) Maximized Shocking Grasp you have ready for the day; you make a second melee attack at -2 with your sword, hoping to deliver the Maximized Shocking Grasp with it

I think that all works. Someone smarter than me, please confirm or refute my above logic. Thanks!

Scarab Sages

Temperans wrote:

No one has mentioned this, but a Mauler familiar can make for the perfect mount for a small creature. The fact it can change size at will means you can use it in any environment.

Because you are mounted, it means that they can easily deliver touch spells.

And for the same reason, they become much tankier having access to the protection of feats like Mounted Combat and Ride By Attack.

***********************

* P.S. Technically, you can ride a flying familiar using this technique. So Shadow Drake mount, Fairy Dragon Mount, Beheaded Mount, etc. The possibilities are endless.

Mauler is generally not compatible with Improved Familiar, since Mauler gives up speak with animals of its kind, which Improved Familiars don’t get.


Ferious Thune wrote:
Temperans wrote:

No one has mentioned this, but a Mauler familiar can make for the perfect mount for a small creature. The fact it can change size at will means you can use it in any environment.

Because you are mounted, it means that they can easily deliver touch spells.

And for the same reason, they become much tankier having access to the protection of feats like Mounted Combat and Ride By Attack.

***********************

* P.S. Technically, you can ride a flying familiar using this technique. So Shadow Drake mount, Fairy Dragon Mount, Beheaded Mount, etc. The possibilities are endless.

Mauler is generally not compatible with Improved Familiar, since Mauler gives up speak with animals of its kind, which Improved Familiars don’t get.

It's true. You can fly on a fruit bat (flying fox) mauler familiar or something though. Someone on these forums made a grippli on a peacock who'd fly in and intimidate people once.


avr wrote:
It's true. You can fly on a fruit bat (flying fox) mauler familiar or something though. Someone on these forums made a grippli on a peacock who'd fly in and intimidate people once.

My player made a Halfling riding a fox that charges at everything he can.

Sovereign Court RPG Superstar 2009 Top 32

Mark Hoover 330 wrote:
Just a quick note: you might consider giving your familiar a spell to hold the charge of. Per the Combat section, under Casting Spells/Touch Spells/Hold the Charge, there's a little bit about how, if making a Natural Attack, a person holding the charge of a Touch spell can make their normal, Natural Attack(s) and if they successfully hit they discharge the spell, otherwise the charge is still held.

Well it looks like it works, but I fail to see the point. Instead of you getting +5d6 damage, the familiar gets the same +5d6 damage and it has a lower chance to hit than you do. So this doesn't appear to be a benefit. And the one-per-day empower, there's an arcana for that.

A familiar is still very good on a Magus - but not as a frontliner. Even a mauler with a bloodstone collar is just not an effective frontliner.


Kurald Galain wrote:

Well it looks like it works, but I fail to see the point. Instead of you getting +5d6 damage, the familiar gets the same +5d6 damage and it has a lower chance to hit than you do. So this doesn't appear to be a benefit. And the one-per-day empower, there's an arcana for that.

A familiar is still very good on a Magus - but not as a frontliner. Even a mauler with a bloodstone collar is just not an effective frontliner.

How do you figure its chance to hit is lower?

Sovereign Court RPG Superstar 2009 Top 32

LordKailas wrote:
Kurald Galain wrote:
A familiar is still very good on a Magus - but not as a frontliner. Even a mauler with a bloodstone collar is just not an effective frontliner.
How do you figure its chance to hit is lower?

Because it has lower primary ability, no magic weapon, no pool enchant, and no weapon focus.

So that's easily a -5 to -10 to hit compared to the Magus, depending on level.


Ok, so say you start with a Mauler Donkey Rat. The familiar begins with a 17 Dex. Per the rules of Familiars they automatically use the better of Str or Dex for attacking so it has a +5 Bite but it only deals 1d3-2. Finally you can trade out it's Skill Focus: Perception for Mauler's Endurance from the start so you have an AC 15, Small sized, maybe 12 HP combat buddy at your side.

Thing is, I don't know that you NEED a Mauler.

Let's say you change that to a Valet familiar. It is still Small size but drops to 8 HP. Still if you can keep it alive long term it shares all of your Teamwork feats. It also gets a kind of Spring Attack function for delivering non-damaging Touch spells and eventually delivering Aid Another as well. Not the combat monster a Mauler could become, but still pretty useful with the right build.

Or pick Sage. Built for Use Magic Device, with a bit of gold and time spent on Retraining the Donkey Rat's Skill Focus for Extra Traits you've got a decent wand jockey by level 5, so long as you can give it a way to talk and hold/manipulate a wand.

The reason I picked Donkey Rat is that it starts out as Small size, so it's combat-ready right off the bat, it has Scent so as long as it's awake you've got a 30' Alarm spell by your side all the time, it's got decent Stealth out the gate, a Swim speed... in other words, lots of versatility.

This wouldn't be the best Familiar to throw Shocking Grasp onto, I get that. However, there are plenty of ways to build around it for long-term use.

That's just the thing though: you need to build TO your familiar in order to get the most mileage out of it. Some of these builds rob you of essential resources like gold or feats and at least Sage doesn't have a payoff until at least level 5, level 7. I think this and low HP/BAB are the only reasons people avoid familiars on their characters.

IMO though they're worth the investment. Short term, when you first take familiars you get a minor boost mechanically. Long term having a flanker/Aid Another delivery system built into your fights can be pretty darn handy; getting a flying mount by level 3 is good utility; intelligent helpers with some form of verbal or non-verbal communication that also have Scent make terrific scouts.

My personal fave is building towards UMD. It takes a while to hit paydirt but when you do, with the right wands you're essentially doubling your actions in combat. Y'know how fun it is if you have a Magus that can buff themselves and still get off an attack in the same round? By level 7 you could have a couple key buffs on wands and have a little buddy in your pocket hitting you with these WHILE you're spellstriking for massive damage.

Familiars aren't for everyone, every build, but they can be worth more than a +2 in your pocket for 19 levels.

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