Witch Familiar


Advice


So I made my first spell casting character and need help choosing a good familiar. Im thinking maybe doing Greensting Scorpion for the extra bonus init, but I just have no idea if there are better options. Where can I find familiars for my witch is it in beastiary? If so what ones are able to be chosen? Just so lost in creating my first caster. Much help would be much appreciated.


I would recommend a hare over the scorpion for the same bonus, just because it'll attract less attention if spotted. That, or a skunk. Gives you +2 Fortitude, can nauseate enemies (sicken if they save), and nobody messes with a skunk.

This has a listing of familiars.


thank you for the help! :)


JCurtis1989 wrote:
thank you for the help! :)

Glad to lend a hand! You'll probably get some different advice from other people. I know the scorpions are popular- certainly easier to hide. I usually use familiars that can pass for normal local animals without trouble, though.


The drawback of a Hare though, is that it's edible...

Personally I like the Raven.


I like the Scarlet spider


Familiars I've used recently:
Greensting scorpion
Compsognathus
Hedgehog - for a witch. Custom made by GM, with a bonus to Fortitude saves.
Raven
and
Imp (Diabolist companion)

Pick whichever you like the best, the mechanical benefit is nice, but as a witch you won't be sending it off on scouting missions, or combat (because it's your spellbook too).


Compsognathus is awesome!


I don't really like the flavour of the +4 initiative familiars, despite their mechanical benefits.
I'd just take something that is cool and suits your character. A familiar is a pretty big part of your witch and a scorpion or stupid little dinosaur are just not cool. Despite the less advantageous mechanics, a viper, owl or the classic black cat are just much more appealing to me.


Yeah, I'd ask the GM if I could replace a flaverful familiar's inherent bonus with +4 init (for a similar type of animal, so no raven etc.). Loosing a feat (or rather the stacking benefits of a feat you probably want to take as well) just for flavor hurts.

Or you play an evil witch with a dodo familiar and call yourself The Extinctioner.


Honestly, I mean, yes +4 Ini is great, but I pick familiar based on flavor.
My Wizard has +0 Perception, I picked up a Owl, completely useless from mechanical standpoint, but it's freaking cool.

Your DM might be cool enough and let you switch the bonus, but imo familiars are balanced around that too. Those which can fly have worst bonus, those who cannot get +4 init.

Honestly, picking a scorpion is freaking ugly thing


I enjoy a nice mole.

In a pinch these little guys can burrow into the ground and be safe from predators with their 10ft burrow speed.

Later on, when you can talk to it, he can infiltrate enemy camps through tunneling, and report back.

No one expects the Mole Inquisition!


Fernn wrote:

I enjoy a nice mole.

In a pinch these little guys can burrow into the ground and be safe from predators with their 10ft burrow speed.

Later on, when you can talk to it, he can infiltrate enemy camps through tunneling, and report back.

No one expects the Mole Inquisition!

I like armadillos for similar reasons. Only 5ft burrow speed, but they can hold their breath for several minutes, allowing for underwater shenanigans too.

Grand Lodge

Most people Enjoy the Initiative Familiars, +2 Fort Familiars, Or talking/flying options. Some enjoy the monkey for early UMD tricks.

But all those mean squat as a Majority of Witch take Improved Familiar and you loose the bonus all together. At this point the IMP becomes the best familiar on the list. A strong 2nd would be the Dust Mephit which can do Blur 1/HOUR and wind wall 1/day Both are great spells ontop of the ability to UMD and Fast healing 2 in "dusty locations".

The main concern of all witches is losing their familiar means losing your spell book. You should invest in the item that stores your spells like a familiar. Then it doesn't matter if your Familiar dies.

A very overlooked Improved familiar is the Small Elemental. As far as defensive goes an Earth elemental is very hard to kill while earth gliding. Scouting becomes easier as well with earth gliding. Making it one of the safer Familiars when you can't back up your spell list for what ever reason. If you can use 3PP the Small elemental Negative Energy Elemental can make your Enervation Maxmimized. Nothing like a touch attack that does -4 levels by level 7. It has better effect on a Wizard but a witch can do some work with it. Buffing it with Personal buffs helps make you a pretty strong body guard as well.


I like the raven for my witch.
The ability to talk and deliver messages has proven very helpful at low levels.


I always just look at what my theme is, and what bonus is most beneficial. If you want something more combat oriented a scorpion or a spider(for poison) is always neat.
Yes mechanical benefits are always nice but keep to familiar something that fits rope play wise. An extreme example is if you role play as glinda the good witch from wizard of oz why would you have a scorpion or spider instead of something like a thrush or a hedgehog (you know something not creepy and crawly). But roleplaying as it is you could totally come up with a cool reason why.

Also for protection two great items come to mind. A familiar pouch is great and pretty affordable. A Bell of Returning Spirits from the Advance class guide is a bit pricier at 3000 gold, but it can teleport your familiar to you if it is 100 feet or less away and is a one time raise dead for you familiar.

Just some advice take it or leave it.


Platypus can be good for roleplaying where you show people you have been able to tame a minor chimera.


Consider me on team monkey. Sure the +3 acrobatics isn't helpful, but it's the only simple familiar with hands. All sort of options are unlocked with those from UMD to having something that can stabilize another party member in an emergency to someone to untie you. You can even incorporate them into your backstory with them saving you from various threats.


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I personally like Fairy Dragons, because they have sorcerer spellcasting, and it's usually a house rule at my table that share spells works both ways, so my witches (or my player's witches) get access to some nice first level sorcerer spells like shield that they otherwise couldn't. Greater Invisibility is also nice when it comes to delivering touch spells like cures.


Fernn wrote:

I enjoy a nice mole.

In a pinch these little guys can burrow into the ground and be safe from predators with their 10ft burrow speed.

Later on, when you can talk to it, he can infiltrate enemy camps through tunneling, and report back.

No one expects the Mole Inquisition!

MOLE


Fruian Thistlefoot wrote:

Most people Enjoy the Initiative Familiars, +2 Fort Familiars, Or talking/flying options. Some enjoy the monkey for early UMD tricks.

But all those mean squat as a Majority of Witch take Improved Familiar and you loose the bonus all together. At this point the IMP becomes the best familiar on the list. A strong 2nd would be the Dust Mephit which can do Blur 1/HOUR and wind wall 1/day Both are great spells ontop of the ability to UMD and Fast healing 2 in "dusty locations".

The main concern of all witches is losing their familiar means losing your spell book. You should invest in the item that stores your spells like a familiar. Then it doesn't matter if your Familiar dies.

A very overlooked Improved familiar is the Small Elemental. As far as defensive goes an Earth elemental is very hard to kill while earth gliding. Scouting becomes easier as well with earth gliding. Making it one of the safer Familiars when you can't back up your spell list for what ever reason. If you can use 3PP the Small elemental Negative Energy Elemental can make your Enervation Maxmimized. Nothing like a touch attack that does -4 levels by level 7. It has better effect on a Wizard but a witch can do some work with it. Buffing it with Personal buffs helps make you a pretty strong body guard as well.

You forgot about the Fairy Dragon, Arbiter, Azata Lyrakian, Nykar, Raktavarna Rakshasa, and my personal favorite the Pooka. All of these are equally good choices to the imp because they open up some crazy exploits or are super hard to kill.


HyperMissingno wrote:
Consider me on team monkey. Sure the +3 acrobatics isn't helpful, but it's the only simple familiar with hands. All sort of options are unlocked with those from UMD to having something that can stabilize another party member in an emergency to someone to untie you. You can even incorporate them into your backstory with them saving you from various threats.

Afaik, only Improved Familiars can use UMD, unless DM fiat

Grand Lodge

Letric wrote:
HyperMissingno wrote:
Consider me on team monkey. Sure the +3 acrobatics isn't helpful, but it's the only simple familiar with hands. All sort of options are unlocked with those from UMD to having something that can stabilize another party member in an emergency to someone to untie you. You can even incorporate them into your backstory with them saving you from various threats.
Afaik, only Improved Familiars can use UMD, unless DM fiat
Familiar Rules on Skills wrote:


Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers.

Monkey has thumbs and a hand that can grasp/hold a wand. If the Master has UMD then the familiar will as well.


a chicken because free eggs.


I tend to go for the bat for its blindsense.


Fruian Thistlefoot wrote:
Letric wrote:
HyperMissingno wrote:
Consider me on team monkey. Sure the +3 acrobatics isn't helpful, but it's the only simple familiar with hands. All sort of options are unlocked with those from UMD to having something that can stabilize another party member in an emergency to someone to untie you. You can even incorporate them into your backstory with them saving you from various threats.
Afaik, only Improved Familiars can use UMD, unless DM fiat
Familiar Rules on Skills wrote:


Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers.
Monkey has thumbs and a hand that can grasp/hold a wand. If the Master has UMD then the familiar will as well.

Too bad it can't say the activation word. You have to be able to speak to use umd.

Grand Lodge

Mahtobedis wrote:
Fruian Thistlefoot wrote:
Letric wrote:
HyperMissingno wrote:
Consider me on team monkey. Sure the +3 acrobatics isn't helpful, but it's the only simple familiar with hands. All sort of options are unlocked with those from UMD to having something that can stabilize another party member in an emergency to someone to untie you. You can even incorporate them into your backstory with them saving you from various threats.
Afaik, only Improved Familiars can use UMD, unless DM fiat
Familiar Rules on Skills wrote:


Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers.
Monkey has thumbs and a hand that can grasp/hold a wand. If the Master has UMD then the familiar will as well.
Too bad it can't say the activation word. You have to be able to speak to use umd.

Please cite source


Needing to speak a word is buried down in the rules for spell trigger items.

However, if the wand was made to activate when a monkey word was spoken, then it might work.


Fruian Thistlefoot wrote:
Mahtobedis wrote:
Fruian Thistlefoot wrote:
Letric wrote:
HyperMissingno wrote:
Consider me on team monkey. Sure the +3 acrobatics isn't helpful, but it's the only simple familiar with hands. All sort of options are unlocked with those from UMD to having something that can stabilize another party member in an emergency to someone to untie you. You can even incorporate them into your backstory with them saving you from various threats.
Afaik, only Improved Familiars can use UMD, unless DM fiat
Familiar Rules on Skills wrote:


Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers.
Monkey has thumbs and a hand that can grasp/hold a wand. If the Master has UMD then the familiar will as well.
Too bad it can't say the activation word. You have to be able to speak to use umd.
Please cite source

For a scroll I would defiantly call it a no go on the monkey, but the write up on PRD, SRD, and from the core rule book leads me to believe a monkey could activate a wand. Since wands are either fail or succeed to activate, and waving a wand can be used to attempt to activate it; it seems within the realm of the monkeys skill.


wands activate by intent and pointing, not a command word. There was a debate on whether wands worked while in a silenced area/person when this was discused.

As for the OP, the witch in one of my current campaigns had a hedgehog to start then once she got improved familiar she upgraded to a faerie dragon.

Sovereign Court RPG Superstar 2011 Top 32

One thing to double check with your GM is about how they handle Improved Familiar for witches - the "replacing your familiar" rules for witches are super harsh. I'm not sure any improved familiar is worth losing most of your spells.

However, all the GMs I play with allow the old familiar to simply "change" into the new one, keeping the spells. This is certainly a house rule, though.

For those unfamiliar (heh) with the witch RAW for replacing familiars, you get all 0s plus two per spell level you can cast, plus patron spells. That's it. So a 7th level witch who takes IF gets a critter with all 0, 2 1st, 2 2nd, 2 3rd, and 2 4th, plus their 1st-3rd level patron spells. They likely before had all 0, 9-10 1st, 4 2nd, 4 3rd, 2 4th, and those patron spells, plus whatever else they taught the familiar from scrolls. Harsh.


ryric wrote:

One thing to double check with your GM is about how they handle Improved Familiar for witches - the "replacing your familiar" rules for witches are super harsh. I'm not sure any improved familiar is worth losing most of your spells.

However, all the GMs I play with allow the old familiar to simply "change" into the new one, keeping the spells. This is certainly a house rule, though.

For those unfamiliar (heh) with the witch RAW for replacing familiars, you get all 0s plus two per spell level you can cast, plus patron spells. That's it. So a 7th level witch who takes IF gets a critter with all 0, 2 1st, 2 2nd, 2 3rd, and 2 4th, plus their 1st-3rd level patron spells. They likely before had all 0, 9-10 1st, 4 2nd, 4 3rd, 2 4th, and those patron spells, plus whatever else they taught the familiar from scrolls. Harsh.

Retraining could potentially fix that, or bite the bullet and pay for it.


ryric wrote:


For those unfamiliar (heh) with the witch RAW for replacing familiars, you get all 0s plus two per spell level you can cast, plus patron spells. That's it. So a 7th level witch who takes IF gets a critter with all 0, 2 1st, 2 2nd, 2 3rd, and 2 4th, plus their 1st-3rd level patron spells. They likely before had all 0, 9-10 1st, 4 2nd, 4 3rd, 2 4th, and those patron spells, plus whatever else they taught the familiar from scrolls. Harsh.

But, as witches' familiars can teach each other spells, one would imagine it wouldn't be stretching credibility to have your former raven teach your new, improved imp the remaining spells?

I prefer the non-improved familiars anyway, personally.


Fruian Thistlefoot wrote:

Please cite source

Not allowed on PFS unless Improved Familiar. All base familiars lack the Hand slot, it was explained by JJ or someone from Paizo, don't recal where

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