| zauriel56 |
what exactly are the benefits of having a familiar?
I know you get alertness and can deliver touch spells through them (which doesnt seem like a wise idea for the most part) so is the idea of the idea of a base familiar getting that +2 to a save or +3 to a skill (or health) the reason to get it?
I understand improved familiars get abilities that make them "better" than a standard familiar since you don't get that +2 to a save or +3 to a skill.
I've got a base idea for a guide but I want to make sure I "get" what the familiar is about. For instance, the idea of a small (read size category small) seems like a terrible idea, because if someone realizes its a familiar, it stands a good chance of being attacked. The only "benefit" i could see is that it could possibly flank with you (Read as depends on gm and if you can flank with yourself [which i don't think you can but not sure], I DO NOT WANT THIS STATEMENT TO BE A FOCUS OF THIS TOPIC unless it has to be or there is a ruling somewhere I dont know of [my search-fu is weak])
the guide is an idea i've toyed with awhile, and I just wanna make sure my thoughts are relevant before posting.
| Ravingdork |
I've always understood the point of a familiar to be to serve as a loyal companion, scout, spy, or something similar.
Sure, it might get attacked if recognized as a familiar, but most familiars don't looks like familiars. It's also more likely it will get killed by rolling a 1 on a save against a nasty area effect that the caster got caught up in.
It's also worth remembering that most tiny familiars can't flank due to lack of reach.
| tonyz |
A familiar is a companion, a scout, a voice of counsel from the Powers What Gave You Your Spells, and many other things.
Movies: the monkey in _Aladdin_, the villain's cat in whichever Bond movie had SPECTRE in it, the monkey in _Pirates of the Caribbean_ (hmm, I sense a theme...)
A familiar isn't a combat monster like (say) an animal companion. Sure, you can try and make it effective at that, but it's probably going to be more effective to hire a level 1 warrior (for levels 4-5) or just summon something (at levels 5-10) or just bind an outsider (at levels 11-20). Plus it hurts your soul when something bound to it dies. Don't do this.
What do you get out of it?
Roleplaying benefits. Can be loads of fun if you like this, or if the GM is into it.
Small = stealthy = good information gatherer, particularly if it's common in the area. Who notices another stray cat on a city street, or another raven in the mountains? Talking with animals of its type is important. A lot of how to use familiars lies in stealth and sneakiness and gathering information, not in direct mechanical benefits to yourself.
That said...
The familiar has equal ranks in all your skills. This is usually enough to let the familiar aid another on anything you're interested in doing, and may be enough to let it do something significant on its own (particularly if it has hands like many improved familiars.)
Someone else to make Perception rolls. (Particularly important at early levels.) And do not underestimate the benefits of the Alertness feat for yourself, either -- Perception and Sense Motive are probably the two most important skills in the game, at least if you use them intelligently. (And if you don't just assume that everything you encounter needs to be killed in 1d4 rounds...)
A familiar can coup-de-grace downed enemies (sometimes a useful feature).
A familiar can wake you up if you get knocked out, for instance, or go fetch your friends if you're trapped. (Admittedly, you shouldn't have left your friends in the first place.)
Familiars with hands who can speak can use command word items (like, oh, WANDSS) - extra actions are HUGE even if each individual action is of marginal effectiveness. Reserve healing, in-combat buffing, or making scouting more effective. Or they can administer potions (e.g., emergency healing ... or drop poison in your enemy's drink.)
Improved familiars can be amazingly powerful, particularly those with the ability to cast commune. (Seriously, how many feats are as powerful as "Cast a fifth level spell"?!??) Quite a few of them have extremely useful other abilities, too.
| Mysterious Stranger |
Not all touch spells target enemies. Being able to deliver buff and healing spells at range can be very useful. Most buff and healing spells are touch spells. Being able to cast protection from evil on the fighter at range to prevent him from being controlled is pretty good. The same with spells like bull’s strength, heroism and protection from energy. Even some high level spells are touch spells. Communal mind blank at range is pretty dam good.
Markov Spiked Chain
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Familiar's aren't *that* squishy. And if you've got a channeler, or Improved Familiar with Fast Healing, they're easy to heal as well. Once you're out of the range of getting two shot, I think it's actually good if your familiar takes a hit or two. Because your familiar can easily Withdraw and skip the rest of the fight. If you were to Withdraw, your party is probably crippled.
One handy trick for Deliver Touch Spells is to have your familiar hold the charge. Throw up a Cure Light/Infernal Healing before the fight and just have your buddy hang back. Throw up a Bull's Strength while you're wandering and you won't have to waste a round buffing (but won't be able to cast anything else.)
Familiar Archetypes from the Familiar Folio, particularly Mauler, really make Familiars shine, though.