All around best Improved Familiar


Advice

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So, I noticed that it's been a while since anyone made a discussion about this, and that a few new options have been added, and few removed. What do you guys think is the best familiar that can be gained from taking the Improved familiar feat? To clarify, I mean the best familiar in the most categories. Obviously different familiars are better at different things, like some are more effective at scouting, some in combat, some confer bonuses, etc. What I want is your opinion on which familiar is the most useful in the greatest number of ways. Conversely, I'm also interested in which improved familiar you consider the least useful, and why. Thanks for any input.


What options have been removed?

Dark Archive

Fairie dragon for spellcasting. Hand that little pixie thing a page of spell knowledge and you can vastly boost your low level spells for the cost of a wand. Earth elemantal for everything but spellcasting and flying.


my favorite is and probably always will be a Sage archetype Cassisian Angel. Scouting, crazy knowledge and memory skills, a protective aura, perma-truespeach... you can wear them as a helmet for style.


For me the Imp cannot be beaten honestly.

Perma Invisibility, Fast Healing, 12 CHA for UMD.

You need UMD, but works as scout and can survive on its own. Fast healing is something REALLY powerful imo.

Using UMD makes it a target, therefore Fast Healing as double value


Lyrakian Azata.

20 Cha for UMD, 80 fly speed (perfect), emergency cure light wounds in spell list. Constant freedom of movement so no grappling your wand wielder.

Somewhat weaker offensively and not as good a scout as perma invis but it probably sits as king of the support familiars and you're less likely to be dragged to hell after you die.


I really like the Silvanshee Agathion. Too bad that they nerfed the lay on hands progression, but it remains a great scout with a 90 ft fly speed and the ability to turn into a gaseous form.

The cherry on top is the Cat's Luck ability, IMO. Cast Eagle's Splendor first to boost CHA, then get him/her to use Cat's Luck and you've got a 10 minute luck bonus to saving throws of at least +3. Great feature when going into a tough fight.

Unrelated point, but it is a really good option to use with the Summon Guardian Spirit feat, primarily because of the innate boost to CHA that comes with that.

Dark Archive

Earth glide is best ability in most adventures. Better than flying and lets you do wonky stuff.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Arbiter inevitable is great for its near invulnerability and opposable thumbs. Almost nothing can bypass its regeneration to kill it, since chaotic effects are so few and far in between in this game.

Grand Lodge

As written, Aether Elemental is probably best. But I'm also a big fan of the Earth Elemental.


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Tidepool Dragon has 2nd level spells and an unlimited source of fire.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Markov Spiked Chain wrote:
As written, Aether Elemental is probably best.

How so?


Raktavarna is hands-down the best spy, granting remote vision to its master across even planar boundaries. I like it as something that genuinely enables new options, rather than making you better at what you could already do. Probably not a good candidate for "best overall," though.


Imp.

Who doesn't want a devil on their shoulder corrupting them?

That's mostly flavor for me, but they do have good stats. Arbiters are also great and I'm pretty partial to augurs. They have some nice SLAs.


Ravingdork wrote:
Markov Spiked Chain wrote:
As written, Aether Elemental is probably best.
How so?

60' flight, permanent invisibility, and blindsight makes it arguably the best scout. But beyond that most of its abilities go obsolete in combat pretty early, and unless you want to rapidly transport (and damage) 100 lb objects 480' per turn I don't see much utility.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I overlooked its blingsight. That does bring it up a bit in my book.


"For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher."

So, the Aether Elemental's abilities should scale with the master's level.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Melkiador wrote:

"For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher."

So, the Aether Elemental's abilities should scale with the master's level.

It's referring to effects that might target the familiar, such as the sleep spell. It does nothing for the familiar's actual abilities, which are set at their normal level.


That may be the intent, but the language doesn't obviously limit it that way.

Doing it his way helps the weight limit but not damage on telekinetic throw.

Player: "My familiar tosses one of those a 500 lb statues at him!" GM: "It does 6 points of damage. Wait, it has DR. No damage."

The telekinetic maneuver would become level +4 for CMB. I guess you'll roll high sometimes and not every opponent is big with full BAB, but it's still not really useful.


Ravingdork wrote:
Melkiador wrote:

"For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher."

So, the Aether Elemental's abilities should scale with the master's level.

It's referring to effects that might target the familiar, such as the sleep spell. It does nothing for the familiar's actual abilities, which are set at their normal level.

I thought so too, but they reworded the agathion Lay On Hands ability to not scale off of HD for familiars, which seems like decent evidence to me. Keeps poison DCs feasible, if not actually good.


Ravingdork wrote:
Melkiador wrote:

"For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher."

So, the Aether Elemental's abilities should scale with the master's level.

It's referring to effects that might target the familiar, such as the sleep spell. It does nothing for the familiar's actual abilities, which are set at their normal level.

Do you have any proof of that? It is certainly an "effect related to number of Hit Dice".


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Not really. It looks to me like they changed the wording at some point. It's been discussed ad nauseum elsewhere though.


My group tends to run it like Ravingdork does, but I do think it's a good question to get figured out one way or the other if someone wants to FAQ it.

Certainly a few Improved Familiar options that came out in B5 would need similar clarifying wording if the ruling is the opposite; the chuspiki is on that list too.


I like the Tidepool dragon for spellcasting, personally I allow retraining on their spells known and rule the Share Spells ability to work both ways so it's a cool way for non wizard/sorcerer characters to get some cool arcane spells added to their list, like Shield for people using THWs and witches who don't get it for some reason.


I can't find a stat block of any NPCs having a familiar with a HD based ability, like poison. Does anyone have any references? Of course, stat blocks are known to be an unreliable rules source, but it would be good to know how the scenario designers think it works.

Grand Lodge

I mostly play PFS and may just want what I can't have. ;)

Flight, Permanent Imp Invis, Small size to threaten and Blindsense are the big selling points for me. But I'm sure there's a way to get use out of Telekinetic Maneuvers.


I like the shikigami kami. Immunity to a load of stuff, fast healing, ok melee and ranged damage for a familiar, invisibility for scouting and the seller for me, it can merge with you, no losing that familiar again. And a real easy alignment requirement


QuidEst wrote:
I thought so too, but they reworded the agathion Lay On Hands ability to not scale off of HD for familiars, which seems like decent evidence to me. Keeps poison DCs feasible, if not actually good.

Yeah, it's an exception proves the rule situation. If familiar abilities didn't scale with level, they wouldn't have had to say that the silvanshee's lay on hands doesn't. Pretty much proves that familiar abilities, unless otherwise stated, do scale with their master's level.

I vote Psyche Serpent for best familiar (for a certain type of campaign). One of the best infiltrator types, with its secret poison and limitless Suggestions.

Favourite Improved Familiar is definitely the pyrausta, though. Little pocket dragon.


a bonded object amulet of Spell Mastery is the best familiar! ;o)

I think it depends on the caster's alignment and specialization. There are some interesting choices, sadly almost all of the powerful choices are evil. So avoiding evil familiars;
Pseudodragon
Shikigami Kami
Soulbound Doll


Azothath wrote:

a bonded object amulet of Spell Mastery is the best familiar! ;o)

I think it depends on the caster's alignment and specialization. There are some interesting choices, sadly almost all of the powerful choices are evil. So avoiding evil familiars;
Pseudodragon
Shikigami Kami
Soulbound Doll{GM approval}

Dark Archive

If the dungeon has walls earth elemental is best. You cant fly through a wall but yiu can earth glide through it.


Considering that in the AP I'm currently playing in, the improved familiar of the bard was pretty much the MVP of my parties last two combats at level 13-14, I'm gonna have to go with Tidepool Dragon. Especially if your GM rules that Share Spells goes both ways, because then you have 3 Freedom of Movements on tap.

Grand Lodge

Letric wrote:

For me the Imp cannot be beaten honestly.

Perma Invisibility, Fast Healing, 12 CHA for UMD.

You need UMD, but works as scout and can survive on its own. Fast healing is something REALLY powerful imo.

Using UMD makes it a target, therefore Fast Healing as double value

I agree. I should also add it has:

Flight
Resistances
Change Shape(Very nice ability)
Poison
DR
Immunities
SLAs (Commune and Augury are good ones. Suggestion is fun to us on low level peasants)
See in Darkness

I like giving him A. Barrier as his armor. Converting some damage it takes into non-lethal. Effectively increasing his fast healing while giving him +2 AC.

But I still think that Imp is one of the strongest options. If your allowed to upgrade to an Imp Consular even better. They gain Telepathy AND a more powerful Change Shape.


And what Improved familiar is most suitable for Eldritch Guardian?


PhD. Okkam wrote:
And what Improved familiar is most suitable for Eldritch Guardian?

Something with a decent STR, you'll want a good bonus too. Compsognathus is popular, it also has poison for early levels. Mauler Familiars are cool because they can flank and do damage like an animal companion.

I'm not sure what the PFS rules are on retraining familiar spells, I think JJ said he'd personally allow familiars to have their own feats and spells changed based on what the player wants, but I think that's in home games.

Liberty's Edge

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Melkiador wrote:
I can't find a stat block of any NPCs having a familiar with a HD based ability, like poison. Does anyone have any references? Of course, stat blocks are known to be an unreliable rules source, but it would be good to know how the scenario designers think it works.

I found ONE;

AP 96, Myralka - DC 15 Whirlwind, does not match DC 12 base air elemental. Master is 8th level, 10 + 1 Str + 8/2 = 15 DC

Also four which do not increase;
AP 56, Moto - DC 9 poison, same as base viper
AP 57, Xicorax - DC 13 breath weapon & CL 6 for SLAs, same as base air mephit
AP 79, Zazu - DC 10 poison, same as base scorpion
PFS 3-25, Duchess - DC 13 poison & CL 6 for SLAs, same as base imp


CBDunkerson wrote:
Melkiador wrote:
I can't find a stat block of any NPCs having a familiar with a HD based ability, like poison. Does anyone have any references? Of course, stat blocks are known to be an unreliable rules source, but it would be good to know how the scenario designers think it works.

I found ONE;

AP 96, Myralka - DC 15 Whirlwind, does not match DC 12 base air elemental. Master is 8th level, 10 + 1 Str + 8/2 = 15 DC

Also four which do not increase;
AP 56, Moto - DC 9 poison, same as base viper
AP 57, Xicorax - DC 13 breath weapon & CL 6 for SLAs, same as base air mephit
AP 79, Zazu - DC 10 poison, same as base scorpion
PFS 3-25, Duchess - DC 13 poison & CL 6 for SLAs, same as base imp

So in other words.... no one knows. Just like that Queens of the Stone Age song.


PhD. Okkam wrote:
And what Improved familiar is most suitable for Eldritch Guardian?

In general, improved familiars can't have the mauler archetype. So you will want a familiar capable of range or who has a greater than 0 reach. The sprite has native shortbow accuracy, so that could be an interesting combo.

A weird option is the wasp familiar, which isn't PFS legal. But it can have the stats of an imp, while still being a mauler.


master_marshmallow wrote:
So in other words.... no one knows. Just like that Queens of the Stone Age song.

I've always been under the impression the abilities of familiars only scale with modifiers, not HD.

The HD party says treat the effects as HD equal to its master. That's why the Lay on hands errata, because it's an effect related to HD.
But DC shouldn't change imo.
Familiars never level up like Animal Companions do, they don't gain feats either, so DC shouldn't scale besides their base HD.


Plausible Pseudonym wrote:
Ravingdork wrote:
Markov Spiked Chain wrote:
As written, Aether Elemental is probably best.
How so?
60' flight, permanent invisibility, and blindsight makes it arguably the best scout. But beyond that most of its abilities go obsolete in combat pretty early, and unless you want to rapidly transport (and damage) 100 lb objects 480' per turn I don't see much utility.

Even better than that, the invisibility is useful against sound-based blindsense and blindsight, combined with flight it can be effectively be hidden in any occasion.

This means also that the aether elemental is going to telekinetic maneuver enemies against their "flat-footed CMD" (-> they lose their dex to CMD).

Grand Lodge

45ur4 wrote:
Plausible Pseudonym wrote:
Ravingdork wrote:
Markov Spiked Chain wrote:
As written, Aether Elemental is probably best.
How so?
60' flight, permanent invisibility, and blindsight makes it arguably the best scout. But beyond that most of its abilities go obsolete in combat pretty early, and unless you want to rapidly transport (and damage) 100 lb objects 480' per turn I don't see much utility.

Even better than that, the invisibility is useful against sound-based blindsense and blindsight, combined with flight it can be effectively be hidden in any occasion.

This means also that the aether elemental is going to telekinetic maneuver enemies against their "flat-footed CMD" (-> they lose their dex to CMD).

oh is 3pp a choice?

I'd throw out positive and negative elemental then as a good choice for maximized Channels. The negative energy one can basically maximize enervation spell.

Grand Lodge

Quote:
And what Improved familiar is most suitable for Eldritch Guardian

Earth Elemental or Mephit but a regular Mauler (consider Flying Fox and Comsopgnathus) works fine also. As Melkiador mentioned, you want 5' reach. Both are small, so you're good there.

Earth has:
Good Str and built in Power Attack (if you weren't taking it already for some reason.)
Earth Glide and Tremorsense.
Some nice immunities (Flanking, Crits, Poisons, etc)

Mephit has:
Martial Weapon Proficiency
Fly
Fast Healing
Wand Use in PFS


Well, I've been looking at the familiars a bit, and I have to say, I like the imp and tidepool dragon.


Lyrakien Azata is my favorite. Among those benefits already mentioned, can remove fatigue once per day...Starlight burst is cool, though not reliable with only a Reflex DC of 12.
And it is guaranteed for a Wizard or Sorcerer to always have a beautiful woman at their side! :P"


Fourshadow wrote:

Lyrakien Azata is my favorite. Among those benefits already mentioned, can remove fatigue once per day...Starlight burst is cool, though not reliable with only a Reflex DC of 12.

And it is guaranteed for a Wizard or Sorcerer to always have a beautiful woman at their side! :P"

Well, if you can potentially RP the Familiar, through rank sharing you can have a great diplomacy familiar :P

7 Ranks + 3 Class Skill + 5 CHA at level is nothing to ignore.


Letric wrote:
Fourshadow wrote:

Lyrakien Azata is my favorite. Among those benefits already mentioned, can remove fatigue once per day...Starlight burst is cool, though not reliable with only a Reflex DC of 12.

And it is guaranteed for a Wizard or Sorcerer to always have a beautiful woman at their side! :P"

Well, if you can potentially RP the Familiar, through rank sharing you can have a great diplomacy familiar :P

7 Ranks + 3 Class Skill + 5 CHA at level is nothing to ignore.

You can use the Sage Archetype to do it on a character without investing in diplomacy on your PC.

Sovereign Court

PhD. Okkam wrote:
And what Improved familiar is most suitable for Eldritch Guardian?

I'm a fan of the Wasp Familiar as per the feat of the same name. At 5th level it can have the Mauler Archetype but gets the stats of an Imp (minus the invisibility)


Malkin the Magician wrote:
Letric wrote:
Fourshadow wrote:

Lyrakien Azata is my favorite. Among those benefits already mentioned, can remove fatigue once per day...Starlight burst is cool, though not reliable with only a Reflex DC of 12.

And it is guaranteed for a Wizard or Sorcerer to always have a beautiful woman at their side! :P"

Well, if you can potentially RP the Familiar, through rank sharing you can have a great diplomacy familiar :P

7 Ranks + 3 Class Skill + 5 CHA at level is nothing to ignore.

You can use the Sage Archetype to do it on a character without investing in diplomacy on your PC.

Definitely a wise choice. I don't like it much because you don't get that many Skill Points, and since the Familiar doesn't get your Ranks, some re rolls might not be available with higher numbers, but not 100% sure


there are a couple of good choices.

Personally I think you should pick something that works stylistically with your character design and theme, or something totally contrary for contrast that compliments your caster. Just going by the mechanics is a pea poor choice. It's a role playing game!

Characters that choose a familiar with an evil alignment are simply tempting the GM to do bad things.


Azothath wrote:

there are a couple of good choices.

Personally I think you should pick something that works stylistically with your character design and theme, or something totally contrary for contrast that compliments your caster. Just going by the mechanics is a pea poor choice. It's a role playing game!

Characters that choose a familiar with an evil alignment are simply tempting the GM to do bad things.

It is true that the familiars thematic appropriateness should factor in to a persons choice in familiar, but this particular thread was created with the purpose of discussing your favourite familiar option from the improved familiar feat, and why you regard it as such.

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