How to use UMD and Craft Alchemy effectively with your familiar


Advice


Many guide point out that you should get Improved Familiar as a wizard as soon as you hit level 7 since the familiar can create alchemy items and can fill the cap of using magic devices since charisma is often a dump stat for a wizard.

Now I am at level 7 and just cannot see how to use this effectively. Let us say I maxed out UMD and Craft Alchemy for my wizard I have 7 Ranks. At level 7 my improved familiar has (according to this) an intelligence of 9. Let us say I will take an Imp as a familiar (apparentely one of the best) I have a Charisma of 14.

As a result I woud have

UMD 9
Craft Alchemy 6

Am I calculating something wrong here or is this just not worth taking the feat to fulfill this


Yes. Action economy.

Your imp can use wands and the like without taking up your standard action, thus permitting you to use the standard action to cast your own spell. Suddenly, your combat potential skyrockets.

As for Craft (Alchemy), I don't know. First I've heard of it for familiars.


ACTION ECONOMY. Repeat until it sinks in

Craft alchemy is eh for familiars. Alchemy items on the other hand :)
If you want craft alchemy do it yourself and have the familiar aid another

As for UMD its dc20 to use a wand or staff meaning you only need to get him to +19 to auto succeed. A magic item that boosts UMD only costs bonus^2 *100. If you can change out his default feats you can get +3 off skill focus or +2 off Magical Aptitude. Etc. Once you hit this sweet spot he can act as a secondary spellcaster. Level wands are dirt cheap and most casters find at least 1 staff. Its like having a quickened reach spell each round. Also remember since its umd it can be from any spell list.

Useful spells include grease, mage armor, cure light wounds, protection from alignment, enlarge/reduce person, mount, lesser restoration(use paladin wand trick), bless, liberating command, moment of greatness, sheild of faith, glue seal, vanish, and air bubble

Do note that I only listed 1st level spells due to their cheapness. There are several higher level spells worth the investment


Lyrakien Azata 20 CHA base with extra item slot (head) and extra item slot (headband) as feats. Circlet of Persuasion Headband of Alluring Charisma. If you just need it for one in combat spell wand key ring gives +10 to UMD for one wand.

If you want you can make it a sage and have it have its own ranks. I have bone UMD and diplomacy.

I use my familiar for bless, ill omen, or haste. Yes the wand of haste is expensive but if you think a fight is going tough a "quickened haste" and your top level save or die spell is very powerful.


It's broken. Basically.
It will make your familiar more likely to be hit by something smart. You can use your familiar to cast so many things where imagination and gold is the limit.

Some spells have already been pointed out.

The Azata is better because of CHA 20. Dragon Faerie has a CL as sorcerer so he doesn't need to use UMD.
You can potentially use Sage Archetype and don't put points into UMD yourself, plus higher INT, but squishier familiar.


Ah ok got it.

*** Craft alchemy is eh for familiars. Alchemy items on the other hand :)

What items are worth creating? I just went through a lot but cannot come up with good ideas. I already searched here but could not find advices.


vadda wrote:

Ah ok got it.

*** Craft alchemy is eh for familiars. Alchemy items on the other hand :)

What items are worth creating? I just went through a lot but cannot come up with good ideas. I already searched here but could not find advices.

Tanglefoot bags. They always work and are cheap to make. Can't go wrong with those.

You can be annoying and drop Caltrops as well, impeding charges and restricting movement.


Thanks for your replies!

I want to go a bit deeper into the alchemy path. Just to sort out if it is worth puting precious skill points into it and spending time for alchemy item creation instead of scrolls.

I get improved Familiar at Level 7. I do not see any help from Caltrops here

Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC.

I will never hit with an BAB +0 on this level and onwards.

It is similar with the Tanglefoot bags. The familiar has to make a ranged touch attack. Usually at this levels the familiar is no use doing attacks. Especially when you play a mythic adventure as we do (WOTR).

Do I get something wrong here? If so please correct me.


You don't use BAB +0.

Wizard wrote:
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons.

Admittedly a wizard's BAB is nothing to brag about either, but at least it can often hit touch AC.

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