Familiars and damage


Rules Questions

Liberty's Edge

Hi all,

I ran a PFS quest last night and the wizard and his familiar got caught in a burning hands trap. Questions:

1. The 7 HP familiar took 8 damage -- is it dead, or can the cleric still heal it?
2. I rolled damage only once for the burning hands trap for all those caught in the 15 ft cone -- am I supposed to roll separately for all the PCs in the area of effect?

Am still very new to the RPG so please help me out :)


1. When a being's HP goes negative it falls unconscious. When it reaches a negative amount equal to their con score (score not mod) they die. The familiar would be able to healed normally and would regain consciousness once their HP is at least 0.

2. You roll damage once for each casting of an area of effect spell. Each being saves individually if the spell calls for a save.


1. It's alive until it gets to an amount of hp equal to 0 minus its constitution score. If the familiar has Con 8, for example, it dies at -8 hp.

2. I believe you've done it correctly by just rolling once, though I don't recall if that's for sure how it works.


Familiars have improved evasion, he should only take half damage if he fails his save. Did you roll 16 for the damage?.
Roll once for area of effect damage, otherwise it is a pain to roll damage for all 20 mooks that get caught in the fireball.


WagnerSika wrote:

Familiars have improved evasion, he should only take half damage if he fails his save. Did you roll 16 for the damage?.

Roll once for area of effect damage, otherwise it is a pain to roll damage for all 20 mooks that get caught in the fireball.

only if their familiar archetype doesn't trade out improved evasion


And all of this is only true if the Familiar isn't Undead or a Construct.
Or a Figment.

But that's likely not the case.


That's why people tend to keep them in familiar pouches, so they have total cover.

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