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Currently running into some murky water, I have two questions as the Faq remains inconclusive.
The first question I have is, can I modify my clockwork familliar, the reason I ask is because of the wording in the following.
'When selecting one of these familiars, you may assume that you or an NPC crafts the familiar without paying the cost listed in the creature's entry. You need only pay the price of any augmentations that you add to your construct familiar, such as additional Hit Dice for your homunculus. You cannot upgrade your homunculus to have more Hit Dice than your character level.
Second, since a familliar is sentient, does the construct immunity to mind-affecting effects still apply and if not, can the familliar gain morale bonuses?

Nixitur |

The first question I have is, can I modify my clockwork familliar, the reason I ask is because of the wording in the following.
'When selecting one of these familiars, you may assume that you or an NPC crafts the familiar without paying the cost listed in the creature's entry. You need only pay the price of any augmentations that you add to your construct familiar, such as additional Hit Dice for your homunculus. You cannot upgrade your homunculus to have more Hit Dice than your character level.
Where is that from? It's not in an FAQ I can find, there isn't one for Inner Seas Intrigues, it's not in the description for the Clockwork Familiar and it certainly isn't in the description for Tinkerer.
As far as I can see, the only way you can modify it is via Tinkering, Greater Tinkering or Clockwork Upgrade as granted by the Tinkerer.Second, since a familliar is sentient, does the construct immunity to mind-affecting effects still apply [...]?
Yes, a Clockwork Spy's and Clockwork Familiar's type is "construct", so they have all the normal construct traits, including immunity to morale effects.

Saethori |

I am unsure where you are getting the first set of rules from. The Tinkerer archetype includes no notes about homunculi; nor do clockwork familiars include any text for permitting augmentations.
Constructs, on their own, are immune to mind-affecting effects. This is not specified as due to being mindless; indeed, there are many constructs with minds that continue to be immune to mind-affecting effects. So your familiar maintains this immunity.

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The first set of rules comes from the pathfinder society organized play faq, pertaining to the described cost in the entries of the homonculus and the clockwork familiar.
under the heading character companions.
Normally I would not ask this question, if the clockwork familliar was not included in it I would not ask this question at all.
And thanks for clarifying the second question.

Nixitur |

The first set of rules comes from the pathfinder society organized play faq, pertaining to the described cost in the entries of the homonculus and the clockwork familiar.
under the heading character companions.
Normally I would not ask this question, if the clockwork familliar was not included in it I would not ask this question at all.
And thanks for clarifying the second question.
Oh, this is for PFS! You should have said so from the beginning, PFS is not vanilla Pathfinder.
I'm pretty sure that FAQ is only intended for a Clockwork Familiar gained from Improved Familiar. I'm not sure what they mean by crafting a Homunculus Familiar to get more Hit Dice, either, as surely, it would just have half the character's HP.
There are ways you can upgrade your Homunculus, apparently, according to rules in the Alchemy Manual. These are listed here under Homunculi Improvements. I don't believe there is a way to upgrade your Clockwork Familiar apart from the ways granted by the Tinkerer archetype.

Nixitur |

What I want to know is can you have a Tumor Clockwork Familiar?
If you mean get a Tumor Familiar and try to turn it into a Clockwork Familiar (by taking Improved Familiar), then no, Tumor Familiar can't be an Improved Familiar.
I wonder what would happen if a Tinkerer took Tumor Familiar, though. It doesn't specifically say that they're not allowed to. A character can never have more than one familiar, though, so what would happen then? It doesn't really make sense.Can your Clockwork Familiar have Familiar Archetypes?
I don't see why not, although most (but not all) familiar archetypes swap out "Speak with Animals of Its Kind" which Improved Familiars don't get.
I don't know if a Tinkerer's Clockwork Familiar gets it, though. It states that it works as a normal familiar rather than an improved one, so it should have that ability.So, the most logical interpretation I can see is that a Tinkerer's Familiar gets Speak with Animals of Its Kind, but that ability just doesn't do anything. You would then be able to swap it out by applying archetypes to the Tinkerer's Clockwork Familiar.

miscdebris |
At 6th level, the tinkerer turns her familiar into a clockwork familiar that takes any form she wishes. She must choose which type of item is installed in the clockwork familiar. She gains the clockwork familiar at no cost, as if she were a 7th-level spellcaster with the Improved Familiar feat.
I'd say no to most archetypes due to my emphasis. Emissary and Sage would be ok.

Thornborn |

Aand I forget to contribute.
Rule technically the tumor familliar abilities would be added to the construct familiar, so in this case the ability to share extracts and the fast healing ability. Even though fluff wise it makes no sense at all.
It does if the clockworks foldup anime/origami/cthonic style into the host.