Stats for a Eyeball Familiar


Rules Questions


Hello everyone!

does anyone know the stats of a eyeball familiar? there isn't too many stats from the text. here are some questions.

1)does the HP equal mine? are the saves equal to mine? does it have a AC?
2) what is its creature type?
3) it has a str/dex/con score but what about its int/wis/cha?
4) it says its similar to the tumor familiar, but it in't one right? would the protector archetype work? other archetypes?
5) how does it deliver touch spells if it has no attack bonus?
6) what skill bonuses/feats does it have?

sorry for all the questions, making a lv5 eyebiter mesmerist for a one shot and couldn't find all the stats for it, so i need help. thank you in advance!


you are talking about Mesmerist Eyebiter archetype.

that should answer most of your questions.
Here's the Tumor Familiar(scroll down to the bottom) which gives details and clarifies what can be shared with the tumor familiar.

previous chat is at Eyebiter Mesmerist post.

Undefined things are left to the base abilities of a familiar, thus familiar hit points are half the master's.

Silver Crusade

Eyeball Familiar (Ex):
An eyebiter imbues one of his eyes with limited sentience, so that he can pluck it out and allow it to move on its own. The eyeball familiar functions similarly to the tumor familiar alchemist discovery except as follows. The eyeball familiar does not have fast healing.

The eyeball familiar doesn’t resemble an animal, and its size is Fine for a Medium or smaller eyebiter (or one size category larger for every size category the eyebiter is larger than Medium). It has a fly speed of 20 feet (perfect maneuverability) and no physical attacks (though it can still deliver touch spells once the eyebiter has reached 3rd level). The eyeball has a Strength score of 1, a Dexterity score of 12, and a Constitution score of 10. It has no set Hit Die, base saves, or skill ranks of its own, though it uses its master’s when a familiar normally would. It doesn’t grant its master any familiar bonus, nor can it ever be an improved familiar.

Whenever the eyebiter’s eyeball familiar leaves his body, he is dazzled until it returns (if it is destroyed, the eyebiter loses that eye until he gains the effects of a regeneration). An eyebiter must have at least one eye to use this ability, and an eyebiter with only one eye is blinded instead of dazzled until his familiar returns.

This ability replaces consummate liar and the mesmerist trick gained at 1st level.

Familiars:
Use the basic statistics for a creature of the familiar’s kind, but with the following changes.

Hit Dice: 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.

Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

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. Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

It works the same way as any familiar except for what is stated in the ability.

1) Like any familiar, it has half of your HPs. It uses its master's base saves and its own modifiers (+0 Con for Fort, +1 Dex for Ref, presumably +0 Wis for Will). AC is the same of a Fine creature with 12 Dex, that is 19 (+8 Size, +1 Dex).

2) Like any familiar, it is a Magical Beast

3) Int scales like any familiar, that is 6 at 1st level, +1 for every two Mesmerist levels above 1st. Wis and Cha are not reported, so I would assume a +0 modifier, similarly to creatures with null stats (eg, Golems with Con -).

4) Any archetype applies except Protector. Protector used to be legit too, but a recent FAQ has stated that Tumour Familiars cannot select such archetype. Since this was due presumably to the permanent Shield Other + Fast Healing shenanigan, I would still allow the archetype in this case as the Eyeball familiar loses Fast Healing.

5) Familiars inherit their master's BAB and can use Dex instead of Str to attack in melee. The rest is the same as for any Fine creature with 12 Dex, that is Mesmerist's BAB + 9 (+8 Size, +1 Dex).

6) Like any familiar, it uses the same skill bonuses of its master, and gains no feats apart from those included in its base form. Since its base form has no feats (as it has no HD), the Eyeball familiar has no feats.

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