How useful is a familiar for scouting?


Advice

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Claxon wrote:

Don't get me wrong, I don't like the minion rules. But I just can't see a way to where you get the minion to perform an exploration activity without the PC spending their action to command them to do so.

Not without some explicit elaboration in the rules.

Yeah, this is pretty much my thought too. I just can't see familiars acting completely different in different modes without them coming out and telling us that. Going from a need to be commanded every 6 seconds to only needing a single command for hours is too big a change to not any mention of it IMO.

Silver Crusade

It’s not.

PCs don’t have that change.


Rysky wrote:

It’s not.

PCs don’t have that change.

Could you PLEASE make a quote or reference to what or who you are referring to? I have NO idea what point you are trying to make just like I couldn't fathom your last post either. I'm not even sure if you're posting in the right thread...


Rysky wrote:

It’s not.

PCs don’t have that change.

PCs do go through a big change, it's just explicitly explained by the Exploration rules. How many and the types of actions taken in Exploration are explicitly enumerated, and it's very different from what you can do in combat.


Claxon wrote:
Rysky wrote:

It’s not.

PCs don’t have that change.

PCs do go through a big change, it's just explicitly explained by the Exploration rules. How many and the types of actions taken in Exploration are explicitly enumerated.

Is she talking about changing modes? IF so, the PC and minions follow the same rules in exploration: an action "repeated roughly 10 times per minute" is an activity: this equates to the PC commanding and the familiar taking one action every round.

Silver Crusade

Claxon wrote:
Rysky wrote:

It’s not.

PCs don’t have that change.

PCs do go through a big change, it's just explicitly explained by the Exploration rules. How many and the types of actions taken in Exploration are explicitly enumerated, and it's very different from what you can do in combat.

They have Exploration Mode activities, and so do Familiars.

Silver Crusade

graystone wrote:
Rysky wrote:

It’s not.

PCs don’t have that change.

Could you PLEASE make a quote or reference to what or who you are referring to? I have NO idea what point you are trying to make just like I couldn't fathom your last post either. I'm not even sure if you're posting in the right thread...

My posts are getting laconic in regards to the content of this thread.

Familiars aren't permanently locked in Minion mode having to be constantly commanded forever and ever lest they never do anything and starve.

Just the same, PCs aren't forever locked into Combat Mode and have to move in the street from market stall to bar and in 3 action strides and round increments.


Rysky wrote:
Familiars aren't permanently locked in Minion mode having to be constantly commanded forever and ever lest they never do anything and starve.

Nothing about exploration mode removes the minion trait from the familiar. That traits also say that "If left unattended for long enough, typically 1 minute, mindless minions usually don’t act, animals follow their instincts, and sapient minions act how they please." As such, familiars, as animals, will "follow their instincts" making starving a non-point. As familiars are never described as sapient, that doesn't really apply but even if you wanted to apply that, acting as they please doesn't mean following your orders while unattended.

Rysky wrote:
Just the same, PCs aren't forever locked into Combat Mode and have to move in the street from market stall to bar and in 3 action strides and round increments.

Who said they where. They are locked into activities until they switch activities. Someone that uses Defend can't also Investigate and Scout at the same time because the game limits action/activity economy. Command minion would be an activity following the guidelines: it just is. You don't get to ignore the economy just because it's exploration or they wouldn't have activities and guidelines for making more.

Silver Crusade

Minion is combat only.

Familiars can gain speech, therefore they are sapient.

"Who said they where"

The logic you're using that Minion mode is permanent and they must be commanded constantly with nothing actually stating as such.

People not being able to use multiple Exploration activities at the same time is not the same thing.

"You don't get to ignore the economy just because it's exploration or they wouldn't have activities and guidelines for making more."

Exploration does have not action/round economy, it has activities.


The fact that there is a rule of what happens after you don't give them orders for 1 minute is what throws a wrench into this separation. Minutes are how you measure time outside of combat, in exploration mode, so you'd think that rule specifically applies outside of combat (basically never gonna happen during combat), a rule that is directly dependent on the "minion" action economy.

Silver Crusade

A minute can occur in combat, a round is 6 seconds (unless they changed that?).


Rysky wrote:
Minion is combat only.

Citation please. Sneak is given in combat terms but is used in exploration as Avoid Notice. The fact that an action is presented in combat terms in NO way prevents it from applying in exploration. In fact, all activities based off actions are that way especially with the guidelines.

Rysky wrote:
Familiars can gain speech, therefore they are sapient.

corvids, budgerigars [can have a vocabulary of almost 2,000 words], hill myna, cockatoos, ect can speak without sapience. Does Speak with Animals make an animal sapient because magic allows it to speak?

Rysky wrote:
The logic you're using that Minion mode is permanent and they must be commanded constantly with nothing actually stating as such.

That's correct: nothing turns it off. Nothing changes the fact that they are a minion.

Rysky wrote:
People not being able to use multiple Exploration activities at the same time is not the same thing.

Yes it is as they have to command their minion. If they didn't that PC DOES get 2 activities vs another persons single activity. It's 100% the same. How is a familiar PC that uses Search and has their familiar scout NOT getting 2 activities vs the non familiar PC?

Rysky wrote:
Exploration does have not action/round economy, it has activities.

It has an economy BASED ON ACTIONS: Basic activities are an action "repeated roughly 10 times per minute": it just is. You don't throw out all the economy set out in the guidelines. Activities are based on the number of repeated actions in a minute so you don't get to ignore actions as they still exist as part of the activities and there is a limit on how many you can use.

Silver Crusade

Minion calls out “in combat”, nothing states that it carries over for absolutely everything else you’re trying to apply it to.

The familiar ability is literally “it understands and speaks a language you know”, it doesn’t copy a few phrases and sounds, it can communicate and have full conversations with others.

Citation for Minion Mode and restrictions therein being permanent.

PCs with familiars get an extra attempt at certain activities during Exploration, and? That’s a possible boon of having a familiar is that they can scout.

By your “Economy” reasoning no one can attempt any activities unless they remain perfectly still, since Striding is an action. “No one gets to ignore Actions”, remember?


Pathfinder Rulebook Subscriber
graystone wrote:

Malk_Content wrote:
As for the horse thing I will note that the assumed overland speed only has you using one action to move. A 30ft speed using 3 actions every six seconds should move 900ft but only moves 300ft. So a character using one action to ride their horse will move faster and not be fatigued.
No because that would mean that the horse would get fatigued by using more than one action a round for more than 10 minutes. That's why it's at one action because that is the rate creatures can use activities long term.

Why is the horse using more than one action?


Themetricsystem wrote:
Scout is explicitly listed as one of the Exploration Mode activities

Hey guys, our first cheater in this thread!

"Yes, I can totally do any exploration activity I want while having a permanent +1 to initiative because my pet rock is scouting, that's common sense, familiar are totally intended to break the activity economy".


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Pathfinder Rulebook Subscriber
Gaterie wrote:
Themetricsystem wrote:
Scout is explicitly listed as one of the Exploration Mode activities

Hey guys, our first cheater in this thread!

"Yes, I can totally do any exploration activity I want while having a permanent +1 to initiative because my pet rock is scouting, that's common sense, familiar are totally intended to break the activity economy".

Thats a harsh reading for someone who doesn't agree with you. The point of view is that the minion rules explicitly put a restriction on Encounter mode, and with no restriction on exploration mode mentioned normal rules apply. Some people think that the lack of mention of exploration rules means normal rules don't apply for some reason. Thats pretty much it.


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Rysky wrote:
By your “Economy” reasoning no one can attempt any activities unless they remain perfectly still, since Striding is an action. “No one gets to ignore Actions”, remember?

... If only the rules stated it's possible to do an alternation of two action...

Risky, I think you should read the rules before posting. Right now, you look... I'll say "ridiculous" to use a nice word: posting about rules you don't know or understand doesn't make you look clever. And talking about "common sense" or "bad faith" while being proud of your false paradox doesn't either.

Silver Crusade

I’m aware of the rules, that comment wasn’t about the rules but using the other poster’s own logic and view of play they were touting against them.


Malk_Content wrote:
Gaterie wrote:
Themetricsystem wrote:
Scout is explicitly listed as one of the Exploration Mode activities

Hey guys, our first cheater in this thread!

"Yes, I can totally do any exploration activity I want while having a permanent +1 to initiative because my pet rock is scouting, that's common sense, familiar are totally intended to break the activity economy".

Thats a harsh reading for someone who doesn't agree with you.

Hum, no. Using a false reading of the rule to justify a permanent +1 to anything is cheating.

Anyone can be wrong when reading the rules. But at the moment you starts to think "with my reading of the rule, I can get a free +1 bonus at no cost", you should question your reading of the rules - or you shouldn't be surprised to be treated as a cheater. Permanent +1 bonus are awesome and everyone wants some, but the game doesn't give it for free: if you get some for free you're cheating.


Rysky wrote:
I’m aware of the rules, that comment wasn’t about the rules but using the other poster’s own logic and view of play they were touting against them.

If you were aware of the rules, you'd know the rules already answer you. Why would you try to trick another poster in this case? He will simply quote the rule.

Instead of polluting the thread with your useless messages (or your "awesome tricks that are already answered in the rules"), go read the rules. Now.

Silver Crusade

You don’t really have much for consideration if all you do is accuse others of lying and cheating and throw insults.


Malk_Content wrote:
Why is the horse using more than one action?

It isn't? Feet per minutes equates to 1 action a round so overland movement is correct. If a horse moves faster, it gets fatigued in 10 minutes.

Rysky wrote:
Minion calls out “in combat”, nothing states that it carries over for absolutely everything else you’re trying to apply it to.

Meaningless as ALL actions are in combat/encounter mode by use of the three action system. By your reading, I can't swim in encounter mode because it only lists an action and those only happen in encounter mode...

Rysky wrote:
The familiar ability is literally “it understands and speaks a language you know”, it doesn’t copy a few phrases and sounds, it can communicate and have full conversations with others.

You can LITERALLY speak with animals and that doesn't make them sapient. Kinspeech allows your familiar to understand and speak with animals of the same species: does that make all animals sapient. Speech by itself isn't a determiner of sapience. Alexa on my tablet "understands and speaks a language" but that doesn't make it sapient: why would it be different with magic 'technology'?

Rysky wrote:
Citation for Minion Mode and restrictions therein being permanent.

Traits ARE permanent features: that's why they are there. "A trait is a keyword that conveys additional information about a rules element, such as a school of magic or rarity. Often, a trait indicates how other rules interact with an ability, creature, item, or another rules element that has that trait."

Rysky wrote:
PCs with familiars get an extra attempt at certain activities during Exploration, and? That’s a possible boon of having a familiar is that they can scout.

That's as disruptive as a familiar in combat not needing an action to command: If anything it's MORE disruptive as you get double the activities vs an extra action.

Rysky wrote:
By your “Economy” reasoning no one can attempt any activities unless they remain perfectly still, since Striding is an action. “No one gets to ignore Actions”, remember?

"it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek)." So if you move and seek, you take seek 5 times a minute and move 5 times a minute [it's why you move 1/2 speed]. It's SUPER, SUPER simple if you actually read the sidebar that covers all of this. So if you want to move while your familiar sits still then command your familiar to do something the next round you can do that: it's not too efficient though but you can do it.


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The minion rules are for handling in encounter mode. Exploration is a lot more flexible.

Silver Crusade

@Graystone

“All actions are actions” isn’t really an argument there.

Alexa is a pseudo A.I. (or whatever you would term her) with preset responses and searchs for your questions and orders. A Familiar with the Speech ability is fully autonomous in it’s conversations that it can start and have, that falls under sapience.

Citation for Minion Mode and restrictions therein being permanent. And that Traits are “permanent features” as you claim and then quote the definition that does nothing of the sort for your statement.

A Familiar helping scout is a completely different situation than a Familiar not needing Command Actions in Encounter Mode.

“ It's SUPER, SUPER simple if you actually read the sidebar that covers all of this.”

You’re correct in this regard, but not for your argument, of course you can take Actions outside of Encounter Mode. No “economy” is broken by letting the Familiar as the book allows it.


graystone wrote:
"it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek)." So if you move and seek, you take seek 5 times a minute and move 5 times a minute [it's why you move 1/2 speed]. It's SUPER, SUPER simple if you actually read the sidebar that covers all of this. So if you want to move while your familiar sits still then command your familiar to do something the next round you can do that: it's not too efficient though but you can do it.

Wouldn't that mean anyone with a familiar moves at half speed compared to the rest of the party in encounter mode? You'd have to stride, command your familiar, stride, etc.


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I think that it's a mistake to use the only rule we have as an all encompassing rule.

Yes minions have specific combat rules but those are that... combat rules.
It's pretty sad that there aren't extra rules for that but using combt rules for exploration and downtime is not acknowledging why there are different rules: the situations are different and thus the rules are different.

Again I will use the animal companion as an example because it's more straightforward than the familiar.
An elve can move 30 feets. A horse can move 40 meets. In combat when my character rush with his mount he is slower than an elve. This is for balance: After having made those 80 feets I can attack twice (or any other activity) but the elve is out of action after his 90 feets.

But of course outside fights when I tell my Gm that my character race as fast as he can he will go faster than the elve even if combat stats would say otherwise. And even in official scenario it works like that: Without spoiler there is one where having a mount is a significant advantage in a race against time. It's common sense and it's balanced. But as soon as combat breaks out mount is back to be slower than the elve taking a full round run.

So what I really think is important to consider is the following : What rules should a familiar follow out of combat so it's fun but not a balance problem.
And because we don't have rules for that it would depend on the GM.

For instance:
-I would probably allow a familiar to act as a (pretty bad) party member in exploration if my group of player is not too big. If I have 5 ou 6 players and 2 familiar I may restruct them more because it may slow the pace and their contribution may not be that important.

-In downtime I would probably allow a lot of fluffy actions but none that have a real effect because downtime actions are balanced around time cost. If a familiar can gain money for their master that doesn't feel balanced (and to be fair I think that in this case the rules give some protection anyway: most useful actions in downtime require to be trained, something a familiar is never).

But those are my personal takes and many GMs would do things differently. Again though, I think it would be bad to extend combat rules outside of it to fill some missing ones in the other 2 modes.


Though I am not in the camp granting extra exploration activities to familiars or animal companions I am also not in the camp saying minions need constant instruction in exploration mode, even if this is what the rules imply. By doing so you would heavily penalize any character that has a familiar or animal companion, virtually depriving them of any other exploration activity because they need to use the "command minion" exploration activity all the time while simultaneously being reduced to half speed. A Ranger without animal companion travelling overland can use his full speed or any other exploration activity like search, scout or avoid notice while moving at half speed. A Ranger with an animal companion would need to continuosly command his minion to follow him around, already be moving at half speed and becomming even slower and exhausted after 10 minutes if he uses another activity. And going from 1 to 0 or from 1 to 2 exploration activities just for having a familiar or animal companion both feels wrong.


Pathfinder Rulebook Subscriber
graystone wrote:
Malk_Content wrote:
Why is the horse using more than one action?

It isn't? Feet per minutes equates to 1 action a round so overland movement is correct. If a horse moves faster, it gets fatigued in 10 minutes.

yes so a horse, with it's faster speed, moves faster overland (so exploration mode) than most pcs without getting fatigued.


graystone wrote:
Rysky wrote:
The familiar ability is literally “it understands and speaks a language you know”, it doesn’t copy a few phrases and sounds, it can communicate and have full conversations with others.
You can LITERALLY speak with animals and that doesn't make them sapient. Kinspeech allows your familiar to understand and speak with animals of the same species: does that make all animals sapient. Speech by itself isn't a determiner of sapience. Alexa on my tablet "understands and speaks a language" but that doesn't make it sapient: why would it be different with magic 'technology'?

The main problem is the completely lack of information provided by 2e in familiar rules. We even don't know their main stats to know some thing like how intelligent the Familiar is.

CRB Pg. 217 wrote:

Familiars

Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.
Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.
Modifiers and AC
Your familiar’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don’t have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn’t have or use its own ability modifiers and can never benefit from item bonuses.

So basically familiars are magic/alchemical created/modified creature that don't have their natural traces anymore (the main example is Leshys) that acts like a magic extension from their masters that uses the magical abilities from it.

But... Some lines after...

CRB Pg. 218 wrote:

Familiar and Master Abilities

Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can’t be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.

So now the familiar abilities matter...

This create a many problems to know the real familiar capacities. We don't know how well they speak because we don't know their main Int, this also can create problems for other things that need more info than saves/ac/hp to work against familiar and so on.

For me this is other thing the needs an errata (to be honest I think we need a entire new explanation of how these familiars works not just a little errata) to at least create some base stats to know how familiar works. Until there do as you wish, if the GMs believes that the familiar has a similar intelligence of his master or if they are based on master cast atribute just do it and allow it to speak normally if they received such ability that day, if not if the GM believes that familiar has more limited animal like abilities, just don't allow it to speak properly.

Personally I like the idea of a familiar can be used for other exploration purposes (and I ignore the minion limitations during exploration for sake of a good gameplay) but seeing the poorly explanation of how they works makes me think if not better just disallow players to have familiars but I know that doing so this will break some of main capacities of many classes. So it's better to create some house rules like saying that familiars use their master stats or cast stat ability, whats worst, to calc their abilities and just allow they work like a familiar on their masters want.


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YuriP wrote:
graystone wrote:
Rysky wrote:
The familiar ability is literally “it understands and speaks a language you know”, it doesn’t copy a few phrases and sounds, it can communicate and have full conversations with others.
You can LITERALLY speak with animals and that doesn't make them sapient. Kinspeech allows your familiar to understand and speak with animals of the same species: does that make all animals sapient. Speech by itself isn't a determiner of sapience. Alexa on my tablet "understands and speaks a language" but that doesn't make it sapient: why would it be different with magic 'technology'?

The main problem is the completely lack of information provided by 2e in familiar rules. We even don't know their main stats to know some thing like how intelligent the Familiar is.

CRB Pg. 217 wrote:

Familiars

Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.
Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.
Modifiers and AC
Your familiar’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don’t have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn’t have or use its own ability modifiers and can never
...

They don't have stats but they have a value for all competence checks. That value is Owner level + 0 (or + casting ability for 2 of those). So yeah you can argue for the familiar exact intelligence but the fact that it can do better than a human NPC at almost anything plus can do things like quick alchemy with the good ability both tend to put that intelligence around human intelligence (give or take).

Add to that the fluff of the familiar (even if I agree that hard rules are prefered to fluff for those discussions) that describes it as an assistant ("You make a pact with creature that serves you and assists your spellcasting. You gain a familiar (page 217).") and not a pet. It's even stronger for the witch familiar (even if the book is not out yet and may change) that is an creature that basically teach spells to them.


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I just wanted to hop back in and say I'm seeing a lot of ad hominen attacks from both sides, and if we keep this up we're going to get this thread possibly locked, at the very least probably have several posts removed.

It's okay to disagree on this topic, but let's do it more agreeably everyone.


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The funny thing about this discussion is that we aren't actually quoting the relevant rules that deal with this.

The GM Has the Final Say wrote:
If you’re ever uncertain how to apply a rule, the GM decides. Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone’s point of view and make a decision that is both fair and fun
Ambiguous Rules wrote:
Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn’t work as intended, work with your group to find a good solution, rather than just playing with the rule as printed

If it's problematic to assume a player has to command a familiar every round over and over to get their familiar to follow them while they do a regular search activity, it's probably not necessary.

If it's problematic to let a familiar take the scout exploration activity in addition to whatever the master is doing, don't do it. If it isn't problematic, and your GM is on board, you can do it.

We don't need a magic list of rules to determine what a familiar's base instincts are. That's up to the GM. A player may be able to suggest things to the GM based upon how the familiar has acted previously and things the player has discussed with the GM, but it's still the GM's call. It's collaborative storytelling. I don't need the familiar's intelligence score to determine most of this.

Pet rocks aren't going to scout unless the GM is okay with it. I wouldn't allow it, but sure, have fun. If your owl is going to fly ahead at night, I'm okay giving you a bonus exploration activity. If your snail is going to scout ahead, I'm not going to give you a bonus activity or I'm going to reduce your party speed to a crawl. If I think it's problematic to give you an extra exploration activity at all, I won't allow it. But honestly, it seems like a pretty minor bonus to let a player have some fun and use a class feature.

Your mileage may very, but these rules reductions to absurdity are pretty useless.

Sovereign Court

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Just a side note about all this talk about pet rocks...

They are available for Pathfinder 2! Available in Owen K Stevens 52-in-52 programs entry "Mystical Knick Knacks" and it is available now!

So run to the Open Gaming store and pick up your copy now, or even better, send out your familiar to pick up a copy! (Which does not require actions in Exploration mode xD )


kripdenn wrote:
graystone wrote:
"it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek)." So if you move and seek, you take seek 5 times a minute and move 5 times a minute [it's why you move 1/2 speed]. It's SUPER, SUPER simple if you actually read the sidebar that covers all of this. So if you want to move while your familiar sits still then command your familiar to do something the next round you can do that: it's not too efficient though but you can do it.
Wouldn't that mean anyone with a familiar moves at half speed compared to the rest of the party in encounter mode? You'd have to stride, command your familiar, stride, etc.

Thats exactly what the rules say to do, following the only guidelines we have been given. The problem is some people believe those guidelines dont apply because reasons. One of which is "minion rules applies only in combat" but ignores each and every rules is written in terms of combat, derived from combat, or in some way affect combat. Hence the problem of do minions follow the rules or not?

Keep in mind that if minions break the rules, it means there might be some repercussions. Like familiars becoming tireless.

Liberty's Edge

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It seems like the hornet nest really didn't settle down on this thread huh?

Quite honestly, I think this topic raises some great points on both sides and highlights the real need for Paizo to officially step forward with some REAL guidelines and clarification on what Familiars are, how they can be controlled, provide some baseline Stats, and provide Errata to make it clear how they're supposed to work.

The Witch Class is going to be in print soon and if these things don't have answers you are going to continue to see a flood of posts here and other places complaining that an entire class is functionally useless, weak, underpowered, or narratively flawed because a huge part of their class is very weakly defined in terms of the mechanical rules of the system.

Heck, I even got called out as being a cheater trying to game the Action economy when we aren't even talking about a mode of play that interacts with the rules in question. Let's just reference the actual rules that guide how this is supposed to work to make is super simple.

Core Rulebook pg. 217 wrote:

Familiars

Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.

Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.

There you have it, right there in writing, the first paragraph that defines how Familiars function says it outright, during an Encounter they get 2 actions for the cost of 1 spent by the master. I don't see ANY rules support anywhere in any text that suggests this restriction should apply outside of Encounter mode but if I'm missing something please do point it out.

Long story short, nothing in print prevents, discourages, or punishes a PC from using their Familiar to take Exploration Mode Activities.


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There's no rules that mention that that the restriction should apply outside an encounter. There's also no mention that it doesn't.

In fact, there are no mentions about how an minion should be handled outside an encounter.

And that's the whole problem in a nutshell.

Lantern Lodge Customer Service & Community Manager

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Removed some posts and replies.

Claxon wrote:

I just wanted to hop back in and say I'm seeing a lot of ad hominen attacks from both sides, and if we keep this up we're going to get this thread possibly locked, at the very least probably have several posts removed.

It's okay to disagree on this topic, but let's do it more agreeably everyone.


Perhaps the new GM guide provides advice / guidelines on familiars and / or the exploration mode? It isn't a book I have but I think a few do?


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The section on exploration mode is a good read.

Goals of Exploration mode wrote:

• Evoke the setting with sensory details.

• Shift the passage of time to emphasize tension and
uncertainty, and speed past uneventful intervals.
• Get players to add details by asking for their reactions.
• Present small-scale mysteries to intrigue players and
spur investigation.
• When rolls are needed, look for ways to move the
action forward or add interesting wrinkles on a failure.
• Plan effective transitions to encounters

These goals definitely encourage GMs to allow active familiars during exploration, but might lean against over-powerful scouting ability. Scouting with a familiar provides a different option for transitioning to an encounter.

I liked the advice for asking a rogue Avoiding Notice to describe how they are trying to be sneaky and building off that.

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