Indipendent Familiar 2.0


Homebrew and House Rules


Going to explain my point of view first.

Recently, I have been thinking a lot about familiars.
They help some kind of characters for what concerns action management, especially the alchemist ( though it might be useful to retrive scrolls or potions for free even on different characters ).

The issue revolves around 2 major elements:

familiars were "unique".
And because so "mandatory" because cheap to get and convenient to have.

This 2e is well designed ( it has flaws, but it's clear the way they balance stuff and when something is off ), and when there's something "unique" it turns out to be something a character would probably like to have.

The second one is the fact that they gave extra actions, while this 2e works around the Quickness condition.

This means that familiars actions would have been in addition to any quickness effect ( haste spell, haste potion, focus spell, scroll, class feat, speed rune, etc... ).

---

My proposal is simple and neat, and as I think it's going to solve once and for all the familiar issue:

Indipendent Familiar 2.0

Quote:

Requirements: Manual Dexterity

The character loses the "command familiar" action.
Instead, he gains the quickened condition, which can only be used by the familiar to do specific tasks:

- Interact action
- Activate consumable items ( Potions, elixirs )
- Stride ( Any movement )
- Step

Since every character is only able to benefit from 1 single quickened condition, a character ( which is for example under the effects of the haste spell ) using a familiar is going to choose how to use his action.

Which means that any character will be able to be affected by either the quickened condition from haste ( for example ) and the familiar one, but have then to choose whether to use the action or leave it to the familiar.

This way character like alchemist would be benefitting from an extra action, as well as any other character who wants to make a good use of the familiar rather than being quickened to stride, step or strike.

This would lead to 2 other modifies

First one, Alchemical Familiar 2.0

Any alchemist is going to have a normal familiar since lvl 1.

Alchemical familiar is going to become a lvl 1 alchemist class feat meant to give the familiar the Valet and Lab assistant familiar ability [/b]

Second one, Valet

Quote:

The valet familiar is going to give back the alchemist the command familiar skill with 3 differences

- Can't be activated with the quickened effect given by the "indipendent" familiar feat

- One of the 2 actions can be used to activate "lab assistant"

- Valet has 1 min CD

ps: Still not sure about valet thoug. My main concern is to move on the quickened condition.

This way everything will revole around the quickened condition.
The alchemist will be able to play with a better and awesome action management, and familiars will be useful.

There will be a trade at some point, in order to choose between the quickened condition on the character or the familiar ( so even other character might find it versatile ).

And that's it.


While I can see what you were going for. I think that it's not enough to make familiars useful.

What they really need is for their abilities to actually do as their name imply. Not be forced into an even tighter space.

Would that maybe be a bit too good? Maybe. But the alternative is that familiars are just slaved spell batteries with no other purpose but to power the caster.


Temperans wrote:

While I can see what you were going for. I think that it's not enough to make familiars useful.

What they really need is for their abilities to actually do as their name imply. Not be forced into an even tighter space.

Would that maybe be a bit too good? Maybe. But the alternative is that familiars are just slaved spell batteries with no other purpose but to power the caster.

I understand, and I am up to make familiars more useful, "IF" class feats are expended to improve the familiars effectiveness.

...

My main purpose was to remove the "extra generic actions", transforming them into a quickened condition, meant to enhance the gameplay.

The alchemist would obviously benefit the most from a similar modify, but any character at lvl 1 might find useful to have a familiar to retrive stuff during the combat.

This, in my opinion, should be the default modify for familiars. Then, working around this "quickened effect" affecting the character, new familiar feats, abilities or master abilities may be added or even modified.

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