Skill Proficiency and Familiars


Rules Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

If I have Master proficiency in a skill, does that mean my familiar does too? I'm asking because I'm wondering if my imp familiar with Partner in Crime would give me a +3 bonus to Impersonate on a Critical Success.


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By default, a familiar's modifier for most skill checks is just equal to your level. The Skilled familiar ability would increase this to your spellcasting attribute modifier plus your level for one skill of your choice.

Partner in Crime doesn't care if the *familiar* is a master at the skill for the auto-critical success, though, it cares if *you're* a master.


Ravingdork wrote:
If I have Master proficiency in a skill, does that mean my familiar does too? I'm asking because I'm wondering if my imp familiar with Partner in Crime would give me a +3 bonus to Impersonate on a Critical Success.

Nothing in the rules state it, so I think you only get +2.


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Familiars don't have any proficiency in skills. Just a bonus value. And if they have Skilled, they can use the 'trained only' actions of that skill.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Farien wrote:
Familiars don't have any proficiency in skills. Just a bonus value. And if they have Skilled, they can use the 'trained only' actions of that skill.

Are there any supporting sources for that? Or is that just your take?


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Ravingdork wrote:
Farien wrote:
Familiars don't have any proficiency in skills. Just a bonus value. And if they have Skilled, they can use the 'trained only' actions of that skill.
Are there any supporting sources for that? Or is that just your take?

Supporting sources are: The entire Familiar section (all of 3 pages, so should be a quick read) and the Pet general feat in Player Core


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Ravingdork wrote:
Farien wrote:
Familiars don't have any proficiency in skills. Just a bonus value. And if they have Skilled, they can use the 'trained only' actions of that skill.
Are there any supporting sources for that? Or is that just your take?

The rules for Familiars...

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). It can't make Strikes, but it can use trained skill actions for skills for which it adds your spellcasting ability modifier. 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.
Choose a skill other than Acrobatics or Stealth. Your familiar's modifier for that skill is equal to your level plus your key spellcasting ability modifier, rather than just your level. You can select this ability repeatedly, choosing a different skill each time.

Nothing ever gives a proficiency rating.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Seems like an accidental omission to me, rather than being intended. Far too many things in the game depend on and interact with proficiency for it to have been deliberately excluded.

Animal companions and even traps have proficiencies,so why not familiars?


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They accidentally added the line,

Quote:
it can use trained skill actions for skills for which it adds your spellcasting ability modifier.

instead of giving a proficiency rating.

Seriously?

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Farien wrote:

They accidentally added the line,

Quote:
it can use trained skill actions for skills for which it adds your spellcasting ability modifier.

instead of giving a proficiency rating.

Seriously?

Is that line in the Remaster? I don't see it. What I see in the Remaster rules is:

Modifiers and AC, Player Core p212 wrote:
For Perception, Acrobatics, and Stealth, you can have your familiar use your spellcasting attribute modifier + your level instead of 3 + your level if it’s higher.

which is a reference to the rules under the Pet feat:

Pet, Modifiers & AC, Player Core p259 wrote:

Your pet’s save modifiers and AC are

equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn’t have or use its own attribute modifiers and can never benefit from item bonuses.

I agree with you, though, that Familiars do not appear to have their own proficiencies.


pH unbalanced wrote:
Is that line in the Remaster? I don't see it.

Oh wonderful.

That means that Familiars are never able to use the 'trained only' actions of skills.


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Ravingdork wrote:

Seems like an accidental omission to me, rather than being intended. Far too many things in the game depend on and interact with proficiency for it to have been deliberately excluded.

Animal companions and even traps have proficiencies,so why not familiars?

The rules on familiars are such that people here have serious disagreements about whether your familiar who can speak languages can handle an idea as complex as "go here and then come back." You're not going to find a consensus that they can spot or disable traps rhat require master level proficiency.


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Captain Morgan wrote:
You're not going to find a consensus that they can spot or disable traps rhat require master level proficiency.

If they can't, then there isn't much value to having abilities like Partner in Crime.


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Ravingdork wrote:
Captain Morgan wrote:
You're not going to find a consensus that they can spot or disable traps rhat require master level proficiency.
If they can't, then there isn't much value to having abilities like Partner in Crime.

Partner in Crime doesn't give a familiar the ability to disable traps. Or even spot traps.

It gives the familiar a reaction that they can use to provide aid to the familiar's owner. With no roll required.

You are getting a +1 or +2 for absolutely free to every Deception or Thievery check that you do. That is hardly "isn't much value".

It just isn't much value to the familiar. Because the familiar is not the main character.


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A better example would be skilled (thievery) and manual dexterity not working together to let you disable traps.


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The really fun one is that without being able to use trained actions, a familiar with a fly speed is unable to use Maneuver in Flight and therefore is unable to hover. So no matter the ruling on avoiding harm when not commanded, flying familiars will still be falling out of the sky.


It appears that 'Hover' is no longer considered a flight maneuver in Player Core.


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Farien wrote:
The really fun one is that without being able to use trained actions, a familiar with a fly speed is unable to use Maneuver in Flight and therefore is unable to hover. So no matter the ruling on avoiding harm when not commanded, flying familiars will still be falling out of the sky.

But could they do that without Independent in 2e? It cost an action then. And if they have Independent now in 2eR they can use it to Fly. Hover has been removed from the text of Maneuver in Flight and now the Fly action includes the line, "You can use an action to Fly 0 feet to hover in place."


There are people who argue both sides of the debate. Some say that the familiar will automatically avoid harm if not commanded and that will include flying in place to stay airborne. Others say that the familiar still has to spend an action on Fly - whether that is from an independent action or from commands - and that if they do not spend the action on Fly, then they fall and take falling damage.


Baarogue wrote:
Hover has been removed from the text of Maneuver in Flight and now the Fly action includes the line, "You can use an action to Fly 0 feet to hover in place."

Nice. Thank the powers that be for small miracles.


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Thanks, at least I know now that my Indepdent familiar on my Resentment Witch can just stick 15' over the head of whichever melee-only guy I want him to curse.


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Captain Morgan wrote:
A better example would be skilled (thievery) and manual dexterity not working together to let you disable traps.

LOL. That's what I meant to say.


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Eoran wrote:
There are people who argue both sides of the debate. Some say that the familiar will automatically avoid harm if not commanded and that will include flying in place to stay airborne. Others say that the familiar still has to spend an action on Fly - whether that is from an independent action or from commands - and that if they do not spend the action on Fly, then they fall and take falling damage.

Good to know. Thanks. If they try that at my table I'm on the side of the familiar or animal companion automatically avoiding harm... by flying away from the enemy and landing when safe

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