Having trouble understanding familiars / Kitsune Star Orb


Advice


I'm having trouble understanding familiars as the title said. So lets say I wanted to build out a Kitsune Star orb, or a Kineticist elemental familar...I only get 1 ability per day for a star orb and two for kineticist familial unless i take the familiar master archetype, correct? How could I, as an example, get a kitsune star orb that could become an imp, when imp requires 7 abilities but familiar master maxes out at i think 6?

Thanks!


I believe you need to be a witch or the familiar-specific wizard.


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thelemonache wrote:

I'm having trouble understanding familiars as the title said. So lets say I wanted to build out a Kitsune Star orb, or a Kineticist elemental familar...I only get 1 ability per day for a star orb and two for kineticist familial unless i take the familiar master archetype, correct? How could I, as an example, get a kitsune star orb that could become an imp, when imp requires 7 abilities but familiar master maxes out at i think 6?

Thanks!

There is another feat in there that makes Specific Familiars cost 2 less abilities.

So, all together, everyone can max out at 8 ability Specific Familiars, which makes every Specific familiar published so far accessible.


thelemonache wrote:
How could I, as an example, get a kitsune star orb that could become an imp, when imp requires 7 abilities but familiar master maxes out at i think 6?

Here's how you get there with Familiar Master.

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Ancestry Feats

Star Orb 1 — You have a Star Orb familiar with 2 abilities.

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Familiar Master Feats

Familiar Master Dedication 2 — Grants Enhanced Familiar so your Orb now has 4 abilities.

Improved Familar 6 — Lowers the requirements for Imp to 5 abilities.

Incredible Familiar 10 — Now your Orb has 6 abilities and can become an Imp with one ability to spare.


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thanks everyone! :) Familiars seem like a lot of work for what you get out of them in this system. They do seem fun though.


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thelemonache wrote:
Familiars seem like a lot of work for what you get out of them

Indeed.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
thelemonache wrote:
thanks everyone! :) Familiars seem like a lot of work for what you get out of them in this system. They do seem fun though.

Oh they certainly are! Though your mileage may vary depending on how independent and intelligent your GM views familiars.

I've played under GMs whose overly restrictive rules interpretations made familiars little more useful than pet rock spell batteries. I've also played under GMs who would let me do really fun things like send my cat familiar to spy on an NPC at night, then come back to my witch in the morning to be given speech so that they could report all that they had witnessed.

"Why does you cat sleep all the time?"
"Think him lazy do you? Quite the contrary! Whilst I sleep during the night, he keeps a most vigilant watch over me--and that's when I'm not sending him hunting for spell components or any number of other important errands. His daytime rest is not just needed, but well-earned!"


And if your familiar is killed on its nighttime scouting run somehow... well, you get it replaced at daily preparations in the morning anyways. And you know it got offed, which may be relevant knowledge! (well, witches get it back, at any rate)

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