| thorin001 |
A player in my game wants to take the valet archetype for his improved familiar. Obviously according to the hard rules this is not allowed. His suggestion is to drop the ability that replaced "speak with animals of its kind" because that is an ability dropped by improved familiar. Not normally how overlapping archetypes works, but I am considering it.
I would like to hear any arguments for or against the solution before making a decision. Thanks.
| Azothath |
no. There are good reasons for these particular guardrails. Wizards/sorcerers/arcanists don't need help with power. Valet is meant for animal familiars. It is usually done for magic item crafting and that impacts WBL.
If you run a high magic game then maybe balance it with 50gp/month to +10% crafting costs.
Belafon
|
We're in the advice forum, right? . . . OK, let's consider if this is a reasonable thing for a GM to change the rules on.
In the particular case of valet, I'd say it depends on his class, what his improved familiar is, and how he intends to use the valet. The "power creep" issues for the valet are:
1) Has all of master's teamwork feats. This is the big one, and the one that can get out of scale. Base familiars aren't very good combatants, but several improved familiars make decent flankers without being super-squishy. Those interactions are what I suggest you really look at before approving this.
2) Aid another while moving/aid another multiple targets. Again, depends on what abilities and equipment the familiar has to boost aid another bonuses.
3) Move before and after delivering harmless touch spells. Since it's harmless spells only, it's not an offensive help. Just a way to keep the familiar safer.
4) Crafting. Eh. This is only a big deal if your campaign has time pressures (impending BBEG plot). If there's no time worries for the PCs, this doesn't really affect the game.
I'd take a hard look at the teamwork aspect, but probably allow it in a home game.
| thorin001 |
We're in the advice forum, right? . . . OK, let's consider if this is a reasonable thing for a GM to change the rules on.
In the particular case of valet, I'd say it depends on his class, what his improved familiar is, and how he intends to use the valet. The "power creep" issues for the valet are:
1) Has all of master's teamwork feats. This is the big one, and the one that can get out of scale. Base familiars aren't very good combatants, but several improved familiars make decent flankers without being super-squishy. Those interactions are what I suggest you really look at before approving this.
2) Aid another while moving/aid another multiple targets. Again, depends on what abilities and equipment the familiar has to boost aid another bonuses.
3) Move before and after delivering harmless touch spells. Since it's harmless spells only, it's not an offensive help. Just a way to keep the familiar safer.
4) Crafting. Eh. This is only a big deal if your campaign has time pressures (impending BBEG plot). If there's no time worries for the PCs, this doesn't really affect the game.I'd take a hard look at the teamwork aspect, but probably allow it in a home game.
Character is a sorcerer who will be doing magical crafting. This is Kingmaker, so down time is likely to be there. The only teamwork feat I can see him spending a feat on is escape route.
Belafon
|
Character is a sorcerer who will be doing magical crafting. This is Kingmaker, so down time is likely to be there. The only teamwork feat I can see him spending a feat on is escape route.
It's probably fine, then. Though I personally would put a GM approval requirement on any Teamwork feats he wanted to take. Trade Initiative is a great feat for a save-or-lose caster with a valet. Several others can shift power as well.
As for Escape Route; the only limitation I would put on that is "not with a familiar that you can use as a mount." Wasn't intended, but players quickly figured out that a literal reading makes a mounted pair who both have the feat never provoke while moving.
| Azothath |
now that there's a bit more context, I'm still in the NO camp or with Home Rule limitations/controls.
Basically this is increasing the (non-combat) utility of a familiar. At higher level they do lose some effectiveness. Realize there are spells for polymorphing familiars, caster-familiar shenanigans, along with Share Spells (not such a loss with Valet & an improved familiar). Improved familiars can usually use magic items, have SLAs or cast spells, and some can wield weapons.
Kingmaker focuses more on monetary activity so this will be party helpful. Are they having problems with the challenges?
The other part is skill points. This will definitely help a sorcerer as they share skill ranks.
It won't break anything but it will make success in the AP easier.
Teamwork feats are powerful so they'll need GM approval due to the sharing. Losing Imp Evasion is a hit.
AFAIK Familiars don't qualify as Mounts and Improved Familiars would require a feat like Beast Rider/Monstrous Mount or casting a few spells. Personally I think horses should qualify for familiars but it's not RAW.