Figment Viper Familiar for Asmodean Advocate Cleric


Advice


I have never played a character that had a familiar. I've had the option a couple of times, but have never done it all the way back to AD&D Magic-Users...

I now have a 6th-level Asmocean Advocate in Way of the Wicked. I realize that my education on this particular part of the game is sadly lacking, and I really have no idea how to MAKE ABSOLUTELY SURE that I am doing it correctly.

Can someone please go slowly, step-by-step, through what I need to do to create this little guy?


Asmodean Advocate wrote:
Serpent (Su): At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ability.

You gain a familiar as a wizard does. Familiar has a bonus language.

Wizard wrote:
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Go to the rules for the Familiars and locate Viper.

You will use all the statistics in that stat block, and then add in the additional details from the Familiars table up to your level, except where the Figment archetype changes them. So, your familiar with have: Alertness, share spells, empathic link, and Speak with master, plus the Figment options: Recurring Dream and Manifest Dreams (1 evolution).

As a Figment familiar, it only has 1/4 your HP rather than 1/2 as normal. When you go back to update your stat block, make sure that you adjust the BAB to +4 (your current at 6th level) and saving throw bases (+5 fort, +2 ref, +5 will to match your bonuses at 6th level). Also, adjust the DC for the Viper's poison to reflect its effective HD (which should be the same as your class level), it should be DC 12 (10+3-1, base+halflevel+conmod). Your familiars attack bonus for its bite should be +9 (4+3+2, BAB+Dex+Size), damage remains unchanged.

You wont get any new feats for your Viper familiar, but you can select a new evolution to apply every morning. I'd recommend Reach if you intend to have the snake actively try to bite people, so it doesn't have to move into their square (and provoke an AoO). Skilled (Stealth) or (Perception) if you want it to be a scout or sneaky familiar, but its range is limited.

That should be everything you need for your level. Word of caution for your level 8 option to select an Imp familiar. Improved familiars don't usually get archetypes. Check with your GM to see if they have any issues.

The Exchange

DeathlessOne wrote:
Word of caution for your level 8 option to select an Imp familiar. Improved familiars don't usually get archetypes. Check with your GM to see if they have any issues.

If you are wondering why the answer is because of the rules on archetype stacking. You can't take two archetypes that both give up or alter the same base class feature. Improved Familiars give up "Speak with Animals of its Kind." Most of the familiar archetypes (including figment) trade that out but Improved familiars don't have it to give up. Therefore they can't take one of those archetypes.

Strictly by the book you would have to give up the figment archetype if you change to an imp at 8th level. GM might allow it anyway. Doesn't hurt to ask.


Cleric - Asmodean Advocate

Familiar Basics
Familiars
• Viper Anml Fmlr Benefit: Master gains +3 on Bluff checks.
Viper
• Imp(devil) Impvd Fmlr, No additional benefit.
Imp

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