| Agodeshalf |
I'm playing a psyche with alchemist dedication and have been thinking about taking alchemical familiar at level 4 via basic concoctions. What I can't figure out is this whole familiar and master abilities.
Does it only get two familiar abilities? Do you get any bonus abilities due to level or is that only a feature for witches and wizards? And where do master abilities come into the play?
With only two, it seems like it might be less useful than I initially thought.
| shroudb |
you get to choose 2 abilities from it's own or master abilities combined pool.
basically it's own abilities are stuff that make the familiar better (like giving it more movement options, skills, or survivability) while master abilities are things that help you more (like giving you more uses of spells, focus points, or alchemical components, and etc)
basic familiars start at 2 abilities, but specifically Alhcemical Familiar gives it for free the Construct ability, so you will have 2+Constract overall.
Apart from witch/wizard there are feats in various classes/archetypes that can give it more abilities.
| Tridus |
I'm playing a psyche with alchemist dedication and have been thinking about taking alchemical familiar at level 4 via basic concoctions. What I can't figure out is this whole familiar and master abilities.
Does it only get two familiar abilities? Do you get any bonus abilities due to level or is that only a feature for witches and wizards? And where do master abilities come into the play?
With only two, it seems like it might be less useful than I initially thought.
It technically gets 3 abilities: Construct (free ability), and two you pick. Two is standard for a familiar when nothing else says they have more.
And yes, the Alchemical familiar is pretty limited on its own. Alchemist doesn't have ways to get it more abilities in-class. Generally speaking an Alchemist that wants to boost the familiar takes Familiar Master archetype to get more.
Dr. Frank Funkelstein
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Yes, familiars are quite limited power-wise, but a few things can be nice even with only 2 abilities.
My bard has a familiar with accompanist (+2 circumstance to performance) and ambassador (auto crit success for aid, aka +2 circumstance to diplomacy) - very difficult to get otherwise and quite helpful.
Skilled and second opinion can be useful for every character specializing in a knowledge skill, also a +2 circumstance bonus to the check - more expensive with 2 abilities though.
Spell battery, for example, is a master ability that gives name to the "battery familiar", one that has only master abilities and is basically carried around in a satchel.
Alchemical gut is also a niche but helpful ability that can save quite some money.
Still, power-wise a familiar is rather niche unless you have a certain idea about using an ability (or are a witch).
| Gisher |
There are three lists of abilities to consider: Pet Abilities (PC page 213), Familiar Abilities, and Master Abilities.
The Alchemical Familiar gets the Construct Familiar Ability for free and then you get to select a total of two other abilities from any of those three lists.
There are a variety of ways to increase the number of abilities that you can choose each day. The most powerful are Witch Multiclass and Familiar Master.