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21

Nothing. There is no current rule that spell effects end when a caster is unconscious or dies unless they are specifically concentration spells. Thus, since Find Familiar is not a concentration spell, it's perfectly reasonable to assume that the familiar stays and is unaffected by the fact that his wizard is unconscious (or dead). And in fact, the ...


19

As far as actions in combat are concerned, the quote you've included pretty much sums it up. A familiar can take any action that it is capable of other than the Attack action. This includes the Cast A Spell action, Dash, Disengage, Dodge, Help, Hide, Ready, Search, and Use an Object. Since familiars are monsters, they can also take any non-Attack action ...


18

"Natural armor" is its own bonus type, which has its own fairly uncomplex stacking rules -- most importantly, it stacks with "armor" bonuses, and does not apply to touch AC.


13

Communication Issues Most familiars can't speak languages (Ravens, Parrots, and Thrushes can). They can communicate telepathically with their master, but not being able to talk to the rest of the party or NPCs that aren't the same type of animal would present some difficulties. Class Levels? Normally, familiars don't gain levels (or hit dice) on their ...


10

The Forlorn flaw from Dragon vol. 333 prevents you from gaining a familiar. As with all flaws, you get an extra feat for taking it. The existence of the Obtain Familiar feat (Complete Arcane) suggests that this is a fair trade and that the familiar is valued about the same as a feat. For actual alternate options, from the best list of alternate class ...


10

It's just a temporary inconvenience, except in a singular case. Basically, all that a familiar's death means is that you'll have to recast Find Familiar at your earliest convenience (so it means the loss of a spell slot for a day if you have a time pressure and can't take 10 minutes to cast it). The spell/ritual does cost 10gp, but that's a pretty trivial ...


7

No. Please see the Arcane Bloodline page under the Arcane Bond section. This ability does not allow you to have both a familiar and a bonded item. Since the Arcanist bloodline development relies on the Sorcerer arcane bloodline and does not specifically alter the way this ability functions, it does not allow you to break the restriction.


7

From a roleplaying perspective, the problem you'll run into with this character is that if she's actively involved in combat, ripping dudes apart with spells left and right, the contrast between her and her familiar will be hard to play up. Plus, familiars are never going to be as powerful as, say, animal companions, and so a character based entirely on a ...


7

You said it yourself: "It provides me with a natural armor bonus of +1." "Natural armor" is the bonus type.


6

I agree with Track's idea to an extent - from a role-playing perspective, you may benefit from "delegating" some of your powers to work thematically as if "the bunny did it" - without actually changing their mechanics. For example, your witch may mechanically spend her action on casting a touch spell, but thematically she is doting on her cute familiar or ...


6

Exactly what your familiar does while in passive mode is unspecified, and entirely fluff. (Arcane Power says "perching on your shoulder or hiding in your pocket," but those are just examples. Later in the same chapter, it also says "you can also what happens when your familiar enters passive mode.") Mechanically, a passive familiar is little different from a ...


6

RAW (Rules As Written), it looks like it according to the rules for familiars and looking at improved familiar, improved familiars do not give you a bonus to skills. Not that this is a terrible thing; some of those improved familiars have super nifty abilities! They just don't give you more skill points to a skill. (Some of them could just perform the skill ...


6

Yes, you can gain a familiar elsewhere and have both This ambiguity is due to a very annoying habit that Wizards of the Coast had to assume that all characters were starting from 1st-level, would remain single-classed, and would not take cross-class skills, when discussing what members of a class can do. You see this in similar issues like: whether a ...


6

All of these creatures are in the Monster Manual. However, you can also find the ones that don't appear in the PHB in the D&D Basic Rules posted on the WotC web site.


6

The Find Familiar spell is currently the only method for a wizard to obtain a familiar, and it lists the creatures available. However, a large number of creatures in the Monster Manual, such as the pseudodragon, imp, or quasit, include the 'Familiar' variant. Note that a Warlock with the Pact of the Chain feature can obtain these creatures as a familiar. ...


5

I don't see why this wouldn't work, as nothing prevents you from taking a reaction on your turn. Thus the action sequence of: Wizard uses action to Ready Shocking Grasp for familiar to cast Familiar moves part of it's movement Familiar uses reaction to cast Shocking Grasp (Wizard also uses reaction to use readied action) Familiar uses action to do ...


5

Feats Granting Companions, Cohorts, Familiars, and Mounts The feat Apprentice (DMG2 176) explicitly allows the creature to call on his mentor for aid. The feat Dragon Cohort (Dr 104) grants the creature a dragon cohort. The feat Dragon Steed (Dr 105) grants the creature a dragonnel that serves "much like a cohort." The feat Extra Familiar (Dragon #280 62) ...


5

Only Familiar Abilities Granted to the Master When the text says, "A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other" (Pathfinder Role-playing Game Core Rulebook 82), the phrase these special abilities refers to those abilities ...


5

Speaking, No. Understanding, Maybe. The few Familiars that can automatically speak, do so "as a supernatural ability." From PFSRD: Familiar Basics Skills: [...] Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. and further down that page: Intelligent Animals Increasing an ...


4

When you want something to work super different than it does, consider using something else and re-skinning it. If you want the murderbunny to be effective up to high levels, there is no way to use a familiar - they require heavy optimization to be credible in combat even at levels 1-3, and are simply a "mess up the caster" button above that. Instead, ...


4

As Zachiel mentions in his answer, the primary pitfall is the familiar character being less useful than the full character. This problem is going to be exacerbated as the full character gains levels and abilities, and the familiar gains few new or interesting things. For example, at the level that the full character is getting wall of ice and solid fog and ...


4

Sadly no. There are a few familiars that can already speak (Raven and Thrush to name the common ones). There is at least one familiar that has opposable digits (Monkey), but even they are not supposed to able to manipulate tools (though your DM may allow it).


3

The main pitfall would be not letting the other player get a familiar and being less useful than a full-fledged character (unless the other player goes full "let's buff my familiar", which I don't think is a really good strategy because that kind of build often makes for a very weak wizard/sorcerer/whatever). If the familiar player makes some wrong choices ...


3

The second. You have an ability to obtain familiar, and you have an option to trade it for another ability. If you acquire the ability to obtain familiar from another source (multiclassing, for example), you will have both a skeletal minion from necromancer variant and a familiar from that another source.


3

They're in the Appendix of the Monster Manual.


3

Your ally gets X+your level to hit. Look at the Satyr of the Night Attack: Melee 1 (one creature); your level + 6 vs. AC (Dragon 406) "your level" in this case is your character's level. So when your warlock reaches L9, they get to summon their ally and it's to hit is X (whatever the constant there is) + 9. In the case of the Satyr of the night, their ...


3

The Advancing Companions section in the Pathfinder System Reference Document seems to indicate that the answer is yes on all counts: Another issue is who gets to control the companion's advancement. Animal companions, eidolons, and cohorts all advance much like PCs, making choices about feats, skills, special abilities, and (in the case of cohorts) class ...


2

The only long term effect under normal circumstances (you can recast the spell) is the material cost of 10 gp worth charcoal, incense and herbs.


2

Rules as written are simply inconsistent here. Each specialist class has three variants: one that replaces the specialist's summon familiar ability, As you can see, here summon familiar that came from class is replaced, but no word about permanency. And later on the same page, in the part you quote, the same page states that you give up ability ...


1

There are several Specialist Wizard Variants that offer other benefits in exchange for losing the ability to have a familiar, they do require you to be a specialist wizard though and not just a plain wizard. There is also a Sorcerer/Wizard Variant that give you an animal companion instead of a familiar, but I'm guessing that isn't the sort of thing you are ...



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