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FAMILIARS

Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.

Familiar And Master Abilities

Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can’t be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.

Click here to see full rules on Familiars

Accompanis

Your familiar helps you Perform. Whenever you attempt a Performance check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, or +2 if you're a master in Performance.


Source: Advanced Player's Guide pg. 146

Amphibious

It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).


Source: Core Rulebook pg. 218 2.0

Burrower

It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.


Source: Core Rulebook pg. 218 2.0

Climber

It gains a Climb Speed of 25 feet.


Source: Core Rulebook pg. 218 2.0

Damage Avoidance

Choose one type of save. It takes no damage when it rolls a success on that type of save; this doesn't prevent effects other than damage.


Source: Core Rulebook pg. 218 2.0

Darkvision

It gains Darkvision.


Source: Core Rulebook pg. 218 2.0

Fast Movement

Increase one of the familiar's Speeds from 25 feet to 40 feet.


Source: Core Rulebook pg. 218 2.0

Flier

It gains a fly Speed of 25 feet.


Source: Core Rulebook pg. 218 2.0

Focused Rejuvenation

When you Refocus, you generate magical energy that heals your familiar. Your familiar regains 1 Hit Point per level whenever you Refocus.


Source: Advanced Player's Guide pg. 146

Independent

In an encounter, if you don't Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than Performing your preferred action.


Source: Advanced Player's Guide pg. 146

Kinspeech

It can understand and Speak With Animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level.


Source: Core Rulebook pg. 218 2.0

Lab Assistant

It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this.


Source: Core Rulebook pg. 218 2.0

Manual Dexterity

It can use up to two of its limbs as if they were hands to Perform manipulate actions.


Source: Core Rulebook pg. 218 2.0

Master's Form

Your familiar can Change Shape as a single action, transforming into a humanoid of your ancestry with the same age, gender, and build of its true form, though it always maintains a clearly unnatural remnant of its Nature, such as a Cat's eyes or a serpent's tongue. This form is always the same each time it uses this ability. This otherwise uses the effects of Humanoid Form, except the change is purely cosmetic. It only appears humanoid and gains no new capabilities. Your familiar must have the manual dexterity and speech abilities to select this.


Source: Advanced Player's Guide pg. 146

Partner in Crime

Your familiar is your Criminal associate. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Deception or Thievery skill check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.


Source: Advanced Player's Guide pg. 146

Plant Form

Your plant familiar can Change Shape as a single action, transforming into a Tiny plant of a type roughly similar to the familiar's Nature. This otherwise uses the effects of Tree Shape. You must have a familiar with the plant trait, such as a Leshy, to select this ability.


Source: Advanced Player's Guide pg. 146

Poison Reservoir

Your homunculus familiar has a reservoir for poison, allowing it to apply an injury poison to an adjacent ally's exposed weapon with a single Interact action. You must supply the poison and instill it into this reservoir using two consecutive Interact actions. You must have a homunculus familiar to select this ability.


Source: Advanced Player's Guide pg. 146

Resistance

Choose two of the following: acid, cold, electricity, fire, poison, or sonic. Your familiar gains resistance equal to half your level against the chosen damage types.


Source: Advanced Player's Guide pg. 146

Scent

It gains Scent (imprecise, 30 feet).


Source: Core Rulebook pg. 218 2.0

Skilled

Choose a skill other than Acrobatics or Stealth. Your familiar's modifier for that skill is equal to your level plus your key spellcasting ability modifier, rather than just your level. You can select this ability repeatedly, choosing a different skill each time.


Source: Advanced Player's Guide pg. 146

Speech

It understands and speaks a language you know.


Source: Core Rulebook pg. 218 2.0

Spellcasting

Choose a spell in your repertoire or that you prepared today that is at least 5 levels lower than your highest-level spell slot. Your familiar can Cast that Spell once per day using your magical tradition, spell attack modifier, and spell DC. If the spell has a drawback that affects the caster, both you and your familiar are affected. You must be able to cast 6th-level spells using spell slots to select this ability.


Source: Advanced Player's Guide pg. 146

Toolbearer

Your familiar can carry a set of tools of up to light Bulk. So long as your familiar is adjacent to you, you can draw and replace the tools as part of the action that uses them as if you were wearing them. Your familiar must have the manual dexterity ability to select this.


Source: Advanced Player's Guide pg. 146

Touch Telepathy

Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language.


Source: Advanced Player's Guide pg. 146

Tough

Your familiar's maximum Hit Points increase by 2 per level.


Source: Advanced Player's Guide pg. 147

Valet

You can command your familiar to deliver you items more efficiently. Your familiar doesn't use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can't use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way.


Source: Advanced Player's Guide pg. 147

Cantrip Connection

You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.


Source: Core Rulebook pg. 218 2.0

Extra Reagents

Your familiar grows extra Infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.


Source: Core Rulebook pg. 218 2.0

Familiar Focus

Once per day, your familiar can use 2 actions with the concentrate trait to restore 1 Focus Point to your focus pool, up to your usual maximum. You must have a focus pool to select this.


Source: Core Rulebook pg. 218 2.0

Innate Surge

Once per day, you can draw upon your familiar's innate magic to replenish your own. You can cast one innate spell gained from an ancestry feat that you have already cast today. You must still Cast The Spell and meet the spell's other requirements.


Source: Advanced Player's Guide pg. 147

Lifelink

If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, special effects that would occur due to that damage (such as Snake venom) still apply to your familiar.


Source: Core Rulebook pg. 218 2.0

Share Senses

Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect.


Source: Advanced Player's Guide pg. 147

Spell Battery

You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability.


Source: Core Rulebook pg. 218 2.0

Spell Delivery

If your familiar is in your space, you can Cast A Spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect.


Source: Core Rulebook pg. 218 2.0

Aeon Wyrd

Construct


Required Abilities: 3
Granted Abilities: flier

An Aeon Wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal Aeon Stone to its master.

Aeon Stone Reservoir

Your Aeon Wyrd can hold any Aeon Stone as a powerfully resonant nucleus that holds it together. You gain the aeon stone's benefits without needing to use one of your investiture slots for the day, and you also gain the aeon stone's resonant power, without interfering with any Wayfinder you invest.


Source Pathfinder Society Guide pg. 122

Can't Walk

Your Aeon Wyrd has no land Speed.


Source Pathfinder Society Guide pg. 122

Constructed

Your Aeon Wyrd is immune to bleed, death effects, disease, Doomed, Drained, Fatigued, healing, necromancy, nonlethal attacks, Paralyzed, poison, Sickened, and Unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP.


Source Pathfinder Society Guide pg. 122

Crystalline

Your Aeon Wyrd's crystalline structure makes it vulnerable to sonic attacks. It gains weakness to sonic damage equal to your level.


Source Pathfinder Society Guide pg. 122


Source: Pathfinder Society Guide pg. 122

Calligraphy Wyrm

Beast


Required Abilities: 6
Granted Abilities: Darkvision, flier, manual dexterity, Scent, skilled (Arcana, Society), speech

Calligraphy wyrms are curious dragons constantly in search of new lore and writing. They make natural allies for Pathfinders. While knowledgeable, calligraphy wyrms can also be know-it-alls. Their chirpy, high-pitched voices make this attitude humorous to some and insufferable to others.

Ink Spray

Arcane Evocation


Frequency once per 10 minutes
Effect The wyrm splatters ink in a 10-foot cone. Each creature in the area must succeed at a Reflex save or become covered in ink. Ink spray has the effects of Glitterdust except the creature isn't Dazzled, and it can remove its blindness by spending a single action, which has the manipulate trait, to wipe off the ink from their face.

Source Pathfinder Society Guide pg. 122

Stylus Claws

Your Calligraphy Wyrm has stylus-shaped claws that it can fill with its natural ink, using its claw as a pen without having to purchase ink.


Source Pathfinder Society Guide pg. 122


Source: Pathfinder Society Guide pg. 122

Dweomercat Cub

Beast


Required Abilities: 4
Granted Abilities: Darkvision, Scent, speech

Pathfinder Agent Arianrhod Thriceborn, an adherent of the Eldest Magdh, raised a litter of these intelligent mystical felines from the First World. Dweomercat cubs are curious and love exploring ley lines and traveling the world. At only 1 foot tall and weighing 15 pounds, dweomercat cubs are smaller than their egos and curiosity imply.

Alter Dweomer

Abjuration Arcane


Frequency once per 10 minutes
Requirements The Dweomercat Cub was targeted by a spell or was within the area of a spell as it was cast since its last turn
Effect

  • Abjuration The cub gains a +1 status bonus to AC.
  • Conjuration A cloud of fog appears in a 5-foot burst centered on a corner of the cub's space. Anything in the cloud is Concealed.
  • Divination The cub gains a +1 status bonus to skill checks.
  • Enchantment The cub gains a +1 status bonus to saves.
  • Evocation Magical feedback deals 1d6 force damage for every 2 levels you have to the triggering spellcaster (basic Reflex save using your class DC or spell DC, whichever is higher).
  • Illusion The cub becomes Invisible. This effect ends if the cub uses a Hostile action, in addition to the normal end conditions.
  • Necromancy The cub gains temporary HP equal to your level.
  • Transmutation The cub gains a +1 status bonus to attack rolls.


Source Pathfinder Society Guide pg. 122

Detect Magic

Your Dweomercat Cub can cast 1st-level Detect Magic as an arcane innate spell.


Source Pathfinder Society Guide pg. 123


Source: Pathfinder Society Guide pg. 122

Faerie Dragon

Dragon


Required Abilities: 6
Granted Abilities: amphibious, Darkvision, flier, manual dexterity, speech, touch telepathy

These tiny, mischievous dragons make natural allies for benevolent or capricious characters.

Breath Weapon

Arcane Evocation Poison


Frequency once per hour
Effect The Faerie Dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. A creature that fails its save is Stupefied 2 and Slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute.

Source Advanced Player's Guide pg. 147


Source: Advanced Player's Guide pg. 147

Imp

LE Devil Fiend


Alignment: An imp must be lawful evil.
Required Abilities: 8
Granted Abilities: Darkvision, flier, manual dexterity, resistance (fire and poison), skilled (Deception), speech, touch telepathy

Imp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell.

Imp Invisibility

Once per hour, your Imp familiar can cast 2nd-level invisibility on itself as a divine innate spell.


Source Advanced Player's Guide pg. 147

Infernal Temptation

Concentrate Divine Enchantment Evil Fortune


Frequency once per day
Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.

Source Advanced Player's Guide pg. 147


Source: Advanced Player's Guide pg. 147

Poppet

Construct


Required Abilities: 1

Endlessly modifiable, Poppet familiars made of wicker and wood are among the most basic construct familiars available to Pathfinder agents across the globe.

Constructed

Your Poppet is immune to bleed, death effects, disease, Doomed, Drained, Fatigued, healing, necromancy, nonlethal attacks, Paralyzed, poison, Sickened, and Unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP.


Source Pathfinder Society Guide pg. 123

Flammable

Your Poppet's components make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional Familiar Ability, either permanently or on a per-day basis, to reinforce the poppet's construction, removing this weakness.


Source Pathfinder Society Guide pg. 123


Source: Pathfinder Society Guide pg. 123

Spellslime

Ooze


Required Abilities: 4
Granted Abilities: climber, Darkvision, tough

These friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal to their masters. You can select a Spellslime familiar only if you can cast spells using spell slots.

Magic Scent

Your Spellslime familiar gains an imprecise sense with a range of 30 feet that enables it to smell magic of the same tradition as your own.


Source Advanced Player's Guide pg. 147

Ooze Defense

Your Spellslime familiar is easy to hit, but it lacks weak points. It is immune to critical hits and precision damage, but its AC is only 10 + your level (instead of an AC equal to yours).


Source Advanced Player's Guide pg. 147

Slime Rejuvenation

Your Spellslime familiar gains the focused rejuvenation ability, but it recovers 2 Hit Points per level when you Refocus instead of 1.


Source Advanced Player's Guide pg. 147


Source: Advanced Player's Guide pg. 147