Many stories and fables place a “familiar spirit” at the side of a
wizard, witch, or other practitioner of the “dark arts”. These
familiar spirits are often some sort of demonic force that has taken
on a corporeal form, usually that of a small animal. The image of a
black cat at a witch's side has thus become an iconic one, and thus
it's not surprising that spellcasters in fantasy roleplaying games
should have the opportunity to have one of these familiar spirits as
well. In Pathfinder games, familiars are generally more benevolent
than their counterparts in the stories and aren't generally demons in
disguise (though the more fiendish kinds of familiars can also
exist). Nevertheless, familiars fulfil a similar role: they aid their
masters in various tasks and, in the case of the witch class, are the
source of their magical powers.
Despite
the fact that familiars have been part of the game since the days of
the find familiar spell in
1st and 2nd Edition D&D, they have gained a bit of a reputation
for being a bit...well...useless. While not a reputation I fully agree with, familiars are relatively weak and are of extremely limited help in
combat, where they will die very easily if not carefully protected.
Of course, not everything should be strong in combat, but even
outside of combat, familiars provide only limited benefits to their
masters. Familiars can be great for roleplaying as characters to
interact with (and I have
seen many very fun familiars in my own games),
but beyond that, they are
very limited in what they can
do. Ever since
Pathfinder introduced options for wizards and sorcerers to not have
familiars, I've found—in my own games, at any rate—that most
players have gone for the alternatives, such
as the bonded object for
wizards.
I
think some of the issue may come from the fact that there have been
few options for modifying familiars in the way that so many other
things in the game can be modified. The
Improved Familiar feat exists along with a smattering of other feats
and spells that affect familiars, but for the most part official
sources haven't really done much with familiars (although third-party
publishers
have occasionally tackled
familiars). Beyond a minor skill bonus variance based on the type of
animal chosen for familiar, every familiar is pretty much the same.
Even a witch's familiar, which is an integral part of the class
doesn't offer much in the way of new abilities.
Animal Archive began to rectify
this situation by introducing archetypes for familiars, along with
new feats, new kinds of familiars, and various other ways to modify
characters' familiars. But Animal Archive
covers animals in general, not just familiars, so there is limited
space in that book to greatly expand the options for familiars.
Familiar Folio
is the first official Pathfinder book dedicated entirely to
familiars, and takes the needed step to expand familiar options
considerably with new archetypes, feats, spells, magic items, and
more.
Familiar
Folio is filled almost entirely
with character options. There is very little background campaign
information apart from a brief section at the beginning which looks
at the kinds of familiars preferred by various groups from across
Golarion, such as the Arclords of Nex, the Aspis Consortium, and the
Hellknights. Here and there throughout the book, there are occasional
brief mentions of Golarion groups or places, but for the most part,
this book isn't really all that tied to the Pathfinder campaign
setting, making it easily usable with
any campaign setting without
any adaptation. The focus here is entirely on mechanical options.
The
book's introduction contains the aforementioned favoured familiars as
well as information on the role of familiars in the game, giving
players who aren't entirely sure what to do with their familiars some
basic ideas. A sidebar provides specific tactics for using familiars
in combat in ways that won't get them killed, such
as providing them with magic items like wands that they can use via
their master's Use Magic Device skill.
After
the introduction, Familiar Folio
provides several pages of archetypes, first for character classes
that don't normally gain familiars (like fighters and paladins), then
for those classes that do (like wizard and witch), and finally for
the familiars themselves. At six pages total, there are a lot of
options here, many of which are quite interesting. They provide the
variation for familiars that has been missing from the game. The pact
wizard archetype, for example, brings in the type of familiar that
comes from
a bargain between the wizard and an extra-planar being. The
homunculist, as its name
implies, allows an alchemist
to gain a homunculus as a familiar. The archetypes for classes that
don't normally gain familiars allow players to explore other kinds of
stories where there is a bond between a person and an animal. The
chosen one archetype for paladins makes the familiar an emissary of a
divine force that has chosen the paladin for some kind of great fate
(there is a corresponding emissary archetype for familiars that goes
along with this paladin archetype). The familiar is there to guide
the paladin along the correct path (the archetype essentially models
a common manga/anime trope seen in things like Sailor
Moon).
However,
I'd say that the archetypes for the familiars themselves are the most
interesting for the simple fact that there have been so few such
archetypes in the game previously, whereas character classes have
scores of archetypes to choose from already. The decoy archetype
allows the familiar to eventually mimic its master's voice and even
assume its master's form. For
those who want their familiars to be more useful in combat, there is
the mauler archetype, which gains increased strength and can grow
into a larger size. Overall, there
are some great archetypes in
this
book.
After
the familiar archetypes, Familiar Folio
moves briefly away from archetypes (though it soon
goes
back to them) to look at how to determine the statistics for
familiars of an animal type not covered in any existing books. It
offers two systems: the simple method, which is simply to use the
stats of a similar animal; and the advanced method, which involves
starting with a similar animal and then adjusting the stats as
necessary to make them fit the new animal more closely. There is also
a table listing numerous animals that already have stats and
suggested other animals that are similar to them. Both methods are
quite straight-forward and easy use.
They may seem a bit obvious for experienced players, but newer
players and gamemasters will likely find them very useful. The only
criticism I have of this section is its odd placement in the book,
coming between two sections on archetypes. It would have made more
sense later in the book, either before or after the sections
introducing new familiars. This is a very minor issue, however.
The
next section introduces school familiars. This option allows
specialist wizards to attune their familiars more closely to their
school of specialisation. A character first takes the School Familiar
feat, which then applies the school familiar archetype to the
character's familiar. This is quite a significant increase in a
familiar's power as it allows the familiar to use the granted
abilities of its master's arcane school (although expends two uses
from its master's total each time it uses one of these abilities). It
also grants the familiar a new ability based on the arcane school.
There is also a Greater School Familiar feat, which grants the
familiar a further power based on the master's arcane school.
The
next section contains additional options for familiars: bloodline
familiars and patron familiars. Although
the book does not call these archetypes, they are essentially very
simple archetypes, in that
they swap out or modify a
single ability for another.
Bloodline familiars give sorcerers of any bloodline the option to
gain a familiar by giving up their 1st-level bloodline power and
getting their bonus bloodline spells one level later. Each bloodline
provides the familiar with one specific new ability. Since there are
a lot of bloodlines out there, this section can only provide a sample
selection of bloodline familiars, but there is enough variety here to
give GMs a starting point for creating bloodline familiar abilities
for unlisted
bloodlines. Patron familiars allow witches' familiars to gain an
additional ability tied to the witch's patron in return for delaying
access to bonus spells by one level. Like the sorcerer bloodlines,
not every patron is listed here, but there are enough for GMs to
extrapolate abilities for the missing patrons. Overall, this section
adds a huge variety to familiars.
The
next few sections contain new feats, magic items, and spells. The
feats include a new category of feats called familiar feats. These
feats are taken by a character with a familiar, but they directly
affect the familiar instead of the character. It's a nice little way
around the fact that familiars can't generally learn new feats beyond
their starting feats, giving them new feats at the expense of their
masters' feats.
The
final few sections of the book introduce the stats for various new
familiars, including improved familiars. These include things like
chickens, kakapos, peacocks, and penguins. They're not all birds,
though, as there are also koalas, pufferfish, wallabies, and more.
The last of these sections includes “unusual” familiars. These
are not animals, but instead other kinds of creatures (there is a
construct, a vermin, and a plant). Yet they are also not improved
familiars, and as such, can be taken by any character who can gain a
familiar. They're a great way to expand the definition of just what a
familiar is and they definitely live up to the term unusual
(especially the ioun wyrd, which is a construct made from gemstones,
lodestones, and bits of granite).
These
days, I generally find myself growing tired of books that are almost
entirely crunch. There's so much out there already that, unless the
new stuff is exemplary,
it just ends up seeming forgettable. Familiar Folio,
however, is a definite exception. It expands the game in an area that
has seen very little expansion, and thus is far more memorable. It is
a very welcome resource and will add needed new levels of fun to
familiars.
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