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Animal Companions | Familiar Abilities | Specific Familiars


Specific Familiars

Source Advanced Player's Guide pg. 147
Most familiars are Tiny animals, though a few are unusual, such as a leaf druid's leshy familiar. Some familiars, however, are more powerful creatures with unique abilities.

Any character can gain a specific familiar so long as they already have a familiar with at least the required number of abilities listed in the specific familiar's stat block. Such a familiar usually replaces an existing familiar, though in some circumstances (such as for a witch) the familiar may evolve or reveal its true form. In any case, this transition from a normal familiar to a specific familiar requires no downtime and has no cost. Once you've selected a specific familiar, you can't change it without losing your familiar—this uses the same rules as if your familiar had died.

A specific familiar has several traits and abilities, as listed in their stat block. The Granted Abilities entry lists normal familiar and master abilities that familiar has. The familiar also gains unique abilities listed below the Granted Abilities entry. Much like a familiar that naturally has a familiar ability (such as an owl with a fly Speed), you can never swap out any of these granted or unique abilities. If your familiar gains more abilities than are necessary for that specific familiar, you can use the remaining abilities to select familiar and master abilities as normal.

Statistics and abilities not listed in a specific familiar's stat block (such as modifiers, AC, Hit Points, and so forth) use the normal familiar rules. These stat blocks otherwise use the format from the Bestiary.

PFS StandardFaerie Dragon

Dragon
Source Advanced Player's Guide pg. 147
Required Number of Abilities 6
Granted Abilities amphibious, darkvision, flier, manual dexterity, speech, touch telepathy

Breath Weapon Two Actions

ArcaneEvocationPoison
Source Advanced Player's Guide pg. 147
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.

PFS StandardImp

LEDevilFiend
Source Advanced Player's Guide pg. 147
Alignment An imp must be lawful evil.
Required Number of Abilities 8
Granted Abilities darkvision, flier, manual dexterity, resistance (fire and poison), skilled (deception), speech, touch telepathy

Imp Invisibility

Source Advanced Player's Guide pg. 147
Once per hour, your imp familiar can cast 2nd-level invisibility on itself as a divine innate spell.

Infernal Temptation Single Action

ConcentrateDivineEnchantmentEvilFortune
Source Advanced Player's Guide pg. 147
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.

PFS StandardSpellslime

Ooze
Source Advanced Player's Guide pg. 147
Required Number of Abilities 4
Granted Abilities climber, darkvision, tough

Magic Scent

Source Advanced Player's Guide pg. 147
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.

Ooze Defense

Source Advanced Player's Guide pg. 147
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).

Slime Rejuvenation

Source Advanced Player's Guide pg. 147
Your spellslime familiar gains the focused rejuvenation ability, but it recovers 2 Hit Points per level when you Refocus instead of 1.