There is a Legacy version
here.
Familiar MasterSource Player Core 2 pg. 200From the wise owl perched on the wizard's shoulder to the crafty gremlin that serves the witch for their own reasons, the ghastly homunculus in the alchemist's lab to the clever monkey that picks the lock of the thief's cell, familiars have always served. Yours serves better than most. This is often due to an unusually strong connection or rigorous intentional training. Regardless of the method, the extraordinary qualities of your familiar are undeniable.
You and your familiar are a team in and of yourselves. In a tough situation, you know you have each other's back, and you are nigh inseparable. Some familiar masters, however, choose to keep familiars for only a short period. They will keep their ally for a time, then release them and forge a new bond. They form strong connections quickly and attract new familiars everywhere they go. This behavior is less common but is often done out of a high level of respect for the independence of both the adventurer and the familiar, or a strong connection to the ebb and flow of life and the cycle of change that touches all things. You are among these masters and can decide which practice best suits you.
Additional Feats
Source Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Archetype Dedication Source Player Core 2 pg. 200Archetype Familiar Master
You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a
familiar. If you already have a familiar, you gain the
Enhanced Familiar feat.
Druid Magus Sorcerer Sorcerer Thaumaturge Witch Wizard Source Player Core pg. 129 2.0,
Player Core 2 pg. 153Archetypes Elementalist,
Elementalist,
Familiar Master,
Familiar Master,
ShadowcasterPrerequisites a
familiar* This version of the Enhanced Familiar feat is intended for use with an Archetype and has a different level for access than the
original feat.
You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two.
Special [Witch] Add the bonus familiar abilities you gain for being a witch to this amount. [Wizard] If your arcane thesis is improved familiar attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
Archetype Concentrate Spellshape Source Player Core 2 pg. 200Archetype Familiar MasterPrerequisites Familiar Master Dedication; able to cast spells
Requirements You have line of effect to your familiar.
Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point.
Archetype Source Player Core 2 pg. 200Archetype Familiar MasterPrerequisites Familiar Master Dedication
When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise.
Archetype Source Player Core 2 pg. 200Archetype Familiar MasterPrerequisites Familiar Master Dedication
You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a
specific familiar is two lower than normal.
Legacy Content
Archetype Source Advanced Player's Guide pg. 174 2.0Archetype Familiar MasterPrerequisites Familiar Master Dedication
You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a
specific familiar is two lower than normal.
Archetype Source Player Core 2 pg. 200Archetype Familiar MasterPrerequisites Familiar Master Dedication
Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute exploration activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list:
amphibious,
burrower,
climber,
darkvision,
fast movement,
manual dexterity,
resistance, and
scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove manual dexterity if the familiar has
item delivery).
Witch Source Player Core pg. 188 2.0Archetype Familiar MasterPrerequisites Enhanced Familiar* This version of the Incredible Familiar feat is intended for use with an Archetype and has a different level for access than the
original feat.
Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four.
Special Add the bonus familiar abilities you gain for being a witch to this amount.
Legacy Content
Archetype Source Advanced Player's Guide pg. 174 2.0Archetype Familiar MasterPrerequisites Enhanced Familiar
Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four.