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There is a Legacy version here.

PFS StandardFamiliar Master

Source Player Core 2 pg. 200
From 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 2.0
Some 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.


PFS StandardFamiliar Master Dedication Feat 2

Archetype Dedication 
Source Player Core 2 pg. 200
Archetype 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.

PFS StandardEnhanced Familiar Feat 4*

Druid Magus Sorcerer Thaumaturge Witch Wizard 
Source Player Core pg. 129 2.0, Player Core 2 pg. 153
Archetypes Elementalist, Familiar Master, Shadowcaster
Prerequisites 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.

PFS StandardFamiliar Conduit [one-action] Feat 4

Archetype Concentrate Spellshape 
Source Player Core 2 pg. 200
Archetype Familiar Master
Prerequisites 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.

PFS StandardFamiliar Mascot Feat 4

Archetype 
Source Player Core 2 pg. 200
Archetype Familiar Master
Prerequisites 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.

PFS StandardImproved Familiar Feat 6

Archetype 
Source Player Core 2 pg. 200
Archetype Familiar Master
Prerequisites 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.

PFS StandardMutable Familiar Feat 8

Archetype 
Source Player Core 2 pg. 200
Archetype Familiar Master
Prerequisites 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).

PFS StandardIncredible Familiar Feat 10*

Witch 
Source Player Core pg. 188 2.0
Archetype Familiar Master
Prerequisites 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.