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Animal Companions | Construct Companions | Eidolons | Familiar Abilities | Specific Familiars | Undead Companions


Specific Familiars

Source Advanced Player's Guide pg. 147 2.0
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 StandardAeon Wyrd

Construct 
Source Player Core 2 pg. 170
Required Number of Abilities 3
Granted Abilities construct, 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

Source Player Core 2 pg. 170
Your aeon wyrd can house any aeon stone as a powerfully resonant nucleus that holds it together. You gain the aeon stone’s benefits without needing to invest it, and you gain the aeon stone’s resonant power. This doesn’t interfere with any wayfinder you invest.

Can't Walk

Source Player Core 2 pg. 170
Your aeon wyrd has no land Speed.

Crystalline

Source Player Core 2 pg. 170
Your aeon wyrd's crystalline structure makes it vulnerable to sonic attacks. It gains weakness to sonic equal to your level.

PFS StandardCalligraphy Wyrm

Legacy Content

Beast 
Source PFS Guide pg. 122
PFS Note The saving throw for the calligraphy wyrm’s Ink Spray ability should have a DC equal to the master’s spell DC or class DC, whichever is higher.

Required Number of 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 [one-action]

Arcane Evocation 
Source PFS Guide pg. 122
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.

Stylus Claws

Source PFS Guide pg. 122
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.

PFS StandardCeru

Legacy Content

N Beast 
Source Impossible Lands pg. 220
Required Number of Abilities 4
Granted Abilities cantrip connection (guidance, mage hand), darkvision, touch telepathy

Cerus are mortal-made creatures in the shape of tiny, blue elephants with spikes on their feet, tail, and ears. They're highly sought-after amongst circles of the affluent.

Created Magic

Source Impossible Lands pg. 220
Your ceru familiar grants you the mage hand and guidance cantrips via the cantrip connection granted ability. If one or more of these cantrips isn't on your spell list, you can replace the cantrip or cantrips not on your spell list with a cantrip or cantrips from your spell list instead.

Turn of Fate [two-actions]

Divination 
Source Impossible Lands pg. 220
Frequency once per day; Range 30 feet ; Effect Your ceru shifts the scales of fortune for one target's next attempt at an attack roll, saving throw, or skill check. If targeted with bad fortune, the target attempts a Will save against your class DC or spell DC, whichever is higher, with effects depending on the result of their save; this is a misfortune effect. If targeted with good fortune, the target rolls twice and uses the better result; this is a fortune effect. Regardless of outcome, targets are immune to Turn of Fate for one day.
Success The target is unaffected.
Failure The target rolls twice and uses the worse result.
Critical Failure As failure, except the target is affected for the next three attempts.

PFS StandardClockwork Familiar

Legacy Content

Uncommon Clockwork Construct 
Source Grand Bazaar pg. 23
Required Number of Abilities 3
Granted Abilities darkvision

A clockwork creature is typically composed entirely of turning gears and small bronze steam pipes. It can take the form of any Tiny animal, such as a small mammal, reptile, or bird. Its eyes are cut from glittering glass, with many facets within to help it process what it sees. Any teeth, beak, and tongue are rendered out of iron. When it moves, its joints emit little croaks and whistles, and it occasionally emits electrical sparks if perturbed. Clockwork creatures who live near the sea, or are otherwise exposed to water often, might squeeze lemons and use the juice to wash themselves. They can also blow steam out of the pipes on their bodies to intimidate an enemy or put up a smokescreen. Your clockwork familiar is a specific familiar. Specific familiars (Advanced Player’s Guide 147) are familiars with unique abilities. In order for you to choose a specific familiar, your familiar must be capable of having the template’s required number of familiar abilities. A specific familiar gains the listed traits and several abilities, including abilities it can gain only as a specific familiar. Much like a familiar that naturally has a familiar ability, you can never swap out any of these granted or unique abilities. 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. If your familiar gains more abilities than necessary to become a specific familiar, you can spend the remaining abilities normally. If your clockwork familiar is destroyed, it can be brought back to life through any conventional means that would bring back a living familiar, such as through resurrection magic.

Clockwork

Source Grand Bazaar pg. 23
You need to keep your clockwork familiar wound, but the process isn't particularly onerous or time consuming. If you spend 1 minute winding up your clockwork familiar with a unique key only you can use, it can remain active for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.

Enemies can attempt to disable the clockwork familiar, with a standard DC for your level to Disable a Device, to reduce the remaining operational time by 1 hour (or 2 hours on a critical success). Certain other abilities that adversely affect technology might also reduce the clockwork familiar's remaining operational time.

Some abilities, like Steam Screen, require your clockwork familiar to spend some of its remaining operational time. It can't spend more than it has and shuts down immediately once it has no time remaining.

You can wind your clockwork familiar for 1 minute at any time to return it to the maximum 24 hours of operational time.

Constructed

Source Grand Bazaar pg. 23
Your clockwork familiar is made of metal rather than flesh and bone, although it is still delicate enough in certain places to be vulnerable to violence in the same manner as a living creature. It 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 Hit Points.

Electricity Vulnerability

Source Grand Bazaar pg. 23
The metal components of a clockwork familiar conduct electricity and are easily disrupted by an electric current. It gains weakness to electricity damage equal to your level.

Steam Screen [one-action]

Source Grand Bazaar pg. 23
Frequency once per minute; Effect Your clockwork familiar blows a billowing plume of steam into its square around itself. It gains a +1 circumstance bonus to its Intimidation checks, and any creature in the familiar's square has concealment, though creatures in the square can't use this concealment to Hide or Sneak. The steam and its effects remain for 1 round. To use this ability, your clockwork familiar must spend 1 hour of operational time.

Toggle Standby Mode [two-actions]

Source Grand Bazaar pg. 23
Your clockwork familiar enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: when you Command it to exit standby mode, it does so, by using this action again.

PFS StandardCrawling Hand

Legacy Content

Undead 
Source Book of the Dead pg. 40
Required Number of Abilities 5
Granted Abilities manual dexterity, spell delivery, valet

Crawling hands make grisly but striking familiars, popular among necromancers with an eye for aesthetics. They also tend to be convenient, due to many available spare parts. Crawling hands can be skeletal or fleshy, like a zombie.

Lend a Hand

Source Book of the Dead pg. 40
The crawling hand assists an ally in the same space to attack a foe, crawling over the enemy and grabbing to distract them. Despite being a minion, it gains 1 reaction at the start of its turns, which it can use only to Aid an attack roll by an ally that shares the hand's space (it still has to prepare to help as normal for the Aid reaction). This attempt automatically succeeds. If the crawling hand has a similar ability, like partner in crime, it still gains only 1 reaction and can choose how to spend it.

Undead

Source Book of the Dead pg. 40
Your familiar is undead. It has negative healing and is immune to death effects, disease, poison, and unconscious. It's destroyed at 0 HP.

PFS StandardCrysmal Shardling

Earth Elemental 
Source Rage of Elements pg. 42 2.0
Required Number of Abilities 3
Granted Abilities burrower, elemental (earth only), speech

A crysmal shardling is a younger, smaller version of crysmal. When acting as a familiar, a shardling's hunger for crystals is sated by magic, turning an urgent need into a mere interest.

Crystal Scent

Source Rage of Elements pg. 42 2.0
A crysmal can sense crystals or gems within 60 feet as if using the scent ability.

PFS StandardDweomercat Cub

Legacy Content

Beast 
Source PFS Guide pg. 122
Required Number of 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 [one-action]

Abjuration Arcane 
Source PFS Guide pg. 122
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 The dweomercat cub gains an effect related to the school of the triggering spell. Other than the damage, the effect lasts for 1d4 rounds or until the dweomercat cub Dismisses the effect, whichever comes first.
  • 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.

Detect Magic

Source PFS Guide pg. 123
Your dweomercat cub can cast 1st-level detect magic as an arcane innate spell.

PFS StandardElemental Scamp

Elemental 
Source Rage of Elements pg. 43 2.0
Required Number of Abilities 5
Granted Abilities elemental, flier, speech

The elementals called scamps look similar to bats, but their bodies are made primarily of elemental matter. They have large, staring eyes and small, curved fangs. . An elemental scamp familiar is a bit smaller than other scamps but makes up for it by being more mischievous. Driven by ego, scamps often take on long names with many titles and insist on being addressed in full.

Elemental Breath [two-actions]

Arcane 
Source Rage of Elements pg. 43 2.0
Frequency once per hour; Effect The scamp breathes elemental matter in a 10-foot cone. Each creature in the area takes 1d6 damage for every 2 levels you have, with a basic Reflex save against your class DC or spell DC, whichever is higher. The damage type depends on the type of scamp.

Scamp Elements

Source Rage of Elements pg. 43 2.0
An elemental scamp's element or elements are set. You choose a type of scamp and can't change the element each day. This determines the scamp's elemental traits and the damage type of their Elemental Breath. Air (air) slashing damage; earth (earth) bludgeoning damage; fire (fire) fire damage; metal (metal) slashing damage; water (water) acid damage; wood (plant, wood) poison damage.

Elemental Mobility

Source Rage of Elements pg. 43 2.0
Your scamp gains a familiar ability depending on its element. Air scamps gain flier, earth scamps gain burrower, fire scamps gain jet, metal scamps gain levitator, water scamps gain amphibious, and wood scamps gain climber.

PFS StandardElemental Wisp

Elemental 
Source Rage of Elements pg. 43 2.0
Required Number of Abilities 3
Granted Abilities accompanist, elemental, speech

Wisps are tiny elementals that often act as familiars. They each usually have different personalities: air wisps are playful and capricious, earth wisps are timid but loyal, fire wisps are carefree and boisterous, metal wisps are serious and morose, water wisps are gentle and nurturing, and wood wisps are fierce and controlling.

Elemental Mobility

Source Rage of Elements pg. 43 2.0
Your wisp gains a familiar ability depending on its element. Air wisps gain flier, earth wisps gain burrower, fire wisps gain jet, metal wisps gain levitator, water wisps gain amphibious, and wood wisps gain climber.

Innate Element

Source Rage of Elements pg. 43 2.0
An elemental wisp's element is set. You choose the element when you gain the specific familiar and can't change it each day.

Resonance

Aura 
Source Rage of Elements pg. 43 2.0
30 feet. Your wisp vibrates at a frequency attuned to their element, resonating with and empowering all effects sharing that trait. Creatures in the area gain a +1 status bonus to damage rolls for alchemical and magical effects with the same elemental trait as your wisp. If your wisp is a wood wisp, the status bonus also applies to damage rolls for effects with the plant trait.

PFS StandardFaerie Dragon

Legacy Content

Dragon 
Source Advanced Player's Guide pg. 147 2.0
Required Number of 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 [two-actions]

Arcane Evocation Poison 
Source Advanced Player's Guide pg. 147 2.0
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 StandardFey Dragonet

Dragon 
Source Player Core 2 pg. 170
Required Number of Abilities 5, 1
Granted Abilities darkvision, flier, manual dexterity, speech, touch telepathy

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

Euphoric Breath [two-actions]

Source Player Core 2 pg. 170
Frequency once per hour; Effect (arcane, poison) The fey dragonet 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 StandardGennayn

Elemental 
Source Rage of Elements pg. 43 2.0
Required Number of Abilities 5
Granted Abilities elemental, speech

Minor genies, gennayn are elementally adaptable and personable. They look like miniature humanoids with elemental energy surrounding them, and frequently carry messages or announce the arrival of their allies.

Elemental Mobility

Source Rage of Elements pg. 43 2.0
Your gennayn gains a familiar ability depending on its element. Air gennayns gain flier, earth gennayns gain burrower, fire gennayns gain jet, metal gennayns gain levitator, water gennayns gain amphibious, and wood gennayns gain climber.

Little Wish [reaction]

Fortune 
Source Rage of Elements pg. 43 2.0
Frequency once per day; Effect Trigger A creature the gennayn can see that is within 60 feet attempts a saving throw or skill check; Effect The gennayn reshapes reality in a small way to twist fate, allowing the creature to reroll the saving throw or skill check.

Elemental Diplomat

Source Rage of Elements pg. 43 2.0
A gennayn's modifier for Diplomacy is equal to your level plus your key spellcasting attribute modifier, rather than just your level. The gennayn gets a +1 circumstance bonus to Diplomacy checks against elementals and grants you the same bonus if you're in the same space.

PFS StandardHomunculus

Construct 
Source Player Core 2 pg. 171
Required Number of Abilities 6
Granted Abilities construct, darkvision, manual dexterity

Homunculi are tiny servitor constructs created by a crafter to serve as a spy, scout, messenger, or assistant. A homunculus is crafted using a drop of its creator’s blood in addition to any other components used in crafting its body.

Blood Link

Source Player Core 2 pg. 171
(mental) A homunculus is telepathically linked to its creator using their shared blood as a conduit, allowing it to share information back and forth at a range of 1,500 feet, including its master’s knowledge and everything the homunculus hears. If you become unconscious and dying, your homunculus senses the waning power in your blood, allowing it to automatically act on the next turn as if you Commanded it. If the homunculus is destroyed, the master takes 2d10 mental damage.

Poison Reservoir

Source Player Core 2 pg. 170
Your 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.

Porter

Source Player Core 2 pg. 171
You can choose for your homunculus to have either item delivery or valet.

PFS LimitedHouse Drake

Legacy Content

Uncommon Dragon 
Source Shadows at Sundown pg. 53
Required Number of Abilities 6
Granted Abilities darkvision, flier, manual dexterity, speech

House drakes are loyal and friendly, but prefer to be treated as equals rather than pets.

Breath Weapon [one-action]

Arcane Conjuration Mental 
Source Shadows at Sundown pg. 53
The house drake breathes a 10-foot cone of silver mist. Each creature in the area must attempt a Will save against your class DC or spell DC, whichever is higher. A creature that fails its save is stupefied 2 for 1 round. The house drake can't use Breath Weapon or Silver Infusion for 1d4 rounds.

Silver Infusion [two-actions]

Arcane Transmutation 
Source Shadows at Sundown pg. 53
Your house drake breathes on one of your weapons. Until the start of your next turn, that weapon counts as silver instead of its normal material for any physical damage it deals. The house drake can't use Breath Weapon or Silver Infusion for 1d4 rounds.

Tenacious Mind

Source Shadows at Sundown pg. 53
Once per day, as long as your house drake took no actions on the previous round, you gain the following.
Ferocious Will [reaction] (abjuration, arcane, mental) Trigger You succeed at a saving throw against a magical mental effect; Effect You send a blast of magical feedback at the effect's source, dealing 2d6 mental damage (basic Will save against your class DC or spell DC, whichever is higher) to that creature. On a failed save, the creature is also slowed 1 for 1 round.

PFS LimitedImp

Fiend Unholy 
Source Player Core 2 pg. 171
Required Number of Abilities 7
Granted Abilities darkvision, flier, manual dexterity, resistance (poison), skilled (deception), speech, touch telepathy

Imp familiars pretend to be subservient in order to trick their master into losing their soul or finding an early grave.

Fiendish Temptation [one-action]

Source Player Core 2 pg. 171
Frequency once per day; Effect (concentrate, divine, fortune, unholy) 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. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. If the creature dies while the boon is in place, the imp decides where the creature’s soul travels. This typically makes the soul bound for eternity in the imp’s home plane, and the creature is unable to be raised or resurrected except by the wish ritual or similar magic.

Imp Invisibility

Source Player Core 2 pg. 171
Frequency once per hour; Effect Once per hour, your imp familiar can cast invisibility on itself as a divine innate spell.

PFS StandardMood Cloud

Air Elemental 
Source Rage of Elements pg. 42 2.0
Required Number of Abilities 3
Granted Abilities elemental (air only), flier

This air elemental is little more than a tiny cloud with just enough internality to have emotions. Elemental scholars believe mood clouds to be related to despairing palls, though far less evolved.

Emote [one-action]

Source Rage of Elements pg. 42 2.0
Frequency once per round; Effect The cloud of sentiment changes the expression on its miniature face. It prepares to Aid you on a skill check for a skill matching its expression: Deception for an inscrutable expression, Diplomacy for a friendly expression, or Intimidation for an angry expression. It gains a reaction this round, which it can use only to Aid you in this way. It automatically succeeds at its check to Aid you with the skill or automatically critically succeeds if you're a master of the skill in question.

PFS StandardNosoi

Legacy Content

N Monitor Psychopomp 
Source Grand Bazaar pg. 35
Required Number of Abilities 5
Granted Abilities darkvision, flier, manual dexterity, speech

A nosoi's physical appearance is that of a bird—usually a crow, sparrow, or whippoorwill—though it wears a funerary mask that accentuates its beak. Nosois measure about 1 foot in length but are unusually heavy, weighing between 10 and 15 pounds.

Haunting Melody [two-actions]

Auditory Concentrate Divine Enchantment Incapacitation Mental 
Source Grand Bazaar pg. 35
Frequency once per hour; Effect The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a Will save against your class DC or spell DC, whichever is higher, or be fascinated for 1 round. A nosoi can use a 2-action activity, which has the auditory, concentrate, divine, enchantment, and mental traits, to force affected creatures to attempt another Will save; on a failure, they are fascinated for an additional round. A creature that succeeds at any save or has its fascination broken is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability.

Nosoi Resistance

Source Grand Bazaar pg. 35
A nosoi has resistance to negative and poison damage equal to half your level.

PFS StandardOld Friend

Legacy Content

Incorporeal Spirit Undead 
Source Book of the Dead pg. 40
Required Number of Abilities 4
Granted Abilities flier

Sometimes, the spirit of a cherished pet returns from the Boneyard to continue aiding its beloved owner. These tiny animal ghosts tend to be bound to anchors such as favorite toys, collars, or carved representations of who they were in life. An old friend is less likely to be evil than other undead familiars, as is its master.

Anchored Incorporeality

Source Book of the Dead pg. 40
While most ghosts are bound to the site where they died or were buried, some instead find themselves bound to specific items, such as a particular piece of jewelry, article of clothing, pet's collar, or a stone from a building in which it dwelled. These items, known as anchors, were important to the ghost in life, or critical to the events of their death and haunting.

A creature with anchored incorporeality has the incorporeal trait, meaning it can move through physical creatures and such creatures can move through it. It can't attempt Strength-based checks (such as Grapple) against corporeal creatures and corporeal creatures can't attempt such checks against it. Though incorporeal, a creature with anchored incorporeality can travel no more than 60 feet from its anchor and must maintain line of effect to the anchor. This typically prevents it from moving through walls. Unlike many other incorporeal creatures, a creature with anchored incorporeality doesn't have resistance to all damage or immunity to precision damage.

A character with an animal companion or familiar that has anchored incorporeality can transfer the anchor to a new item with a special ritual. This requires spending 1 week in concert with the companion to create a new anchor. A character who knows this technique might be able to adapt it to transfer a ghost's Site Bound ability (or similar restriction) to tie it to an anchor instead of a place.

Undead

Source Book of the Dead pg. 40
Your familiar is undead. It has negative healing and is immune to death effects, disease, poison, and unconscious. It's destroyed at 0 HP.

Invisibility

Source Book of the Dead pg. 40
Once per hour, your familiar can cast 2nd-level invisibility on itself as a divine innate spell.

PFS StandardPipefox

Beast 
Source Player Core 2 pg. 171
Required Number of Abilities 5
Granted Abilities climber, darkvision, second opinion, skilled (one skill of your choice), speech

A pipefox is a tiny magical fox with a thin, limbless body that is about a foot long. Pipefoxes are secretive, shy, evasive, and love to acquire knowledge.

Scholarly Linguist

Source Player Core 2 pg. 171
Thanks to its innate erudition, your pipefox speaks and understands all languages you know (instead of just one) as well as one common language you don’t know.

PFS LimitedPolong

Legacy Content

Incorporeal Undead 
Source Book of the Dead pg. 40
Required Number of Abilities 8
Granted Abilities flier, lifelink, skilled (society) , speech, spellcasting

Polongs are wicked, invisible spirits created from the blood of murder victims, bound to glass bottles, and fed with the blood of their master. They're often used to possess and sicken their master's enemies. Polongs can't be found or acquired, only created, a process that can take up to two weeks. If a polong's bottle is ever destroyed, or if its master fails to provide its daily feeding of blood, the polong withers and dies.

Anchored Incorporeality

Source Book of the Dead pg. 40
Anchor must be a bottle.

While most ghosts are bound to the site where they died or were buried, some instead find themselves bound to specific items, such as a particular piece of jewelry, article of clothing, pet's collar, or a stone from a building in which it dwelled. These items, known as anchors, were important to the ghost in life, or critical to the events of their death and haunting.

A creature with anchored incorporeality has the incorporeal trait, meaning it can move through physical creatures and such creatures can move through it. It can't attempt Strength-based checks (such as Grapple) against corporeal creatures and corporeal creatures can't attempt such checks against it. Though incorporeal, a creature with anchored incorporeality can travel no more than 60 feet from its anchor and must maintain line of effect to the anchor. This typically prevents it from moving through walls. Unlike many other incorporeal creatures, a creature with anchored incorporeality doesn't have resistance to all damage or immunity to precision damage.

A character with an animal companion or familiar that has anchored incorporeality can transfer the anchor to a new item with a special ritual. This requires spending 1 week in concert with the companion to create a new anchor. A character who knows this technique might be able to adapt it to transfer a ghost's Site Bound ability (or similar restriction) to tie it to an anchor instead of a place.

Polong Possession [two-actions]

Incapacitation Mental Necromancy Occult Possession 
Source Book of the Dead pg. 40
The polong attempts to possess an adjacent corporeal creature. The creature must attempt a Will save against your class DC or spell DC, whichever is higher. On a failure, the polong merges into the creature's body for 1 minute (24 hours on a critical failure). The polong can observe through the creature's senses but is unable to control the creature. The possessed creature is drained 1 while the possession lasts. While possessing a creature, a polong can ignore the distance and line of effect limitation from its anchored incorporeality ability; when the possession ends, it immediately returns to the bottle if it's beyond range.

Undead

Source Book of the Dead pg. 40
Your familiar is undead. It has negative healing and is immune to death effects, disease, poison, and unconscious. It's destroyed at 0 HP.

PFS StandardPoppet

Construct 
Source Player Core 2 pg. 171
Required Number of Abilities 1
Granted Abilities construct

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

Flammable

Source Player Core 2 pg. 171
Your poppet’s components make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can use one familiar ability to reinforce the poppet’s construction, removing this weakness for the day.

PFS StandardShadow Familiar

Legacy Content

Uncommon Shadow 
Source Secrets of Magic pg. 229 1.1
Access you're a shadowcaster
Required Number of Abilities 7
Granted Abilities darkvision, manual dexterity, master's form, resistance (cold and negative), shadow step

Some spellcasters and ritualists don't just summon and bind a familiar, but instead transform their own shadow into a familiar. These casters can be identified by their lack of a shadow regardless of the level of light in the area and by the strange muted appearance of any article of clothing or jewelry they wear. Occasionally mistaken for vampires or other undead by the cautious or superstitious, these spellcasters nonetheless find the trade worth it in exchange for the unique abilities their shadow familiar can possess.

Shadow familiars are a type of specific familiar. While all shadowcasters have access to these familiars, there are other paths to learn the proper magic to obtain a shadow familiar.

Become Shadow [one-action]

Shadow Transmutation 
Source Secrets of Magic pg. 229 1.1
The shadow familiar transforms its body into barely tangible shadow. It gains resistance to all damage (except force) equal to half your level but can't use any actions requiring a physical form. The familiar can also slip through gaps at least 2 inches wide, or 1 inch wide if it Squeezes. It can use this action again to return to its normal form.

This action has the trait matching your tradition of magic, or occult if you aren't a spellcaster.

Slink In Shadows

Source Secrets of Magic pg. 229 1.1
The shadow familiar can Hide or end its Sneak in a creature's or object's shadow.

Steal Shadow [one-action]

Necromancy 
Source Secrets of Magic pg. 229 1.1
Frequency once per 10 minutes; Effect The shadow familiar makes a melee attack with an attack roll modifier equal to your spell attack roll modifier. If the Strike is successful, the target is enfeebled 1 and its shadow disappears. After 24 hours, the enfeebled condition ends, and they regain their shadow once more. Any effect that reduces or removes the enfeebled condition restores their shadow as well.

This action has the trait matching your tradition of magic, or occult if you aren't a spellcaster.

PFS StandardSpellslime

Ooze 
Source Player Core 2 pg. 171
Required Number of Abilities 4, and you must be able to cast spells using spell slots
Granted Abilities climber, darkvision, tough

These friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal.

Magic Scent

Source Player Core 2 pg. 171
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 Player Core 2 pg. 171
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 Player Core 2 pg. 171
Your spellslime familiar gains the focused rejuvenation ability, but it recovers 2 Hit Points per level when you Refocus instead of 1.

Spirit Guide

Legacy Content

Rare Beast Spirit 
Source Pathfinder #188: They Watched the Stars pg. 83
Required Number of Abilities 3
Granted Abilities independent, lifelink, speech

Spirit guide familiars typically take the form of cunning guides or nimble guide.

Spiritual Recall [reaction]

Magical Occult 
Source Pathfinder #188: They Watched the Stars pg. 83
Frequency once per day; Trigger An attack would reduce your familiar to 0 Hit Points; Effect You use your bond to rescue your familiar. The familiar survives the attack with 1 Hit Point remaining and becomes incorporeal until the end of your next turn.

Bound to Mortal

Source Pathfinder #188: They Watched the Stars pg. 83
Your familiar gains unique benefits from its bond to you. Your familiar gains an additional 10 Hit Points and can make an either a jaws or claws unarmed attack using your normal melee attack bonus. You choose whether it has a jaws or claws unarmed attack when you first gain the spirit guide as your familiar. If it has a jaws unarmed attack, the attack deals 1d6 piercing damage and is in the brawling group. If you choose the claws unarmed attack, it deals 1d4 slashing damage, has the agile trait, and is in the brawling group

PFS LimitedSweet Beasts (Chocolate Mouse)

Legacy Content

Uncommon N Beast 
Source Wake the Dead #3 pg. 25
Required Number of Abilities 3
Granted Abilities fast movement, scent

The ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy and using them as familiars. The Winter Witches of Irrisen are known for weaving sparrows or nightingales from gingerbread, while in Arcadia, sorcerers mold mice from spiced chocolate. Most famous, however, are the hard candy beetles of Nex, though a few radical scholars claim that they are in fact a demi-natural species, a product of the Mana Wastes' wild magic. Most mages dismiss such wild claims, however.

Sorcerous Sweets

Source Wake the Dead #3 pg. 25
During your daily preparations, your sweetened familiar conducts an unusual little ritual. Your familiar find a small non-magical object (a flower or piece of fallen fruit by preference, but a pebble or even a coin will do in a pinch) and then does a curious ritual dance around—gingerbread sparrows hop and chirp, while hard candy beetles turndle in increasingly complex geometric patterns and chocolate mice make arcane sigils with their paws. At the rite's conclusion, the object turns into a piece of candy, usually of the same sort as the familiar. The candy is an item with the arcane, consumable and transmutation traits. Anyone who eats the candy as an Interact action gains a +1 item bonus to Deception, Diplomacy, and Performance checks for 1 hour (this increases to +2 at level 9, and +3 at level 17). The candy maintains its enchantment until your next daily preparations.

PFS LimitedSweet Beasts (Gingerbread Sparrow)

Legacy Content

Uncommon N Beast 
Source Wake the Dead #3 pg. 25
Required Number of Abilities 3
Granted Abilities flier, independent

The ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy and using them as familiars. The Winter Witches of Irrisen are known for weaving sparrows or nightingales from gingerbread, while in Arcadia, sorcerers mold mice from spiced chocolate. Most famous, however, are the hard candy beetles of Nex, though a few radical scholars claim that they are in fact a demi-natural species, a product of the Mana Wastes' wild magic. Most mages dismiss such wild claims, however.

Sorcerous Sweets

Source Wake the Dead #3 pg. 25
During your daily preparations, your sweetened familiar conducts an unusual little ritual. Your familiar find a small non-magical object (a flower or piece of fallen fruit by preference, but a pebble or even a coin will do in a pinch) and then does a curious ritual dance around—gingerbread sparrows hop and chirp, while hard candy beetles turndle in increasingly complex geometric patterns and chocolate mice make arcane sigils with their paws. At the rite's conclusion, the object turns into a piece of candy, usually of the same sort as the familiar. The candy is an item with the arcane, consumable and transmutation traits. Anyone who eats the candy as an Interact action gains a +1 item bonus to Deception, Diplomacy, and Performance checks for 1 hour (this increases to +2 at level 9, and +3 at level 17). The candy maintains its enchantment until your next daily preparations.

PFS LimitedSweet Beasts (Hard Candy Beetle)

Legacy Content

Uncommon N Beast 
Source Wake the Dead #3 pg. 25
Required Number of Abilities 3
Granted Abilities burrower, tremorsense

The ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy and using them as familiars. The Winter Witches of Irrisen are known for weaving sparrows or nightingales from gingerbread, while in Arcadia, sorcerers mold mice from spiced chocolate. Most famous, however, are the hard candy beetles of Nex, though a few radical scholars claim that they are in fact a demi-natural species, a product of the Mana Wastes' wild magic. Most mages dismiss such wild claims, however.

Sorcerous Sweets

Source Wake the Dead #3 pg. 25
During your daily preparations, your sweetened familiar conducts an unusual little ritual. Your familiar find a small non-magical object (a flower or piece of fallen fruit by preference, but a pebble or even a coin will do in a pinch) and then does a curious ritual dance around—gingerbread sparrows hop and chirp, while hard candy beetles turndle in increasingly complex geometric patterns and chocolate mice make arcane sigils with their paws. At the rite's conclusion, the object turns into a piece of candy, usually of the same sort as the familiar. The candy is an item with the arcane, consumable and transmutation traits. Anyone who eats the candy as an Interact action gains a +1 item bonus to Deception, Diplomacy, and Performance checks for 1 hour (this increases to +2 at level 9, and +3 at level 17). The candy maintains its enchantment until your next daily preparations.

PFS StandardTalking Head

Legacy Content

Undead 
Source Book of the Dead pg. 40
Required Number of Abilities 3
Granted Abilities cantrip connection, skilled (your choice of arcana, occultism, or one kind of lore), speech

Similar to beheaded, these disembodied, reanimated heads (with or without skin) retain some of their arcane wisdom, making for invaluable study partners. However, they also tend to be mouthy, opinionated, or downright obnoxious with their constant chattering, leading some annoyed masters to sew their mouths shut in punishment.

Undead

Source Book of the Dead pg. 40
Your familiar is undead. It has negative healing and is immune to death effects, disease, poison, and unconscious. It's destroyed at 0 HP.

Heads Will Roll

Source Book of the Dead pg. 40
Unless its master gives the talking head the flier ability, a talking head is able to move only by rolling along the ground, reducing its speed to 15 feet. Alternatively, a creature can, as a single action, kick or throw the head 30 feet. This can't be used as an attack; the head bounces harmlessly off anything it hits.