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Animal Companions | Eidolons | 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 StandardAeon Wyrd

Construct
Source PFS Guide pg. 122
Required Number of Abilities 3
Granted Abilities aeon stone reservoir, can't walk, constructed, crystalline, 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 PFS Guide pg. 122
Your aeon wyrd can hold any aeon stone as a powerfully resonant nucleus that holds it together. You gain the aeon stone's benefits without needing to use one of your investiture slots for the day, and you also gain the aeon stone's resonant power, without interfering with any wayfinder you invest.

Can't Walk

Source PFS Guide pg. 122
Your aeon wyrd has no land Speed.

Constructed

Source PFS Guide pg. 122
Your aeon wyrd 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 HP.

Crystalline

Source PFS Guide pg. 122
Your aeon wyrd's crystalline structure makes it vulnerable to sonic attacks. It gains weakness to sonic damage equal to your level.

PFS StandardCalligraphy Wyrm

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, ink spray, manual dexterity, scent, skilled (arcana, society), speech, stylus claws

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 Single Action

ArcaneEvocation
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 StandardDweomercat Cub

Beast
Source PFS Guide pg. 122
Required Number of Abilities 4
Granted Abilities alter dweomer, darkvision, detect magic, 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 Single Action

AbjurationArcane
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 StandardFaerie Dragon

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

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

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, imp invisibility, infernal temptation, manual dexterity, resistance (fire and poison), skilled (deception), speech, touch telepathy

Imp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell.

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 StandardPoppet

Construct
Source PFS Guide pg. 123
Required Number of Abilities 1
Granted Abilities constructed, flammable

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

Constructed

Source PFS Guide pg. 123
Your poppet 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 HP.

Flammable

Source PFS Guide pg. 123
Your poppet's components make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet's construction, removing this weakness.

PFS StandardShadow Familiar

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

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 Single Action

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

Steal Shadow Single Action

Necromancy
Source Secrets of Magic pg. 229
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 Advanced Player's Guide pg. 147
Required Number of Abilities 4
Granted Abilities climber, darkvision, magic scent, ooze defense, slime rejuvenation, tough

These friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal to their masters. You can select a spellslime familiar only if you can cast spells using spell slots.

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.