Familiar Feats
This section presents new feats for characters with familiars. Additionally, the new Familiar Bond feat allows any character to gain a familiar, regardless of class.
Master Feats
Characters who meet the prerequisites can take the following feats to make further use of their familiars.
Familiar Bond
You have learned a ritual that allows you to gain a familiar.
Prerequisite: Iron Will.
Benefit: You gain a familiar, as the wizard arcane bond class feature. You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities. Otherwise, your total Hit Dice are used as your wizard level for determining the familiar’s abilities.
Special: If you have (or later gain) levels in a class that grants a familiar, whenever you select a familiar, you can either base your familiar’s abilities on your total Hit Dice per this feat (including the restrictions on its special abilities), or choose to apply only your levels in classes that grant a familiar (and thus gain all the special abilities that familiar would grant based on those class levels). You can never have more than one familiar.
Far-Roaming Familiar
Distance can’t sever the bond between you and your familiar.
Prerequisites: Intelligence 13, must have a familiar.
Benefit: You retain your empathic link to your familiar regardless of distance, though lead blocks the link at distances greater than 1 mile (similar to the way lead blocks detect magic effects).
Group Deliver Touch Spells (Teamwork)
You and your teammates can deliver touch spells through
each other’s familiars.
Prerequisites: Group Shared Spells, must have a familiar with the share spells and deliver touch spells abilities.
Benefit: You and any allies with this feat can cast spells through one another’s familiars as though each ally had the share spells ability with each other familiar. This feat otherwise functions as the share spells ability.
Group Shared Spells (Teamwork)
Your allies can cast spells through each other’s familiars.
Prerequisite: Must have a familiar with the share spells ability.
Benefit: You and any allies with this feat can cast spells with a target of “you” on each other’s familiars as touch spells. Both the target familiar and that familiar’s master must be willing for the spell to take effect. You can cast spells on each other’s familiars even if the spells would not normally affect creatures of the targeted familiar’s type.
Improved Familiar Bond
Your familiar gains greater power.
Prerequisites: Familiar Bond, Iron Will.
Benefit: Your familiar gains all the normal abilities available to a familiar of a wizard with a level equal to your total Hit Dice. You also gain the special ability normally gained by a master of your type of familiar.
Telepathic Link
You can telepathically communicate with your familiar.
Prerequisite: Must have a familiar with the speak with master ability.
Benefit: You and your familiar can communicate with each other telepathically at a range of up to 1 mile.
Familiar Feats
The following feats can be taken by characters who have familiars that meet the listed prerequisites. Wizards can take a familiar feat as a bonus feat, and witches can select a familiar feat in place of a hex. If you lose your familiar and gain a new familiar that doesn’t meet the listed prerequisites for a familiar feat you possess, your new familiar doesn’t gain the benefits of that feat. A new familiar that meets the prerequisites automatically gains the benefits of that feat. When you gain a new level, if your current familiar does not meet the prerequisite of a familiar feat you possess, you can learn a new familiar feat in place of the feat your familiar doesn’t qualify for. In effect, you lose the old familiar feat in exchange for the new one. The feat lost can’t be a prerequisite for another feat you possess, and your familiar must meet the new feat’s prerequisites. You can exchange only one feat in this way each time you gain a level.
Decoy’s Misdirection (Familiar)
You can fool scrying attempts by using your familiar.
Prerequisite: Must have a familiar with the decoy archetype (see page 10).
Benefit: As long as your familiar is within 30 feet of you, anytime you succeed at a Will save to negate a scrying effect (including scrying and greater scrying), you become aware of the scrying attempt as though you succeeded at the Spellcraft check to identify it, and you can choose to let the spell function as normal instead of causing it to fail. If you do, you can choose to redirect the scrying effect toward your familiar, causing the familiar to immediately change shape (as its secret sharer spell-like ability, except the duration is as long as the scrying effect lasts). The creator of the scrying effect observes the familiar as though it were you, though spells such as detect magic detect the alter self effect as normal.
Emissary’s Emboldening (Familiar)
Your familiar lends you divine courage.
Prerequisite: Must have a familiar with the emissary archetype (see page 10).
Benefit: As long as your familiar is adjacent to you, you gain a +1 morale bonus against fear effects. This bonus increases by 1 at 4th level and every 4 levels thereafter (to a maximum of +5 at 16th level). At 20th level, you become immune to fear effects as long as your familiar is adjacent to you.
Figment’s Fluidity (Familiar)
Your familiar can rework the dream-stuff it is made of.
Prerequisite: Must have a familiar with the figment archetype (see page 10).
Benefit: Once per day, your familiar can spend a fullround action to manually reshape itself, reassigning 1 evolution point of eidolon evolutions. The evolution it loses can’t be a prerequisite for any other evolutions it has. It can use this ability twice per day at 7th level, and three times per day at 13th level.
Guardian’s Return (Familiar)
Your familiar can teleport to you when you’re in need.
Prerequisite: Must have a familiar with the protector archetype (see page 11).
Benefit: Once per day when you take damage from a melee attack, as long as your familiar is within empathic link range, it can teleport back to your square as an immediate action. It can bring no more than 5 pounds of items with it when it teleports in this way. This ability otherwise functions as dimension door.
Mascot’s Affection (Familiar)
Your familiar can bond with many creatures.
Prerequisite: Must have a familiar with the mascot archetype (see page 11).
Benefit: The maximum number of team members your familiar can have increases by two.
Mauler’s Endurance (Familiar)
Your familiar is harder to kill than most.
Prerequisite: Must have a familiar with the mauler archetype (see page 11).
Benefit: Your familiar gains 2 hit points per level you possess.
Polyglot Familiar (Familiar)
Your familiar can speak with animals other than those of its own kind.
Prerequisite: Must have a familiar.
Benefit: Choose a category of creature: amphibians, birds, felines, invertebrates, reptiles, rodents, simians, or vermin. Your familiar can speak with creatures of that kind.
Special: This feat can be taken multiple times, choosing a different category of creature each time. The first time you take this feat, if your familiar can’t already speak with creatures of its kind, you must choose that category of creature. If your familiar later gains the ability to speak with creatures of its kind, you can choose to apply this feat’s benefits to a different category of creature instead.
Sage’s Guidance (Familiar)
Your familiar’s keen observations help you defeat foes.
Prerequisite: Must have a familiar with the sage archetype (see page 11).
Benefit: When your familiar succeeds at a Knowledge check to identify a hazard or an opponent’s weaknesses and abilities, you gain a +2 insight bonus on attacks and skill checks against the opponent or hazard for 1 round. If your familiar is sharing a space with the opponent or hazard, this bonus is granted to all allies who can see and understand the familiar.