Showing posts with label Players Companion. Show all posts
Showing posts with label Players Companion. Show all posts

Monday, June 15, 2015

Pathfinder Melee Tactics Toolbox Review

Let's start with the obvious: there's a calikang on the cover of this module. I've loved this monster since I first saw it in the Inner Sea World Guide, so I'm always happy to see it getting some press. Sajan and Jirelle look like they will get the best of it. It's interesting that Sajan is holding a weapon. One of the book's later sections goes to great pains to remind us that unarmed combat is melee combat as well, so I would have liked to have seen him fighting unarmed. Calikangs don't have any damage resistance, so a good flurry of blows (unchained or core) would be a great attack on one of these beasts.
But that's imputing game design on art. Art's job is too look cool. And while I think it might have been fun to have Sajan flurrying away on the calikang, he and Jirelle (who I hope has some sneak attack damage coming, swashbuckler or no) look like the bad asses they are taking on this hulk. In fact, much of the book's art is really good. It's not an action scene, but page sixteen illustrates all the various swords that exist in the game. It's very cool and helpful--the best quality in a gaming aide. Page 27 also has a good picture of Lini holding what appears to be a spell siphoning sickle and ready to make trouble for anybody messing with her.

Cover to Cover
Art is done! On to content! Let's start with the inside covers, which come out as a wash. On the front inside cover are short single paragraph descriptions of fighting schools in Brevoy, Lastwall, Katapesh, and Absalom. The art attached is map-related and non-specific. With the exception of the Tempering Hall, a warrior training academy on the Isle of Kortos specializing in training Iomedean Paladins but accepting all righteous warriors, all of these are better detailed on pages 18-27 of Inner Sea Combat. I don't object to rehashing old content, but doing so ought to involve fleshing it out rather than abbreviating it.
Fortunately, the back inside cover more than makes up for its partner's failing. The back cover has a "Combat Options Overview."  And it's awesome. It's not the coolest thing in this book, but it is the page that will be most useful to the largest number of people. Okay, Boyd, so you like it. What's in it?  First, they list just about every melee combat action a character can take, including ones from the hardback line like the Advanced Player's Guide.  Each action is followed by a column for "type" and for "action."  Type explains if the action is basic (anyone can do it), a combat maneuver, or if it requires a feat. Next, the opposite column gives the types of actions: attack, free, melee, standard, full-round, and swift. This is awesome! Seriously, if Paizo wanted to make this page a single page PDF and sell it for something like $0.99, they could!

To the Meat!
The book is designed to cover melee combat writ large, but it specifically calls out Bloodragers, Cavaliers, Fighters, and Rogues as the classes that will get the most out of the book. That said, there's something for everyone.   There's an archetype for each called out class, but here are also 16 combat feats, 4 general fights, 2 new fighting styles with three feats each, and 4 teamwork feats.  There's also an explanation of feats on page 5 that details every type of feat and what that feat category means. Super useful for the novice to intermediate player. There are also new weapon and armor special abilities; bardic masterpieces; magic armors, weapons, and items; mundane equipment; and (gasp!) even a couple pages of spells.

Different Types of Melee Combat
Early on, the book reminds us that "there’s much more to melee combat than weapon choice. Armor-wearing combatants must balance protection and mobility. A high Strength score is crucial to many melee attack builds, but it’s also possible to build an effective melee combatant by focusing on Dexterity."  This introductory advice is followed by two page spreads on up close armed combat, defensive melee fighting, mass combat, unarmed combat, and stuff useful for unexpected combat situations. Let's take a brief look at each:

Close quarters fighting: this section, like the others, begins with basic advice for this type of fighting. It would be interesting to go and compare this advice with the advice for new players in the Strategy Guide. I'm guessing some overlap, but there's much more here! There are three interesting feats here, one of which I'd consider for my PFS fighter.
·       Artful Dodge (Combat) gives an extra +1 dodge bonus to AC when the feat-holder is the only person threatening an enemy. Unlike Dodge, which requires Dex 13, Artful Dodge is keyed to Int 13 as a prerequisite. Additionally, it doubles as Dodge for fulfilling the prerequisite of any other feat.
·       Press to the Wall (Combat) allows you to count objects like trees and walls as allies for the purposes of flanking. It only works when the feat-holder is the only person threatening the enemy and requires both Step Up and BAB +3, but it's still a solid feat for a PC to take.
·       Steadfast Slayer (Combat) provides that when the feat-holder using a two-handed weapon and is the only person threatening and opponent larger than them, the feat-holder gains a +2 bonus on melee damage.

Defensive Combat: more feats and an archetype!
·       Armored Athlete (combat) is for those fighters who are tired of failing armor checks or those rogues that want just a teensy bit better armor. Choose a single Str- or Dex-based skill in which you've got at least three ranks. You reduce your armor penalty for using that skill by 3. If you've got 10 or more ranks, the penalty is reduced by 6. Finally, classes with armor training 2 (aka fighter 7 or higher) can use this with heavy armor too. Great feat!
·       Just Out of Reach (combat) gives characters a +4 dodge bonus to AC when attacked by someone more than 5 feat away using reach. Unclear if this applies only to reach weapons or if it also applies to creatures with a natural reach, like large and larger creatures. Downside is that the feat requires both Dodge and Mobility as prerequisites.
·       Other feat: Leaping Evasion
·       Castellan (Cavalier archetype): Castellans manage castles, though this is more of a generic urban defender class. You get some sweet bonuses when defending or fighting in urban areas. All in all, it's a useful archetype. But, it breaks the archetype theme and goes back to the generic cavalier theme with its "Guard Companion" animal companion granted at level 4 (companion functions as Druid level -4)

Mass Melee: This section provides support for when all Hell breaks loose. There's going to be at least one if these fights in every campaign (and likely in every PFS scenario), so read up on the very useful general tactics before considering the feats, the bardic masterpiece, and the drill sergeant fighter archetype.
·       Bardic Masterpiece "Battle Song of thePeople's Revolt" is flavored to be like the drum and woodwind military songs of the American Revolution, though it's Andoran here. With 4 ranks in Perform (percussion) or (wind) he bard trades in a feat or spell known to pick up this masterpiece which uses a single bardic performance round per round, costs only a standard action to initiate, and is subject to Lingering Performance. When the masterpiece is chosen, the bard selects a single Teamwork feat. Whenever the bard uses the masterpiece after that, all allies within 30 feet who are affected can that Teamwork feat. Finally, Paizo, you have found a way to make Teamwork feats useful for one more class!
·       Drill Sergeant (Fighter archetype) is an Advanced Class Guide-type class that mixes the fighter with the cavalier. I like it too. The drill sergeant loses bravery in exchange for getting the cavalier tactician class feature. Weapon training does happen, but only for one group (still advances though), he picks up the greater tactician feature at 9th level and at 13th level, all allies within 30 feet using weapons from the same weapon group get half the drill sergeant's weapon training bonus. Finally, at 17th level, the drill sergeant picks up the master tactician class feature.

Unarmed Combat: gives tactical advice for both those that choose to fight unarmed and those who lose a weapon. If you've thought your way through these issues, questionable how much you'll learn in this section. If you haven't, this is worth a read. This section also gives us two fighting styles with three feats each and a bloodrager archetype:
·       Cudgeler [sp] Style: focuses on dealing non-lethal damage. I like this feat, especially for those rare games where there are real consequences for killing guards and the like.
·       Kraken style: grappling style with emphasis on crushing an opponent.   Seriously causes harm to people once you've grappled them. A Kraken Style brawler would be a terror to fight against...so let's make one to fight some PCs. By seventh level, a monk with this entire feat tree can deal 1d6+Str bonus + Wis bonus + 4 per turn just for maintaining a grapple. That's likely at least 10 damage and on average closer to 13.
·       Bloody-Knuckled Rowdy (Bloodrager archetype): loses DR, gets one fewer spell known at each level, and loses fast movement in exchange for Improved Unarmed Strike. Trades out uncanny dodge and improved uncanny dodge for bonus style feat at 2nd level and Combat Style Master(UC) at 5th level. Finally, deals unarmed strike damage as a monk equal to bloodrager level -2.

Unexpected Fighting: again has some good tactics I'm not going to spoil. Also 9 more feats and a rogue archetype:
·       Aquatic Spell (Metamagic): Spell functions normally underwater but casts as one level higher
·       Deadly Grappler (Combat): When you're grappled, most non-heavy weapons deal damage against one you're grappling with as if one size larger.
·       Grappled Caster: Gain +4 on concentration checks when grappled. Stacks with Combat Casting.
·       One Eye Open: DCs for your Perception checks don't increase just because you are asleep. Never be surprised even if you fall asleep on watch ever again!
·       Reactive Arcane Shield: immediate action to activate Arcane Shield now occurs before attack roll against you is resolved. All adjacent allies also gain shield's deflection bonus to AC for one round.
·       Makeshift Scrapper (Rogue archetype): interesting archetype built off idea of getting Catch Off-Guard and Throw Anything as bonus feats. Could be fun to mix with monk in multiclass.

Gear here!
I am gonna give one example of the good, break down the math and the tactics advice in this book. From page 18, introducing new melee weapons, "A wide threat range results in more frequent critical hits, which is especially useful when facing multiple weaker opponents or if you have critical feats or abilities that trigger on critical hits. A high multiplier is better when facing fewer, more powerful opponents, as the additional damage is more effective against damage reduction and useful for abilities that trigger when you drop a foe, such as Cleaving Finish (UC)."
           New weapons including the machete and the manople. I wish I'd had the machete, which grants a +1 on Survival checks to get along in the wild in addition to damage, when I ran Souls for Smuggler's Shiv.  My players would have found one early on. The manople basically let's you be Wolverine and it's only a matter of time before someone makes a retractable set as a magic item. The book also places them in fighter weapon training groups.
Next come some interesting, thoughnon-magical, items. First is the acrobat's pillar (50gp, 40 lbs.). The pillar is basically a tall pole with waving wooden arms that you try and dodge for practice. It's standard kit in the doorway to a room full of training ninjas trope and no heroes headquarters is complete without it. Mechanically, if you practice against its waving arms for an hour and succeed on a DC 20 Acrobatics check, you get a 24-hour +2 bonus to Acrobatics checks for avoiding attacks of opportunity for moving into & out of opponents' threatened squares. That's quite a bonus! Don't forget the waster (1 gp, weight varies), an extra-heavy training weapon that gives characters that successfully train with it a bonus to CMD.
             Next up we have the exemplar weapon salve (350 gp, 1 lb.). Turns a normal weapon into a masterwork weapon. This is some cool treasure to give out at low instead of the ever-expected masterwork weapons used by hostile NPCs.
The melee contingency kit (150 gp, 14 lbs.) has a little of everything you might. We'd to take on a monster with type of DR. There's cold iron, silver, acid, alchemists fire, and holy water in there. Other items include: armor truss, bounty hunter's kit (common & superior), handle harness, quickcatch manacles, a rockshard canister, shield bosses (reinforcing, breakaway, hooked, illuminating, and masterwork), sunder block, and surefoot training blocks.

Man the Battlements!
Of course, a lot of melee combat is defense and that's why we get new magic armor qualities and new magic armors!  Let's start with the armor qualities:
·       Channeling: keyed to positive or negative energy. Wearer reduces damage from other type of energy channeled by 10. If the wearer can channel the type or energy paired to the armor, three times per day can increase dice rolled on a channel by 1. (Cost: +18,000 gp)
·       Evolving: Before I even write this, there's a big ole X on this entry on my notes copy. And now I see why, it's related to summoner eidolons. Basically, once per day on command, armor fuses into wearer and for 30 minutes grants some eidolon evolutions. Summonses are the devil so no. (Cost: +1)
·       Frosted: I like the flavor here. Too often we focus on mechanics to flavor's detriment. These armors are coated in thin layer of frost and shimmer faintly with bluish-white hue. Gives +4 bonus to CMD and inflicts 1d8 cold damage to hose who constrict, pin, or swallow the wearer. (Cost: +2)
·       Singing: shield only allows to sing for up to 10 rounds once a day to function like bard's countersong ability. I'm pretty meh on this one. (Cost: +1)
·       Volcanic: Always save the best for last. Heavy armor only and gives off soft red glow. Once per day wearer can make it erupt, with liquid Fire (1d6 damage) and smoke (concealment) affecting all adjacent squares. One round later, all 9 squares turn to difficult terrain. My dwarven foe hammer needs this in PFS. (Cost: +2--that's a steal!)

This review is getting long, so here are a few notes on magic armors. Armor of the Sands has cool flavor and good abilities--especially for a rogue that might end up in melee combat. The elephantshield is a shield fighter's dream. The gelugon armor adds an attack. (What's a gelugon? I need to look that one up!). All barbarians lust after the Mammoth hide and the wizard's mail is the magic armor that finally broke the game.  Our only salvation is that people who love to optimize caster's are unlikely to look in a book about melee fighters.  Hidden in plain sight!

You wanna fight me with that?
Weapon special abilities:
·       Culling: only on melee slashing weapons. Deals +2d6 damage on initial Cleave attack as well as any extras that you get. (Cost: +2)
·       Growing: once per day, item functions as if one size larger but without penalties for using larger sized item. (Cost: +1)
·       Shrinking: with command word shrinks to size of small dagger so can be more easily snuck around. (Cost: +1,000 gp)
·       Smashing: does extra 2d6 damage to inanimate objects, includes sundering. (Cost: +1 bonus)
·       Spell Siphon: steals one or more buffs from its targets if forego a critical hit. (Cost: +5 bonus)
·       Sticky: forego critical to make bonus steal combat maneuver to take opponent's weapon. (Cost: +1 bonus)

What about specific magic weapons? The Akitonian blade gives some cool low-gravity-style movement and Acrobatics bonuses. The riddling khopesh? Why that thing is just asking to be made into an intelligent weapon...

Wondrous Items and Spells
The amulet of quaking strikes allows the wearer to make a strike against the ground and do damage to everyone within a 20' radius. I like this, but a little similar to the foehammer's 13th level ability to me. The Arms of the Marilith look so much fun for a player, but like a GM looking for game balance's nightmare. The crown of challenge undermines the inquisitor's main class feature. The eyes of the liar, coming in at only 16K gold, grant a +5 to Bluff checks and immunity to detect thoughts. Standard evil villain gear from here on out. The vestments of war are cool for buffing channeling and fervor abilities.
As usual for Player's Companions, they've released some spells with awesome flavor.  What’s unusual for a Player’s Companion is that lots of the spells have general application.  Player’s Companions often have some really cool spells that would be totally awesome in one single corner case.  But, absent that, it’s not really that great.  That problem is not present here.  Upon reflection, these spells are all really great to be placed on scrolls—that way the PCs can decide to use them or learn them.  There are also a surprising number of druid spells on this list.  If you’re running a melee druid, fiery runes and vine strike should be given serious consideration.

I thought I’d try explaining it in table form:
Spell
General Applicability?
Flavor
Crunch
Notes
Maybe
Meh…generic “ward” keeps items in character’s possession.
DC of Sleight of Hand checks to remove items warded is increased by 20 and affected creatures gain +20 bonus to CMDs against disarm and steal combat maneuvers.
This is an example of a spell with weak flavor.  The items are just warded.  Granted it could be useful if you knew the party would be facing an enemy with tactics that involve stealing weapons, but you’ve got to know that to make it work.
Yes
An insubstantial spirit of force that resembles a cloudy vapor hovering around your fists or any melee weapons you hold appears.
When you use an attack/feat that normally applies penalties to your attack roll (fight defensively, Power Attack, etc.), this spell reduces the penalty by 1 for every five caster levels.
This is an awesome spell, especially for a buffing caster (note that it didn’t make it onto the bard or cleric lists).  If you’re supporting the party tank, what better role than to let her use her explosive options without incurring any of the normal penalties?
Yes
An illusory duplicate of you steps clumsily into an adjacent space, presenting a tempting target before winking out of existence.
Any creature threatening the moving illusory double must make a Will save or use an attack of opportunity on it.
This is also a good spell of general applicability.  It’s more of a corner case than blade tutor’s spirit or fiery runes, but it’s still a pretty useful option especially if you have another character that needs to move around the battlefield to do some raising from the dead or positioning themselves for a sneak attack/flank.
Yes
You turn one of your weapons into a two-dimensional object of length and height only.
You can still wield the weapon just fine at it now ignores all armor except for force effects.  Bludgeoning items do only half damage and are treated as slashing (weird mental image of a bad paper cut there).
In general, I like this spell.  It’s low enough level that it might actually be useful too.  I’m currently building an Aberrant bloodline sorcerer for PFS.  He fights with a longspear so that no one can hit him and this would be a fun little spell for him to try out.
Yes
The weapon is imbued with a magical rune of fire.
When the weapon hits something, the rune activates, doing 1d4+1 fire damage to the target for every two caster levels beyond third.
You’ve got to touch the melee weapon to place the rune on it, but the rune is good for 1 minute/level.  This should give buffing casters the option to cast early in combat or safely from behind a front-line caster.  Curiously, this spell isn’t on the magus list—that’s exactly the class I’d expect to benefit most from using this spell.
Maybe
Creates a melee weapon of your choice made of opaque force.
Acts like a masterwork weapon for 1 minute/level.
This is another corner case.  Again, if the PCs know that they might get disarmed, this is great.  If not, why use a spell slot to memorize it.
Maybe
Target weapon becomes a reservoir of evil spiritual energy drawn from those it defeats.
When the targeted weapon is used to reduce a living creature to 0 or fewer hit points, it gains a +1 profane bonus on damage rolls which increases by +1 for every subsequent creature downed.
The spell only lasts 1 round/level.  That’s not a lot of time to down a lot of creatures.  This spell would be better as a step up from magic weapon, where it would automatically grant the first +1 bonus and then add as it goes.  This would be a cool persistent effect to place on a magic weapon utilized by a final villain.
Yes
Your skin becomes more elastic, distributing crushing damage more efficiently.
All bludgeoning and falling damage taken is converted into nonlethal damage.
It’s a pretty good chance that the characters will be facing opponents dealing bludgeoning damage.  This is a good defensive spell.  At levels 4 and 5, it’s a little inaccessible.  I’d probably bring it down to level 3.
Yes
A shadowy afterimage trails behind a targeted weapon, potentially damaging foes even when the weapon itself misses.
Once per round, when the weapon misses a creature with the target weapon, the wielder can reroll the attack.  If the reroll hits, the afterimage hits for 1d8 cold damage + 1 per two caster levels.
This spell is dripping with flavor and its actually useful.  If your PCs decide that they need to invade Nidal for some reason—maybe they are going to visit the tomb of that Horselord from Tombs of Golarion—Kuthite fighters should be bolstered by this spell.
Yes
Bristles burst from your body, lodging in your opponent and blossoming into entangling vines.
Your natural attacks and unarmed attacks deal an additional 1d6 points of damage and any creature hit by them must succeed at a Reflex save or be entangled for the duration of the spell.
A druid/monk multiclass character would be cool thematically and could do some serious damage with this spell.  The save DC is going to be 12 plus Wisdom and other feat modifications.  The spell is subject to spell resistance though (how to apply?  Does it not do either the damage or just not the entangling?)


So that’s it.  I’ve walked all through the Melee Tactics Toolbox.  And, I have to say, I like the product a lot more after doing the review than I did after I read it but before writing the review.  Beforehand, I felt let down that Paizo hadn’t followed up with something to match the Ranged Tactics Toolbox.  Now, I don’t feel like they’ve surpassed the book’s ranged sister, but they’ve at least put up some decent material on the board.  There are some interesting feats in here and—I cannot say this enough—the combat action chart on the back inside cover is everything.  

4/5 stars.  Buy this book.

Wednesday, March 4, 2015

GM Appreciation Day

March 4 is GM Appreciation Day!  There are huge sales on just about every site in honor of the event.  And, as much as I love a good sale or an opportunity to steer people towards a good deal, I'd like to talk about my home group's GM today.

My home group's GM was my roommate in college.  He picked up the GMing duties at the end of the summer when my law classes started back this semester.  He's spent over a year working on his own campaign world.  And there are so many different underlying details to it.  We are still at a stage during the campaign when we only know the overlaying details.  But, the more I see, the more I like!

So, cheers to Parker!  He also works a podcast--Wrong Reel.  You'll learn everything about movies both recent and old.  Check it out when you've got a minute!

Here's an article about 25 things you, the player, can do to make your GM's life easier.  #1 hits home--I've vowed to do just that in a recent post!

Saturday, January 17, 2015

Player's Companion Review: Familiar Folio

So, what do we see inside the Familiar Folio?  It’s weirdly organized (pro tip: the familiars are not in the beginning of the book), but has some real gems in it.  Almost the first third of the book is devoted to intro content and to archetypes.  In fact, there are a whopping nine archetypes in this book and that doesn’t include the options to just give familiars to sorcerers (who do not get a new bloodline related to familiars, in case you are wondering).  The book does go a long way to help customize familiars and includes archetypes that familiars can take and feats for familiars.  Characters also have options to beef up their familiars, including specializing familiars in a wizard school for a feat, in a sorcerous bloodline in exchange for the 1st level bloodline power, or a witch’s patron in exchange for waiting on patron spells by one level.

There are also new familiars.  Some are so banal you’ll be shocked they weren’t already included, like chickens.  There are some fun tropical and Australian-inspired familiars.  Finally, there are three new monster bestiary entries that can function as either monsters or as improved familiars.  The front and back covers give comprehensive lists of all the possible familiars in the game, both standard and improved.  Further, inside the book is advice for reskinning a familiar from one type to another or even how to retain game balance while modifying a familiar to better reflect the animal’s real abilities.

The normal expected items and spells are in this book.  The spells are pretty much what you’d expect, though there are some surprisingly inventive drugs and other pieces of equipment.

Archetypes
This book just dives straight into archetypes.  First we have two pages of “Character Archetypes,” followed by two pages of “Caster Archetypes.”  I’m not sure what differentiates the two except that the character archetypes section includes both casters and non-casters.  What do all 8 archetypes presented have in common?  Surprise, surprise!  Everyone gets a familiar.  Personally, I think the ones in the character archetypes are better thought out.  The familiars for the Chosen One (paladin), Eldtritch Guardian (fighter) and Leshy Warden (druid) are all exceeding well thought out on a flavor level and do a good job balancing their new abilities for those that get traded out. 

For instance, the chosen one’s text mentions that she often doesn’t know that she’s a paladin at first level, merely that she is guided by her religious mentor (familiar).  By the time the chosen one reaches seventh level, her familiar unveils its true celestial form.  A paladin following an eagle sacred to Iomedae could be a lot of fun to play.  Perhaps a young Kellid girl develops a strong bond with an eagle that seems less afraid of her than of other animals.  One day, she feels the eagle is trying to lead her east.  Eventually she makes it to Mendev, where she plans to join the 5th Crusade.  And bam, you have a character seed for a Wrath of the Righteous campaign right there.  In one of my homebrew settings, the Kyrii Virtu are a group of forest dwelling humans.  Because the main human god there is a lawful good deity of home and community, my young eagle following chosen one could just as easily worship him.

The eldritch guardian and the leshy warden are both interesting takes on their particular base classes.  The eldritch guardian gains a familiar and, when the two can see each other, can share feats with his familiar.  He’s also much better attuned to detecting magical energy than the base class.  I really like the idea of trading out bravery for a +1 to mind-affecting will saves in general as well—it’s thematically within the archetype’s range and it also does a good job beefing up what’s generally considered one of the weaker classes.  The leshy warden does a good job incorporating the leshy (see Bestiary 3 pp. 176-180) wholistically into the class.  While I don’t love this archetype in particular, it gives me some ideas about trying to create a fey druid archetype that builds off of this base while using the fey creature template from Bestiary 3.

I don’t much care for the duettist, who trades several bardic abilities for the ability to share the use of his remaining performances with his familiar.  The beastblade magus was interesting—he must take a familiar as his first magus arcana.  Over time, he gets better and better at sharing touch spells with his familiar, first having the familiar deliver them and later even able to have a touch spell charged on the familiar and casting another spell.  The homunculus alchemist gives up far more than he gets—especially already being able to get a familiar through a discovery.  The synthesist witch looked interesting, but complicated.

I didn’t much care for the wizard archetypes—the familiar adept, the spirit binder and the pact magic adept.  Both get more specialized familiars, but must trade away all the wizard bonus feats and select an additional opposition school (even universalists). This seems like a lot to ask.    On the flavor front, however, archetypes do excel. The familiar adept gains spells through his familiar like a witch, while the pact magic adept’s familiar is heavily tied to a particular outer plane (of any alignment).  How to explain an evil familiar of an opposite alignment?  It’s trying to tempt it’s master into folly, of course! 

Finally, the spirit binder is REALLY interesting.  The spirit binder’s familiar used to be a close friend of relative whose spirit the wizard has caught and tied into an animal’s body.  The familiar even has some class levels as if it was a member of the former relative’s class.  The spirit binder gives up his bonus feats in favor of granting them to the familiar, who will adopt the skills of its inhabiting spirit as it progresses in power.  In my homebrew, there are a race of hyper-illusionist giant elephant men called the kaluski.  They are trapped into worshipping the wendigo.  As I read through this, I started thinking about how cool it would be if each tribe’s main wizard was a spirit binder and each of them had bound their predecessor in accordance with the wendigo’s wishes.  AND…that just became canon. 

Familiar Archetypes & School Familiars
That’s right!  The crazy kids at Paizo are giving you archetypes for your familiars as well.  Familiars gain levels according to the total of character class levels from classes that grant the familiar.  At first, I was a little dubious, the first archetype, the decoy, did not blow me away. But, there are some really interesting ideas here that modify your basic familiar.  In particular, I really enjoyed:
·      the figment archetype (the familiar is a manifestation of the master’s imagination),
·      the mascot (the familiar shares its bond with more and more party members as it gains levels), and
·      the sage (the familiar has INT of 5+its level and can make lots of untrained knowledge checks.

Skipping a section, we also get feats (School Familiar and Greater School Familiar) that allow wizards with a specialist school to get some awesome options for their familiars.  I have never been a big fan of specialist wizards (or of familiars, for that matter), but these feats could make things worthwhile.  The effects vary based on what school a wizard is specialized in.  While evocation did make out pretty well, it was nice to see some effects where I didn’t immediately think that the evocation and transmutation skills were the best.  It’s nice when enchanters and abjurers can have nice things too.

The book has also taken time to grant completely optional familiars to sorcerers (and anyone with sorcerer-like powers, such as a bloodrager) and witches (same).  Sorcerers trade their first level bloodline power for the familiar and a power associated to the bloodline for the familiar.  Witches gain a power for their familiar based on their patron, but must take their patron spells one level later.

In a list from most to least awesome (sort of, the top ones are all basically interchangeably awesome), here are the wizard school familiars:
·      Necromancy
o   Lesser: Whenever familiar successfully uses aid another for an ally’s attack, that attack deals full damage to incorporeal creatures.
o   Greater: Familiar is healed by negative energy as if undead.  Familiar is immune to energy drain.  Familiar is constantly under effects of a hide from undead spell.  Whenever familiar hits with a natural attack, the creature hit takes 1 negative level.
·      Evocation
o   Lesser: Energy Boost: Familiar gains resistance 10 to a selected energy type.  Whenever a spell with selected energy type is cast while caster is within 5 feet of familiar, it does bonus damage equal to it’s spell level.
o   Greater: Eldtrich Battery: Familiar becomes to immune to type of energy selected for lesser power.  If familiar is the target of an evocation spell of this energy type and cast by its master, the familiar can store the spell (including attached metamagic feats) and use the spell later as a spell-like ability.
·      Enchantment
o   Lesser: Manipulative Abettor: If familiar shares square with target of master’s enchantment spell, its DC increased by 2.
o   Greater: Puppet Master: Once per day familiar makes a melee touch attack.  If it hits, victim must make a will save (DC 10 + ½ familiar’s hit dice + familiar’s CHA modifier) of be affected as if by charm monster.  Effects last so long as the familiar remains conscious and within 5 feet of victim.  After an individual is affected once, immune to further uses of this power.
·      Abjuration
o   Lesser: Energy Block: Familiar gains energy resistance equal to half caster’s level to one type of energy and can share resistance with one ally within 5 feet of it
o   Greater: Disruptive Spirit: Whenever familiar hits an enemy with its natural attack, victim of attack is subject to dispel magic.
·      Illusion
o   Lesser: Illusory Maestro: Master can transfer control of illusion to his familiar for maintaining it.  This also increases DC of resisting the illusion by 1.
o   Greater: Phantom Swarm: As a standard action, familiar can appear to be a swarm.  Those who fail to disbelieve in it are subject to swarm attack of 1d6 + familiar’s CON modifier.
·      Divination
o   Lesser: Ever Ready: Familiar and master both roll initiative.  Master can assign which individual takes which initiative.  Familiar benefits from master’s forewarned school power and always acts in surprise round.
o   Greater: Greater Scry on Familiar: Master gains scry on familiar ability and can use it as if using greater scrying.
·      Conjuration
o   Lesser: Master’s Side: Familiar can return to master’s side 3+INT bonus as if using dimension door
o   Greater: Summoned Shell: Whenever master casts a Summon Monster N spell, the familiar can inhabit one of the summoned monsters for the duration of the spell
·      Transmutation
o   Lesser: Dispel bait: Caster imbues familiar with a spell from level of his choice, losing the spell.  If one of caster’s transmutations is going to be dispelled, the familiar is within 10 feet of it, and the spell stored is equal to or higher than the transmutation being dispelled, the familiar can use the stored spell to bring that transmutation back immediately.
o   Greater: Infinite forms: Once per day, familiar can polymorph into any familiar (but not improved familiars) of its choice, granting its master bonuses as if it were a different type of animal.

Approximating Familiars
We also get some advice on “approximating” familiars, which is the same thing as reskinning them.  This is actually super helpful—likely especially so for Pathfinder Society players who may or may not run into GMs that allow this sort of thing.  Now, it is clear that it can be done.  First off, they straight up endorse making changes from one animal to another when the changes are pretty obvious.  When not, they make some suggestions for how to do so without destroying the balance underlying the game.  Most of the advice is obvious, but it’s also probably good for those that don’t sit down and meditate on game design.

Feats
The book then gives feats for both masters and for familiars themselves.  Feats of interest include Familiar Bond, which lets any character gain a familiar; teamwork feats to let multiple casters deliver spells through each other’s familiars; and telepathic communication with your familiar.    There are also feats for the familiars themselves.  These include upgrades to all the familiar archetypes through a feat. 

New Items – Mundane, Alchemical, and Magical
First of all, we have some new drugs, which are always interesting.  Felines can now be affected by catnip.  There are hazemind concentrate (ingested) and hazemind mist (inhaled) which move their victims’ attitudes to others one step closer to indifferent.  Mundanity grease can temporarily sever the bond between master and familiar. 

The aquarium ball and the replenishing aquarium ball make it easier to transport aquatic familiars overland.  Featherleaf barding will help protect your familiar, and also grant some great bonuses to flying ones.  Finally, spell-sharing collars allow familiars and animal companions holding spells and spell like abilities from their masters to transfer the spells and abilities to other animals wearing attuned collars.

New Familiars
We get a whole slew of new familiars.  Some of them are  so common I’m surprised they aren’t already incorporated into the game, like the chicken.  The koala and the peacock are awesome, though not suprises that they haven’t been added quite yet.  The new improved familiars, the cat sith, the caypup, and the pseduosphinx are all awesome.  They also come with full bestiary entries and a GM could make so much trouble with a pack of cat sith in a small town or even a city.  The cat siths may or may not be loosely based on the cats from T.S. Elliott’s Old Possum’s Book of Practical Cats and the derivative musical Cats.  We’re also treated to some examples of truly exotic familiars like the ioun wyrd, the leopard slug, and the petrifern—the last of which is hilarious.  It’s a mobile plant that defends itself by petrifying—itself!  I can just imagine some great RP opportunities.  Paladin, “The orgre ambush has been defeated.  Time to head onwards.”  Wizard, “One second.  We have to wait for Petey the Petrifern to return to a mobile state.”  Paladin, “Not again.”

New Archetypes

Level
Chosen One (Paladin archetype)
Notes
1
Aura of good, detect evil, divine emissary, religious mentor

2
Lay on hands, smite evil 1/day
Lay on paws; smite evil 1 level late
3
Aura of courage, divine health, mercy

4
Channel positive energy, divine grace, smite evil 2/day
Divine grace 1 level late; lay on paws
5
Divine bond

6
Mercy

7
Smite evil 3/day, True Form

8
Aura of resolve

9
Mercy

10
Emissary’s smite, smite evil 4/day

11
Aura of justice

12
Mercy

13
Smite evil 5/day

14
Aura of faith

15
Mercy

16
Smite evil 6/day

17
Aura of righteousness

18
Mercy

19
Smite evil 7/day

20
Holy champion

Strikethrough = Ability replaced
Yellow = New Ability
Blue = Same ability, new level
Green = Ability modified

Level
Duettist (Bard archetype)
1
Bardic knowledge, bardic performance, cantrips, countersong, distraction, familiar, fascinate, inspire courage +1
2
Versatile familiar, versatile performance, well-versed
3
Inspire competence +2
4
Performing familiar
5
Inspire Courage +2, lore master 1/day
6
Suggestion, versatile performance
7
Inspire competence +3
8
Dirge of doom, harmonizing familiar
9
Inspire greatness
10
Jack of all trades, versatile performance
11
Inspire competence +4, inspire courage +3, lore master 2/day
12
Soothing Performance
13

14
Frightening tune, versatile performance, symphonic familiar
15
Inspire competence +5, inspire heroics
16

17
Inspire courage +4, lore master 3/day
18
Mass suggestion, versatile performance
19
Inspire competence +6
20
Deadly performance
Strikethrough = Ability replaced
Yellow = New Ability
Blue = Same ability, new level
Green = Ability modified

Level
Eldritch Guardian (Fighter archetype)
Class
Skills
Climb, Craft, Handle Animal, Intimidate, Knowledge (duneoneering), Knowledge (engineering), Perception, Profession, Ride, Spellcraft, Survival, Swim, Use Magical Device
1
Bonus feat, familiar
2
Bonus feat, bravery +1, share training, steel will +1
3
Armor Training 1
4
Bonus feat
5
Weapon training 1
6
Bonus feat, bravery +2, steel will +2
7
Armor training 2
8
Bonus feat
9
Weapon training 2
10
Bonus feat, bravery +3, steel will +3
11
Armor training 3
12
Bonus feat
13
Weapon training 3
14
Bonus feat, bravery +4, steel will +4
15
Armor training 4
16
Bonus feat
17
Weapon training 4
18
Bonus feat, bravery +5, steel will +5
19
Armor mastery
20
Bonus feat, weapon mastery
Strikethrough = Ability replaced
Yellow = New Ability
Blue = Same ability, new level
Green = Ability modified

Level
Leshy Warden (Druid archetype)
Notes
1
Green empathy, leshy caller, leshy familiar, nature bond, nature sense, orisons, wild empathy

2
Woodland stride

3
Trackless step

4
Leshy tender, resist nature’s lure, wild shape 1/day

5


6
Wild shape 1/day
Small and medium plant creatures only
7


8
Leshy tender, wild shape 2/day
Large plant creatures added
9
Venom immunity

10
Wild shape 3/day
Huge plant creatures added
11


12
Leshy tender, wild shape 4/day

13
A Thousand Faces, Spirit Whisperer

14
Wild shape 5/day

15
Timeless body

16
Wild shape 6/day

17


18
Wild shape 7/day

19


20
Wild shape (at will)

Strikethrough = Ability replaced
Yellow = New Ability
Blue = Same ability, new level
Green = Ability modified

Level
Beastblade (Magus archetype)
Notes
1
Arcane pool, cantrips, spell combat

2
Spellstrike

3
Magus arcana (familiar only)

4
Spell recall, Tandem touch

5
Bonus feat

6
Magus arcana

7
Familiar pool, knowledge pool, medium armor

8
Improved spell combat

9
Magus arcana

10
Fighter training

11
Bonus feat, familiar spellstrike, improved spell recall

12
Magus arcana

13
Heavy armor

14
Greater spell combat

15
Magus arcana

16
Counterstrike

17
Bonus feat

18
Magus arcana

19
Greater spell access

20
True magus

Strikethrough = Ability replaced
Yellow = New Ability
Blue = Same ability, new level
Green = Ability modified

Level
Familiar Adept (Wizard archetype)
Notes
1
Arcane bond (familiar only), arcane school, cantrips, extra opposition school, Familiar spells, focused school 1/day, scribe scroll
Uses familiar instead of spellbooks
2


3


4
Familiar lesser school power

5
Bonus feat, focused school 2/day

6


7


8
Familiar greater school power

9


10
Bonus feat, focused school 3/day

11


12


13


14


15
Bonus feat, focused school 4/day

16


17


18


19


20
Bonus feat, focused school 5/day

Strikethrough = Ability replaced
Yellow = New Ability
Blue = Same ability, new level
Green = Ability modified

Level
Homunculist (Alchemist archetype)
1
Alchemy, bomb 1d6, brew potion, homunculus familiar, mutagen, throw anything
2
Discovery, poison resistance +2, poison use
3
Bomb 2d6, swift alchemy
4
Discovery, experimentation
5
Bomb 3d6, poison resistance +4
6
Discover, swift poisoning
7
Bomb 4d6
8
Discovery, experimentation (2 points), poison resistance +6
9
Bomb 5d6
10
Discovery, poison immunity
11
Bomb 6d6
12
Discovery, experimentation (3 points)
13
Bomb 7d6
14
Discovery, persistent mutagen
15
Bomb 8d6
16
Discovery, experimentation (4 points)
17
Bomb 9d6
18
Discovery, instant alchemy
19
Bomb 10d6
20
Grand discovery, experimentation (5 points)
Strikethrough = Ability replaced
Yellow = New Ability
Blue = Same ability, new level
Green = Ability modified

Level
Pact Wizard Adept (Wizard archetype)
1
Arcane bond (familiar only), arcane school (extra opposition school), aura, cantrips, pact, pact summons, scribe scroll
2

3

4

5
Bonus feat
6

7
True form
8

9

10
Bonus feat
11

12

13

14

15
Bonus feat
16

17

18

19

20
Bonus feat
Strikethrough = Ability replaced
Yellow = New Ability
Blue = Same ability, new level
Green = Ability modified

Level
Spirit Binder (Wizard archetype)
1
Arcane bond (soulbound familiar), arcane school (can’t oppose necromancy), cantrips, lost talents, scribe scroll
2

3

4

5
Bonus feat, Lost talents
6

7

8

9

10
Bonus feat, Lost talents
11

12

13

14

15
Bonus feat, Lost talents
16

17

18

19

20
Bonus feat, Lost talents
Strikethrough = Ability replaced
Yellow = New Ability
Blue = Same ability, new level
Green = Ability modified

Level
Synergist (Witch archetype)
1
Cantrips, hex, symbosis, witch’s familiar
2
Hex
3

4
Hex
5

6
Hex
7

8
Hex
9

10
Hex, major hex
11

12
Hex
13

14
Hex
15

16
Hex
17

18
Hex, grand hex
19

20
Hex


Strikethrough = Ability replaced
Yellow = New Ability
Blue = Same ability, new level
Green = Ability modified