Patryn of Elvenshae
First Post
Familiars do not level up. They advance only according to the familiar advancement table in the Wizard class description.
jefgorbach said:Volaran is correct: the specific overrides the general.
The Familiar section specifically states “For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.”
jefgorbach said:All of the core sample familiars begin with less than a full hit die (unlike their Master who has a full 1d4) clearly indicating they CAN gain additional hit dice and since the Familiar section does not specify otherwise, they follow the general rules for Improving Monsters which states each hit die gained increases a magical beast’s Fort and Reflex saving throws by one, provides an additional (2+ Int mod) skill points, and may increase its base size (with associated changes).
The PRD said:A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
The PRD said:Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
jefgorbach said:Thus unless I missed an errata or Pathfinder seriously changed it, -ALL- Familiars have:
* a type of Magical Beast
jefgorbach said:* 10-sided Hit Dice
jefgorbach said:* a base attack bonus equal to their Master's BAB. (instead of their total hit dice)
* have half their Master's total hit points regardless of their hit dice.
* use the better of their own or Master's saving throws. As magical beasts, they have Good Fortitude and Reflex saves.
The PRD said:Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
jefgorbach said:* Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. However they use the better of their own or Master’s skill ranks; applying their own modifiers.
The PRD said:Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
jefgorbach said:* provide their Master with a specific ability (such as a skill bonus) while within 1-mile of him.
* gain additional abilities detailed within the Familiar section based upon their Master’s class level
* Darkvision out to 60 feet and low-light vision.
* Proficient with its natural weapons only.
* Proficient with no armor.
* Magical beasts eat, sleep, and breathe.
jefgorbach said:Therefore the question is not whether Familiars can improve, but to what degree. RAW clearly states they can earn/gain additional racial hit dice and templates. It likewise states the Master must take the Improved Familiar feat if/when a template is applied.
jefgorbach said:I suggest this feat be expanded to allow familiars to become Classed like other sentient creatures of comparable intelligence (6-15 depending upon their Master’s level), imposing a Class level-cap equal to their Master’s level-2 per the cohort rules to prevent the possibility of the familiar overshadowing its Master, allowing the familiar to optionally retain excess experience points unassigned until their Master levels further or be applied to additional Hit dice with the corresponding benefits.
jefgorbach said:For example Apprentice Harold summons a hawk to be his familiar, gain a +3 on his own listen checks whenever its within 1-mile. In exchange, the hawk transforms into a magical beast, gaining the standard abilities. As such, it uses its newly discovered abilities and racial skills to help Harold navigate a number of low-level situations, and help him avoid a number of what would have been overwhelming odds. Such events eventually compound into enough XP for the hawk to gain another hit die, improving its Listening skill by 2pts.
Eventually Harold reaches level 3 and selects the Improved Familiar feat to imbue his hawk with the Celestial template, providing it with Acid Resistance 5, Cold 5, Electricity 5; SR 7; and allowing it to use Smite Good once per day.
By this time, the hawk has gained sufficient Xp to increase another hit die, but instead decides (having an Int:7) to become a Rogue, applying its initial 32 skill points learning to fly (move) silently, search, and improve its Spot/Listen skills. It selects Improve Natural Attack for its first level feat to increase its talon damage from 1d4-2 to 1d6-2.
Harold spends the next several months scribing scrolls between rather mundane adventures, during which the hawk makes some lucky sneak-attacks earning enough Xp to advance further. However Harold has not, so rather than increasing its racial hit dice, the hawk opts to leave the points unassigned until Harold gains a level so it further its own career, gaining the rogue's evasion class ability.
Since nothing in the Familiar section (either specifically or implicably) states they are incapable of self-improvement, they would advance according the to Improving Monsters section like other magical beasts -- which states it could do so “by adding character classes, increasing a monster’s Hit Dice, or by adding a template” and that “these methods are not mutually exclusive— it’s possible for a monster with a template to be improved by both increasing its Hit Dice and adding character class levels."
I could see a Familiar's HD being greater than a mage's level in one case from 3.5 Races of the Wild splatbook. It has a prestige class called Arcane Hieropant, a Wizard/Druid combo class. You dismiss your normal familiar and treat your animal companion as a familiar. You take you animal companion and add familiar abilities to it, even giving it 1/2 your hit points unless it already had more, which is likely. The prestige class stacks with druid for animal companion's abilities and with wizard for familiar's abilities.
The quickest you could get this prestige class is about level 8 by Druid 3/Wizard 3/Mystic Thaumaturge 2, I think. Effectively druid 5 for animal companion's abilities and wizard 5 for familiar's abilities.
Over all my point is that if you multiclass any way, your wizard level does not increase for familiar unless it is specifically says so. The vast majority of 3.5 Prestige classes did not add the wizard/sorcerer's effective level for familiars abilities. And sometimes multiclassing and/or prestige classes leads to the familiar's HD increasing greater than a wizard/sorcerer's effective level.
The PRD said:Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
I am just saying that if someone digs deep enough into 3rd party 3.5 material and/or homebrew, someone may find an animal companion that will have greater HD than character level of a Arcane Hieropant, when you add the extra hit dice a druid animal companion gets.This is kind of a quick one.
For this particular familiar ability, their effective HD is their master's character level rather their class level or caster level. So the familiar of a Fighter5/Wizard5 would have 10 virtual hit dice for effects that are related to hit dice (Sleep spells, Blasphemy, etc).
If it were class level-dependent, it would make a bit more sense to me.
I am just saying that if someone digs deep enough into 3rd party 3.5 material and/or homebrew, someone may find an animal companion that will have greater HD than character level of a Arcane Hieropant, when you add the extra hit dice a druid animal companion gets.
1) You have to be at least Druid 3/Wizard 3 and may still be lacking the skills ranks to get in to Arcane Heiropant. You still may be lacking be lacking ranks for level in 3.5 at this level. You need 8 ranks of Knowledge (Arcane) and Knowlede (Nature). Doable but tough at 2 skill ranks per level and the need to take the Arcana skill cross-classed half the time.That might have been the case in 3.5e or 3.0e, but in Pathfinder even the druid's animal companion (and so the Paladin and Cavalier's mounts), all have HD based on the chart, not the bestiary entry.
After 2nd level, the HD of the animal companion is equal or lower to the character anyways. Even if you were to multiclass a Druid 1, Wizard 1, Arcane Heirophant 1 (which I would assume is not possible), you'd be looking at having 3 class HD with a 2 or 3 HD companion as your familiar...
In earlier 3e editions, animals as class features had the potential for higher HD. They don't anymore in Pathfinder.
The text for Hit Dice in the familiar section in Pathfinder is exactly the same, word for word, as the 3.5e entry. This is simply a case of a copy/paste from one edition to the next, where the text isn't exactly applicable anymore, but since it doesn't really impact anything, doesn't warrant an errata.