MerakSpielman said:
The odd thing is that most of the time, familiars vanish after they're acquired. They provide bonuses, and then their constant presence in the party is largely ignored.
True, but this is for a couple reasons:
1. A player in my first 3.0 campaign sent her hawk to scout out a warehouse. The hawk took an arrow, almost died, and the wizard character never again used her familiar in that way. Why would she? Familiars at any level are terribly vulnerable to the challenges the party faces. They shouldn't be seen as a combat asset, as they're not built for it.
2. With the right player, familiars can really add to the RP element. One player gave his gnome sorcerer a toad familiar named Milton. Milton was sarcastic, cynical, a lot of fun. On one occasion, the sorcerer character was dying. The player asked if his familiar could pull out a cure potion and pour it down his throat. Realistically, it couldn't. But it was so minor, and just the sort of thing a familiar would think to do, that I allowed it.
Another character took a mink (think weasel) familiar. When the entire party were captured and chained up, he convinced his familiar to go find the rogue's thieves tools. But later, when he wanted it to scout out the guardroom (all by its lonesome), the mink told his "boss" what he could do with that idea!
Familiars really can add a bit to a character, but it depends on the player and GM. As a GM, I never target a familiar unless the player is really asking for it. OTOH, if the player uses the familiar in minor ways to make his/her character interesting, I support it all the way.