howandwhy99 said:How does this add up?
Well, scouting seems a bit implausible,
Hopping large ravines is right out,
And transferring touch spells is rather difficult (unless you toss your toad)
Which in my mind adds up to +2 Con bonus.
Feh. Scouting is a non-issue to a power-gamer. Let the classes that are optimized for scouting scout.
Transferring touch spells? Considering how vulnerable familiars are, and how detrimental it is to have one die on you, I can see why many mages don't avail themselves of this particular aspect of a familiar.
I used to be quite irked that one of my fellow players tucked his toad into his pocket and just assumed that it was nigh-invulnerable at that point (just like an object that's on the player's person). But as time wore on, I grew unimpressed with wizards and sorcerers in general, NOT because of defiiciences with their spells (which is what so many folks are whinging about now with the upcoming 3.5e revision), but with the fact that arcane spellcasters get jack for abilities besides spells. Wors HP, worst BAB, low skill points, screwed on armor, and little to no other class features besides spellcasting--pound for pound in oh-so-many ways they stack up inadequately to a druid or clerics list of features. I figure, let'em have the stupid toad. Hell, I've considered letting wizards and sorcerers in my campaign have d6 hit dice anyway.