Using Familiars in Combat

Misirlou

First Post
So, one of the familiar's abilities that I'd always looked forward to was Deliver Touch Spells. Thus far, it's been disappointingly useless.
I chose a raven familiar, because I wanted a bird--having him fly around is pretty useful--and I thought the ability to speak a language would be really handy for various roleplay purposes.
He's been pretty cool out of combat, like scouting an encampment before we attacked it, or warning people that they were being followed. And I really want him to be able to do cool things in battle, too.

The problem is, his HP and AC are too low to take him anywhere near a fight. Even to fly in and out in the process of delivering a touch spell, the attacks of opportunity he'd draw are far too dangerous.
I'm coming upon 7th level, where I can get really cool touch spells like Bestow Curse.

Any advice on making a familiar a useful combat ally?
 

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Do you have any touch spells that would be usefull to cast on allies? Getting the familiar close to an enemy is a quick way to lose your familiar. If you really want to risk it, make sure to buff the familiar first. Give it a mirror image, for example. Sharing spells won't help much if you send it off to deliver spells, as it will likely get too far away from you, but you can cast spells on it that you could otherwise only cast on yourself.
 

If you are really into doing things with your familiar you should check out Dweomercraft: Familiars. It is also available as a pdf. I also just did a review on it a few days ago here on ENWorld. I liked it enough to give it a 5/5.
 

Sadly, if you are a full-classed wizard your familiar is never going to be a viable combat option, unless you're willing to accept the very real possibility that your familiar can be fairly easily killed.

That said, some ways you can make your familiar tougher:

* The Elemental Familiar spell (WoTC site, Spellbook feature).
* Improved Invisibility. Get a ring for your familiar at higher levels, or craft one.
* Shield Other cast on the familiar by the cleric (even better, the paladin.)
* Enlarge Person cast on yourself, and shared with the familiar. This will affect the familiar even though the spell wouldn't ordinarily effect a creature of its type, and enlarge it to the point where it won't provoke AoO's just moving into attack range.
* Take ranks in Tumble. Your familiar has all the skill ranks that you do. With a good Tumble bonus, your familiar can avoid AoOs entirely.
 

Yeah, a ring of invis for the familiar is nice, but when I get one, it will probably be for me. Still, the spell.

Tumble is a good idea. I was considering taking it anyway, it could be a lifesaver if I ever need to escape somebody.

The problem with Shield Other is the range.

*sigh* Even for fun roleplay, I think this is clearly not worth the risk of using a familiar for what could easily be done with a spectral hand.
 

In general, the only thing a familiar can do usefully in combat is deliver touch spells to allies. At least until you can shell out the cash for good items for the familiar.

Delivering a touch spell is a useful ability. Frex, you could rescue a fallen/surrounded ally and DDoor him to safety.
 

Imbue familiar with spell ability can make them useful in combat from time to time. Just use it carefully, so the familiar won't be targeted with nasty stuff.

Bye
Thanee
 

Familiar (raven) with Flyby attack, Tumble ranks and perhaps an Major circlet of blasting or other command word activated OMPFH items.

"What happens if I press this button?"
 

Darklone said:
Familiar (raven) with Flyby attack

Unfortunately, Familiars don't gain hit dice and thus, no feats.

Darkness is a good spell to cast on your familiar; it gives you and some of your allies mobile concealment without blocking your line of effect. Some other good spells to cast on your familiar are Magic Circle against evil and Silence [Cleric, Bard]. Invisibility helps if your familiar will merely be this flying buff machine, as none of its actions will end Invisibility.

You can cast a touch spell and have your familiar hold the charge before a major battle, giving you an extra spell in. Also, your familiar could Aid Another an ally. A single rank in tumble is useful in avoiding AoOs.

Stretching the rules a little, there are some situations where your character is under magical influence and is about to do something very stupid. In this case, if you are a small character, you could have your familiar(hopefully tiny and not dimunitive) try to trip you.

If your DM insists on having you act before your familiar, or vice-versa, you could simply delay until you or the familiar acts. Since you're on the same initiative, it shouldn't make a difference.
 

There's a spell in the Complete Warrior called augment familiar that is a pretty good buff. I don't have my book with me, but it's something like +4 AC, +2 attack, and maybe a bonus on saves as well.

Mage armor and shield are good standbys as well. What else... blur, displacement. Improved invisibility is obviously superb.

As for the familiar provoking AOOs because of its 0' reach - that's what the fighters are for. Let your familiar wait until another party member has provoked an AOO, and then move in for the touch spell delivery. Unless the monster has Combat Reflexes, it canonly make one AOO per round.
 

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