A familiar is a magical beast — formerly an ordinary animal — that bonds permanently with a spellcaster. It retains the base statistics of its animal form but gains Intelligence, improved natural armor, and a series of special abilities as its master advances. Wizards choose a familiar as their arcane bond (the alternative is a bonded object); witches receive one automatically and use it to store their prepared spells. Many archetypes, prestige classes, and the Improved Familiar feat extend familiar access to a much wider range of characters. Levels from all classes that grant familiars stack when determining familiar abilities.

Witch familiars are different. A witch's familiar does not merely assist her — it stores her spells. If her familiar is lost or killed, she loses access to all her prepared spells and cannot prepare new ones until the familiar is replaced (minimum 1 week). This is stricter than the wizard's bond: a wizard without his familiar can still cast from his spellbook normally. Witches must guard their familiars accordingly.

Choose a Familiar

Each familiar grants its master a constant special ability that applies at any distance up to 1 mile. Filter by what your build needs.

Bat Skill

Master gains +3 on Fly checks.

Cat Skill

Master gains +3 on Stealth checks.

Hawk Skill

Master gains +3 on sight-based and opposed Perception checks in bright light.

Lizard Skill

Master gains +3 on Climb checks.

Monkey Skill

Master gains +3 on Acrobatics checks.

Owl Skill

Master gains +3 on sight-based and opposed Perception checks in shadows or darkness.

Rat Save

Master gains +2 on Fortitude saves.

Raven Skill

Master gains +3 on Appraise checks. The raven can also speak one language of its master's choice (Su).

Toad Other

Master gains +3 hit points (permanent, not temporary).

Viper Skill

Master gains +3 on Bluff checks.

Weasel Save

Master gains +2 on Reflex saves.

Master Level Lookup

Familiar Stats by Master Level

Levels from all classes granting familiars stack.

1
Master Level
Nat. Armor Adj.
+1
Intelligence
6
Hit Points
½ master total
Spell Resistance
All abilities unlocked at this level:

Familiar Ability Table

Master Class Level Nat. Armor Adj. Int Special
1st–2nd+16 Alertness, Improved Evasion, Share Spells, Empathic Link
3rd–4th+27 Deliver Touch Spells
5th–6th+38 Speak with Master
7th–8th+49 Speak with Animals of Its Kind
9th–10th+510
11th–12th+611 Spell Resistance (master level + 5)
13th–14th+712 Scry on Familiar (1/day)
15th–16th+813
17th–18th+914
19th–20th+1015

Familiar Basics

A familiar uses its normal animal stat block with the following overrides. Its type becomes magical beast (not animal) for the purpose of effects.

Hit Dice For effects based on HD, use the master's character level or the familiar's normal HD — whichever is higher.
Hit Points Always equal to half the master's total HP (rounded down, not including temporary HP). This ignores the familiar's own Constitution and HD entirely.
Attacks Uses the master's base attack bonus (from all classes). Attack modifier uses the familiar's own Str or Dex (whichever is higher). Damage is normal for the familiar's kind.
Saving Throws For each save, use whichever is better: the familiar's base saves (Fort +2, Ref +2, Will +0) or the master's base saves from all classes. The familiar uses its own ability modifiers — it does not share the master's save bonuses from magic items or feats.
Skills For each skill, use whichever is better: normal animal ranks or the master's ranks. Uses the familiar's own ability modifiers in either case. Class skills: Acrobatics, Climb, Fly, Perception, Stealth, Swim.
Intelligence Set by the ability table (starts at 6, not the animal's base Int). As Int rises, the familiar may invest in additional skills and eventually speak.

Special Ability Descriptions

Alertness Level 1 Ex

While the familiar is within arm's reach, the master gains the Alertness feat (+2 on Perception and Sense Motive checks; +4 when the check is to notice or sense something). The familiar must be adjacent or on the master's person — 1-mile empathic link range does not qualify.

Improved Evasion Level 1 Ex

When subjected to an attack allowing a Reflex save for half damage, the familiar takes no damage on a successful save and only half damage on a failed save. Familiars start with Improved Evasion — they skip the basic Evasion step that animal companions work through.

Share Spells Level 1

The master may cast a spell with a target of "You" on his familiar as a touch spell instead of on himself — even if the spell does not normally affect magical beasts. The spell must originate from a class that grants the familiar.

Empathic Link Level 1 Su

The master has an empathic link to his familiar out to 1 mile. Only general emotions can be communicated — the master cannot see through the familiar's eyes. The master also shares the familiar's awareness of any items or places the familiar has a connection to (e.g., a place it has spent time in).

Deliver Touch Spells Level 3 Su

If the master and familiar are in contact when the master casts a touch spell, the master can designate the familiar as the "toucher." The familiar then delivers the touch spell as if it were the master — useful for delivering spells at range via the familiar's movement. If the master casts another spell before the touch is delivered, the held touch spell dissipates as normal.

Speak with Master Level 5 Ex

The familiar and master can communicate verbally as if sharing a common language. Other creatures cannot understand the exchange without magical assistance. This goes beyond the empathic link — actual words and information can be conveyed.

Speak with Animals of Its Kind Level 7 Ex

The familiar can communicate with animals of approximately its own kind — including dire varieties. Groupings: bats with bats; cats with felines; hawks, owls, and ravens with birds; lizards and snakes with reptiles; monkeys with simians; rats with rodents; toads with amphibians; weasels with ermines and minks. Conversation quality is limited by the other creature's Intelligence.

Spell Resistance Level 11 Ex

The familiar gains SR equal to master's level + 5. A spellcaster must succeed at a caster level check (1d20 + CL ≥ SR) to affect the familiar with a spell. This makes high-level familiars surprisingly resilient against targeted spells.

Scry on Familiar Level 13 Sp

Once per day, the master may scry on his familiar as if casting the scrying spell. The master sees and hears through his familiar with no save or SR check required — the familiar is automatically the subject.

Improved Familiars

The Improved Familiar feat lets a spellcaster replace their standard familiar with a more powerful creature. The new familiar uses the same familiar ability table and retains all familiar special abilities, but its base stat block, type, and natural abilities change entirely. Alignment restrictions apply to the master (e.g., an imp familiar requires a lawful evil master). Minimum caster level is the class level required to select the feat, not a prerequisite of the familiar's choice itself.

Familiar Type Alignment Required Min. CL Notes
Arbiter Inevitable (construct) Lawful neutral 7 Outsider subtype; SR, immunity to mind-affecting
Brownie Fey Neutral 7 DR 5/cold iron; spell-like abilities
Cacodaemon Outsider (daemon) Neutral evil 7 Soul gem ability; poison
Carbuncle Magical beast Any 7 Gem on forehead; telepathy with master
Cassisian Outsider (angel) Any good 7 DR 5/evil; immunity to acid, cold, petrification
Clockwork Spy Construct Any 7 Records sounds; immune to mind-affecting, disease, poison
Faerie Dragon Dragon Chaotic good 7 Breath weapon (euphoria); spell-like abilities; invisible at will
Imp Outsider (devil) Lawful evil 7 Poison sting; DR 5/good or silver; invisibility at will; change shape
Lyrakien Outsider (azata) Chaotic good 7 Bardic music (countersong, fascinate, inspire courage); DR 5/evil
Mephit Outsider (various) Neutral (any) 7 Multiple elemental subtypes (air, earth, fire, water, etc.); breath weapon
Nosoi Outsider (psychopomp) Neutral 7 Haunting melody; immune to death effects, disease, poison
Pooka Fey Chaotic neutral 7 DR 5/cold iron; change shape; intoxicating bite
Pseudodragon Dragon Non-evil 7 Sting (sleep poison); blindsense 60 ft.; telepathy
Quasit Outsider (demon) Chaotic evil 7 Poison claws; DR 5/cold iron or good; spell-like abilities
Silvanshee Outsider (agathion) Neutral good 7 Cat form; DR 5/evil; lay on hands; fly
Stirge Magical beast Any 5 Lowest CL of improved familiars; blood drain (Constitution)
Voidworm Outsider (protean) Chaotic neutral 7 Confusion sting; DR 5/lawful; immune to polymorph

Losing and Replacing a Familiar

If a familiar is dismissed, lost, or dies, it can be replaced after 1 week through a ritual costing 200 gp × wizard level that takes 8 hours to complete. Unlike animal companions, there is no XP cost — but the gp cost at high levels is substantial (4,000 gp at level 20).

A replacement familiar begins with all familiar abilities appropriate to the master's current level; it does not need to "catch up." However, any unique features of the previous familiar (a trained-in personality, a raven's chosen language, etc.) are lost — the new familiar starts fresh.