Bloodline Familiars Expanded

Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline. This replaces the 1st-level bloodline power granted by the character’s bloodline.

The Paizo list gives options for some of the popular bloodline choices, and yet, many are unaddressed; while Paizo does encourage GMs to use their options as the basis to develop more of their own, that I know of no one has come up with a concise list to address the rest until a player brings it up and asks.

So below is a list that builds on the original bloodline familiar options, expanding it to cover more of the 1p and 3pp bloodlines as an easy reference. Feel free to modify as you care to fit the balance of your campaign. Original bloodline familiars are indicated with a †, with any alterations for our campaign. The original 1pp bloodline familiars list is here.

Paizo Bloodlines

†Aberrant—Squeezer (Ex): The familiar gains the compression ability, allowing it to move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

† Abyssal—Grotesque Appendages (Ex): The damage dice of each of the familiar’s natural attacks increases by one die step.

Accursed—Curse Touch (Su): Your familiar gains a banal touch; upon a successful touch attack, the target suffers a -2 penalty to their saving throws against your spells, and a -2 to their attack rolls and skill checks made against you or your familiar. This touch can be the same touch used to deliver your touch attack upon the same target, in which case the penalties are applied before the charge from the spell is delivered. This curse lasts until the first saving throw, attack roll or skill check made against you or your familiar. The familiar can deliver this touch a number of times per day equal to 3 + your Charisma modifier.

Aquatic—Amphibious Familiar (Ex): The familiar can breathe water for a number of hours per day equal to half its master’s witch level. These minutes need not be consecutive, but they must be spent in 1-hour intervals. If the familiar can already breathe water, it can breathe air for the same duration. If the familiar is touching someone unable to breathe water, it conveys this ability to the creature for the same duration. At 7th level, the familiar gains a swim speed of 30 feet (or a land speed of 30 feet if it already has a swim speed) while using this ability. At 15th level, the familiar can move through water as though under the effects of freedom of movement while using this ability.

†Arcane—Spell Catalyst (Su): Spells you cast that target your familiar are treated as having a caster level 2 levels higher than your actual caster level.

Astral—Translocator (Su): Your familiar can blink from one spot to another within line of sight of its master as a move action. The familiar can do this each day up to 30 feet, plus an additional 10 feet at 3rd level and every odd level thereafter. The familiar does not have to use all this distance at once, but does have to use it in 10-foot increments.

Black Blood—Familiar (Ex): Your familiar acquired the immunity to the effects of the black blood, rather than yourself, and when it delivers your touch attacks, three times per day it can do so from up to a 5 foot additional reach. This allows for tiny creatures to touch from an adjacent square, and for any larger familiar to have reach for that touch attack.

Boreal—Chill Touch (Sp): Your familiar has the ability to cast Chill Touch once per day at a sorcerer level equal to yours. While the familiar is holding charges of this spell, he can not deliver other touch spells for you; delivering one of your touch spells effectively ends this one. 

†Celestial—Heavenly Touch (Su): A number of times per day equal to 3 + your Charisma modif ier, your familiar can grant fast healing 1 to an allied creature it’s touching. This effect lasts a number of rounds equal to your Charisma modif ier (minimum 1) or until the familiar stops touching the creature, whichever comes first. At 10th level, the familiar grants fast healing 2 instead. At 20th level, the familiar grants fast healing 3 instead.

Daemon—Tiring Touch (Su): Your familiar’s successful touch attack can leave the target of the touch fatigued. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. Since this spell is instantaneous, the effect cannot be dispelled. Spells or actions that relieve fatigue will work normally on the subject. The familiar can do this touch a number of times per day equal to 3 + your Charisma modifier. This touch can be the same touch used to deliver a touch spell from its master, but it cannot affect a target who is already fatigued.

Deep Earth—Earthen Flesh (Ex): Your familiar has DR 3/Magic. At 10th level this increases to DR 5/adamantine. This damage reduction does not stack with other damage reduction effects such as Stoneskin, however it is applied to the damage first before passing it onto the additional effects.

†Destined—Foretold Touch (Su): The familiar gains a +1 luck bonus on attack rolls to deliver touch spells, and the DC of touch spells delivered by the familiar increases by 1. These benefits increase by 1 at 10th level and again at 20th level.

Div—Sundering Ward (Su): Any manufactured weapon that makes a successful attack against the familiar must make a fortitude save, or gain the broken condition. This ward may affect such an object a number of times per day equal to 3 + your Charisma modifier. The familiar can choose to lower or raise this ward as an immediate action.

Djinni—Aerial Familiar (Su): Your familiar gains the Air subtype, and gains a fly speed equal to its land speed with good maneuverability (if the creature already had a fly speed, the maneuverability increases to perfect). At 10th level, this increases to twice the familiar’s land speed. At 20th level, this increases to three times the familiar’s land speed.

Dreamspun—Dream Mist (Su): Your familiar gains a breath weapon in a 5-foot cone that causes anyone that fails a Fortitude save to fall into a haze of daydreaming. This results in the targets becoming fascinated and dazzled for 1d6 rounds. The familiar may use this breath weapon a number of times equal to 3 + the master’s Charisma modifier, and the save DC is equal to (10 + half your sorcerer level + your Charisma modifier).

Ectoplasm—Ghost Form (Su): Your familiar may partially phase into an ethereal state a number of times per day equal to 3 + your Charisma modifier. This state is the equivalent of a Blur effect and grants a 20% miss chance when the familiar is targeted and lasts as many rounds your Charisma bonus.

Elemental—Dualistic Energy (Su): When your familiar delivers a touch spell that deals energy damage of a type other than your chosen energy type, your familiar can choose to alter the spell so that half of the energy damage dealt is of the spell’s original type and the other half is of your chosen energy type.

Efreeti—Fire Familiar (Ex): Your familiar gains the Fire subtype, which grants it immunity to fire, but vulnerability to cold.

†Fey—Amusing Familiar (Su): The familiar can fascinate other creatures as the fascinate bardic performance, treating your caster level as its bard level and using your Charisma modifier for the purpose of calculating the Will save DC. The familiar cannot perform any other actions while using this ability.

Ghoul—Necromantic Amplifier (Su): When your familiar delivers a touch spell of the Necromancy school, the save DC of the spell is one higher. If the spell has no save DC, then the effective caster level is 1 higher.

Hag—Hexer (Su): Three times per day, the familiar can deliver a curse with its touch, causing the target to take a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects for a number of rounds equal to its master’s level. The save DC is equal to 10 + half your sorcerer level + your Charisma modifier. The familiar can resolve this touch attack before delivering your touch spell in the same action.

Harrow—Lucky Mascot (Su): Three times per day, while an individual is in contact with the familiar, that individual can reroll a d20 roll as an immediate action and take the better result. It does not have to be the same individual touched each time the effect takes place.

Imperious  (Human)—Ancestral Channel (Sp): Your familiar is a gift to you from your ancestors of old, and a link to them. Once per day, you can contact your ancestors for insight through your familiar. This is the equivalent of a Commune spell.

Impossible—Death Cheater (Ex): Your familiar gains the Diehard feat as a bonus feat.

†Infernal—Hellish Aura (Su): Animals don’t willingly approach the familiar unless the animal’s master succeeds at a DC 15 Handle Animal, Ride, or wild empathy check. This DC increases to 20 at 10th level, and to 25 at 20th level. Animal companions, familiars and mounts are immune to this effect.

Kobold (Kobold)—Trapfinder (Ex): Your familiar gains the Trapfinding ability of a rogue equal to your sorcerer level. When in contact with its master, it confers the ability to disable magical traps.

Kyton—Regenerating Familiar (Su): Your familiar has the regenerative abilities of your chain wearing progenitors. It gains fast healing 1. At 10th level this increases to fast healing 3. At 20th level it becomes fast healing 5.

Maestro—Inspiring Muse (Su): Your familiar’s voice can rally allies’ morale, which functions as the Inspire Courage bardic performance treating your sorcerer level as its bard level for the number of rounds and the effect. The familiar cannot perform any other actions while using this ability.

Marid—Water Familiar (Su): Your familiar gains the Water subtype, and gains a swim speed equal to its land speed if it doesn’t already have a faster swim speed; it can move in water without making Swim checks. A water familiar can breathe underwater and can breathe air as well.

Martyred—Reincarnation (Su): Should your familiar perish, rather than the penalties for the death and reacquisition of the familiar, in 24 hours your familiar is reincarnated. The GM randomly determines the new type of familiar, and your familiar retains its memories, and regains any improvements upon the previous incarnation of the familiar.

Medusa—Stone Touch (Su): Your familiar’s touch is enough to cause a target’s limbs to briefly stiffen, causing the target to be staggered for 1 round. The save DC for this is equal to 10 + half your Sorcerer level + your Charisma modifier. The familiar can deliver this touch at the same time as delivering one of your touch spells.

Nanite—Nanite Cluster (Su): A cluster of your nanites manifests into your familiar. Regardless of the creature that it chooses to manifest as, the Nanite familiar can meld in and out of your form. Melding with you or turning back to normal familiar form is a move action for your familiar. When melded, the familiar does not count as a creature separate from you. It continues to grant its special familiar ability while melded, but otherwise has no abilities and can take no actions except to transform back into the chosen creature.

Oni—Oni Resilience (Ex): Your familiar gains fast healing 1. At 10th level this increases to fast healing 3. At 20th level it becomes fast healing 5.

Orc—Bestial Familiar (Ex): Your familiar gains the Mauler archetype; in addition your familiar may enter a state of rage like that of an Unchained Barbarian equal to your sorcerer level for a number of rounds per day equal to 6 + your Charisma modifier

Pestilence—Contagion Carrier (Ex): Your familiar can make a melee touch attack to inflict a painful, itching rash on a target creature. The target is sickened for a number of rounds equal to half your sorcerer level. The target can spend a move action scratching furiously at the rash to remove the sickened condition — which draws attacks of opportunity — before the duration expires. This touch can be done in the same action as delivering one of your touch attacks. The familiar can do this a number of times per day equal to 3 + your Charisma modifier.

Phoenix—Ashen Rebirth (Su): The Phoenix bloodline familiar must be some sort of bird or avian creature. Should your familiar ever perish, rather than needing to find another familiar, and suffering the penalties of the loss of your familiar, your familiar will be rebirthed after you’ve completed your 8-hour rest to refresh your spells. The familiar only has 1/4 of their master’s hitpoints for 24 hours after this rebirth, during which time if the familiar should perish again, then the death is permanent. After your next 8-hour rest following the rebirth of the familiar, it will once again have half the master’s hitpoints and again be able to be reborn.

Possessed—Dazing Touch (Su): Your familiar can make a melee touch attack as a standard action. The target must succeed at a Will save or be dazed for 1 round. The save DC is equal to 10 + half your sorcerer level + your Charisma modifier. The familiar can make this touch attack as a part of delivering your touch spell, and can make this touch attack a number of times equal to 3 + your Charisma modifier.

Protean—Disorienting Breath (Su): Your familiar can exhale a cloud of disorienting gas in a 15 foot cone. Any target that fails a DC14 Will save is confused for 1d4 rounds. The affected targets(s) may make an additional save at the start of each turn as a standard action in attempt to shake off the effect. The familiar can use this breath weapon a number of times equal to 3 + the master’s Charisma modifier.

Psychic—Telepathic Conduit (Su): Your familiar can act as a telepathic channel between you and another creature of 3 Intelligence or greater, by coming in contact with the other creature. So long as the other creature and the familiar are in contact with each other, you may trade messages with the other creature in phrases of 20 words or less, similar to the Sending spell. This is a language-dependent effect.

Rakshasa—Feline Familiar (Su): Your familiar can change its shape — regardless of its natural form — into that of a tiger striped tabby cat as a standard action, as if affected by the Beast Shape II spell. The change is continuous until it reverts to its natural form, is sleeping, unconscious or dies; reverting its form is also a standard action, and this can be done up to three times per day.

Salamander—Fire Shield (Su): As an immediate action, your familiar can activate a fiery ward to surround itself, dealing fire damage of 1d4 + your Charisma modifier to anyone who strikes the familiar with a natural weapon or a melee weapon without reach. The familiar can do this for a number of rounds equal to 3 + your Charisma modifier. These rounds to not have to be used at once, but they do have to be used in one-round increments until the end of the familiar’s next turn.

Serpentine—Venomous Familiar (Ex): Your familiar gains a venomous bite attack that does the bite damage according to its size, plus poison (save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves). The familiar can use this bite attack to deliver one of your touch spells, though must succeed in a normal melee attack to do so. Targets that are immune to poison are immune to the poison effect.

Shadow—Shadow Meld (Su): The Shadow familiar can meld with your shadow. Melding with your shadow or turning back to normal familiar form is a move action for your familiar. When melded, the familiar does not count as a creature separate from you. It continues to grant its special familiar ability while melded, but otherwise has no abilities and can take no actions except to transform from shadow into creature.

Shaitan—Earthen Flesh (Ex): Your familiar has DR 3/Magic. At 10th level this increases to DR 5/adamantine. This damage reduction does not stack with other damage reduction effects such as Stoneskin, however it is applied to the damage first before passing it onto the additional effects.

Shapechanger—Malleable Appearance (Sp): The familiar is able to transform itself as a standard action. For a number of minutes per day equal to your sorcerer level, the familiar can alter its form to that of different creature of its type and size. The duration doubles at 7th level, and triples at 16th level. This duration need not be consecutive, but it must be used in 1 minute increments. For instance, a cat familiar could change into any Tiny animal. This effect is equivalent to the beast shape I spell with the additional limitations above.

Solar—Angelic Wings (Su): The familiar can sprout feathered wings, granting it a fly speed of 30 feet with average maneuverability for a number of minutes per day equal to half your caster level (minimum 1). These minutes need not be consecutive, but they must be spent in 1-minute increments. At 10th level, the familiar’s fly speed increases to 60 feet with good maneuverability. At 20th level, the familiar’s fly speed increases to 90 feet.

Sphinx—Feline Form (Sp): Your familiar can take the form of a cat common to the lands of Mulhorand at will as a standard action. This does not alter the familiar benefit granted to you by the creature in its natural form.

Starsoul—Illuminating Familiar (Sp): Your familiar can cast Faerie Fire as a sorcerer equal to your sorcerer level 3 times per day.

†Undead—Unliving Physiology (Su): The familiar is alive, but is treated as undead for all effects that affect undead differently from living creatures, such as cure spells and channeled energy.

Unicorn—Safeguarding Familiar (Sp): Once per day, the familiar can grant the effects of sanctuary to itself and a creature it touches, treating your sorcerer level as its caster level for determining its effects. Should the familiar lose contact with another warded creature before the duration of the Sanctuary expires, the effect ends for that creature immediately. It can use this ability an additional time per day at 7th and 15th levels.

Verdant—Verdant Familiar (Ex): Your familiar gains visible plant-like traits, and gains a +1 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. This bonus increases by +1 every 4 levels to a maximum of +4 at 16th level.

Vestige—Ancestral Channel (Sp): Your familiar is a gift to you from your ancestors of old, and a link to them. Once per day, you can contact your ancestors for insight through your familiar; this is the equivalent of an augury spell. At 11th level, once per week the familiar can make this connection with the effects of a commune spell.