Familiars are supernal creatures bonded to humans. Most familiars take the form of a size 1 (Tiny) animal, such as a bat, cat, raven or snake, with a few tells to indicate their supernatural heritage.
Familiars are minions, and so gain 2 actions in a round if you spend 1 action to command them.
If your familiar dies, you can spend 1 week of downtime to cast a ritual to replace them. You can have only one familiar bonded to you at a time.
Your familiar shares your defence skills.
Your familiar's ranks in awareness, acrobatics and stealth are equal to your ranks in Spellcraft plus your ability modifier in the ability score, as determined by the familiar's origin.
Your familiar shares your own ranks in all other skills. It doesn't have or use its own ability modifiers and can never benefit from an item bonus.
Your familiar has 2 Vitality for every 1 rank in Spellcraft you possess, and 1 Wound for every 1 rank in Spellcraft you possess.
Your familiar has an anima pool equal to your Spirit modifier + your modifier in the familiar's origin's ability score + 1/2 your ranks in Spellcraft.
As a full-round action, you can drain 1 point of Anima per 3 ranks in Spellcraft from your familiar and add it to your own Anima Pool.
Your familiar has low-light vision and can gain additional senses from familiar abilities.
It can communicate empathically with you as long as it is within 1 mile of you, sharing emotions.
Your familiar speaks and understands your first language. It can gain additional languages from a familiar ability.
Your familiar has a base speed of 1 Range. It can gain other movement types from familiar abilities.
When you bind a familiar, pick one of the following types of supernatural creature. This represents the supernatural realm you summoned the familiar from.
Your familiar is a digital being from Cyberspace.
Ability Modifier: Intelligence
Bonus: Your familiar knows 1 Technomancy Hack, and can expend its own anima to use this hack.
Your familiar is a bogeyman from the Netherworld.
Ability Modifier: Intelligence
Bonus: Your familiar's anima pool is only equal to your Spirit modifier + your Intelligence modifier. It also possesses a Terror Pool equal to your ranks in Spellcraft + Shadow. Follow the horror rules for Terror.
Your familiar also knows 1 Horror Nightmare and can expend its own terror to use this Nightmare.
When you select a familiar, it gains 2 of the following Familiar Abilities of your choice.
Accompanist: Your familiar helps you perform. Whenever you attempt an Entertainment check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, with an additional +1 bonus for every 5 ranks in Entertainment you possess.
Amphibious: It gains a swim speed of 1 Range.
Burrower: It gains a burrow 1/2 Range, allowing it to dig Size 1 holes.
Damage Avoidance: Choose one type of defence. Your familiar takes no damage when a failed hit would indicate the familiar takes half damage (such as a basic save); this doesn't prevent effects other than damage.
Darkvision: It gains darkvision.
Fast Movement: Increase one of the familiar’s Speeds to 2 Range.
Flier: It gains a fly Speed of 1 Range.
Gills: Your familiar grows a set of gills, allowing it to breathe water in addition to air.
Independent: In an encounter, if you don't Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn't work with valet or similar abilities that require a command, if you're capable of riding your familiar, or similar situations.
Manual Dexterity: It can use up to two of its limbs as if they were hands to perform manipulate actions.
Resistance: Choose two of your energy types. Your familiar gains resistance equal to half your ranks in Spellcraft against the chosen damage types.
Restorative Familiar: Your familiar can use 2 actions to give up some of its animating energy and heal you. It must be in melee range to do so. You restore a number of Vitality Points equal to 1d8+your ranks in Spellcraft. Your familiar can use this ability once per long rest.
Scent: It gaint scent (close range)
Skilled: Choose a skill other than Acrobatics or Stealth. Your familiar's modifier for that skill is equal to your level plus their origin's associated ability modifier, rather than just your level. You can select this ability repeatedly, choosing a different skill each time.
Speech: Your familiar understands and speaks one additional language you know.
Touch Telepathy: Your familiar can telepathically communicate with you, or with any other creature if they share a language, via touch.
Tough: Your familiar's maximum Vitality Pool increases by 2 per your ranks in Stamina (Con).