Menagerie Familiar
A menagerie familiar’s abilities are determined by the eldritch menagerist’s level and by the choices made using its evolution pool. Table: Menagerie Familiar Base Statistics determines many of the base statistics of the familiars. Each familiar possesses its original form, but are superseded by these base statistics. Menagerie familiars are creatures of their type for the purpose of determining which spells affect them. A menagerie familiar’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide (see p. 58), except with the following changes.
Intelligence Score: This supersedes the menagerie familiar’s Intelligence score if its score is lower than that listed below.
Special: This includes a number of abilities gained by all menagerie familiars as they increase in power. A menagerie familiar’s abilities are similar to those described in the Familiars description block of theCore Rulebook (see p. 82), except with the following changes.
Deliver Hexes and Touch Spells: This is exactly like the familiar’s deliver touch spells ability, except that it includes hexes as well. Only one familiar can deliver its master’s hex or a touch spell each round.
Menagerie Familiar Evolutions
The following evolutions are specific to the eldritch menagerist multiclass archetype, and cannot be used by other summoners.
1–Point Evolution
The following evolution costs 1 point from the menagerie familiar evolution pool.
Growth (Ex): A menagerie familiar grows in size to one size category larger. If growing from Diminutive to Tiny, the coterie familiar gains a +2 bonus to Strength, and it takes a –2 penalty to its Dexterity. This size change also gives the creature a –2 size penalty to its AC and on attack rolls, a +2 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The menagerie familiar must be Diminutive or larger to take this evolution. The eldritch menagerist must be at least 2nd level before selecting this evolution.
If growing from Tiny to Small, the menagerie familiar gains a +4 bonus to Strength, and a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and attack rolls, a +1 bonus to its CMB and CMD, 5-foot reach, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The eldritch menagerist must be at least 4th level before selecting this option. This option costs 2 evolution points.
If growing from Small to Medium, the coterie familiar gains a +4 bonus to Strength, a +2 bonus to Constitution, and a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The eldritch menagerist must be at least 6th level before selecting this option. This option costs 3 evolution points
This evolution can be used multiple times on the same familiar, up to a maximum of Medium size. This evolution cannot be used to make a menagerie familiar larger than Medium size.
Table: Menagerie Familiar Base Statistics