14 feats

Name ▲ Types Prerequisites Description
Decoy’s Misdirection Familiar Must have a familiar with the decoy archetype (see page 10). You can fool scrying attempts by using your familiar.
Emissary’s Emboldening Familiar Must have a familiar with the emissary archetype (see page 10). Your familiar lends you divine courage.
Familiar Bond Iron Will. You have learned a ritual that allows you to gain a familiar.
Far-Roaming Familiar Intelligence 13, must have a familiar. Distance can’t sever the bond between you and your familiar.
Figment’s Fluidity Familiar Must have a familiar with the figment archetype (see page 10). Your familiar can rework the dream-stuff it is made of.
Group Deliver Touch Spells Teamwork Group Shared Spells, must have a familiar with the share spells and deliver... You and your teammates can deliver touch spells through each other’s familiars.
Group Shared Spells Teamwork Must have a familiar with the share spells ability. Your allies can cast spells through each other’s familiars.
Guardian’s Return Familiar Must have a familiar with the protector archetype (see page 11). Your familiar can teleport to you when you’re in need.
Improved Familiar Bond Familiar Bond, Iron Will. Your familiar gains greater power.
Mascot’s Affection Familiar Must have a familiar with the mascot archetype (see page 11). Your familiar can bond with many creatures.
Mauler’s Endurance Familiar Must have a familiar with the mauler archetype (see page 11). Your familiar is harder to kill than most.
Polyglot Familiar Familiar Must have a familiar. Your familiar can speak with animals other than those of its own kind.
Sage’s Guidance Familiar Must have a familiar with the sage archetype (see page 11). Your familiar’s keen observations help you defeat foes.
Telepathic Link Must have a familiar with the speak with master ability. You can telepathically communicate with your familiar.