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Emissary (Familiar Archetype)

The emissary is touched by the divine, serving as a font of wisdom and a moral compass for its master.

Special Requirement: An emissary familiar can serve only a master who worships a single deity.

Emissary Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.

Divine Guidance (Sp)

An emissary can cast guidance at will.

This replaces alertness.

Share Will (Su)

Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.

This replaces share spells.

Domain Influence (Sp or Su)

At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.

This replaces deliver touch spells.