Pathfinder 1e
Pathfinder 1e leaves you a lot of rulings. Familiar writes down the ones you made.
A Pathfinder 1e table in 2026 is a table that stayed. Six volumes of an Adventure Path run somewhere between twenty and fifty sessions, and by the end the campaign has a history of its own: a call you made in the first year and have to keep making, an NPC who came back, a house rule that outlived the player who asked for it. The pf1 system does the arithmetic under all of that, and does it thoroughly. The history is the part nobody automated.
What the pf1 system works out, and what it has no way to notice
Start with how much of this game is already handled, because it is more than most people outside it assume. Base Attack Bonus adds itself up across your classes. CMB and CMD, the three saves, touch and flat-footed AC, skill ranks against class skills, encumbrance: all derived off the sheet, all recomputed the moment something changes. Bonus types stack or refuse to stack by their own rules, which is the single fiddliest piece of arithmetic in this game and it is simply gone. A full attack builds its own sequence down the iteratives. Damage reduction and energy resistance come off before a total lands. Buffs are items with real durations, and they expire on the turn they are supposed to expire on.
So the arithmetic is not the problem. What none of it can do is notice, and this is a game that quietly asks a GM to notice a great deal over a very long time.
A recomputed sheet has no opinion about the ruling you made in session twelve. Nothing in the system knows the party is running two magic items behind what the encounter math assumes they have, or that the merchant who is about to walk in has been described once before, eight months ago, by you, differently. Those are all record problems, and a record is the thing Familiar keeps.
What it reads is your own world and nothing else: the packs installed in it, the journals you wrote, the notes from the session before last. On this system that matters more than usual, because pf1 ships one creature pack called Basic Monsters and everything else at your table arrived because you brought it.
- A ruling written down the night you made it, in the words you used, and readable again three years later
- NPCs given a voice and a want, and kept sounding like themselves across a campaign that changes tone twice
- The scene around an encounter you already prepped: the room, the weather, the light, the noise from the street
- Party gear read straight off the sheets, item by item, so the wealth question stops being a guess
- Session notes written as the session happens, rather than at midnight from memory
The jobs that survive all that automation
None of these is arithmetic. The pf1 system took the arithmetic years ago and it is not giving it back. What is left is continuity, and continuity is the thing a long campaign runs out of first.
Every one of them has the same shape: something was true once, and the only copy of it was in your head.
- A rules call you made in the first volume, now up again, and two players remember it differently
- A returning player who missed the last two sessions and needs the thread, not a tour of every room
- An NPC out of a volume you finished eight months ago, back with the same name and the same grudge, and only a scribbled note to go on
- The question of whether the party is anywhere near the gear the encounter math assumes, which nobody has checked since level six
- Four creatures in the same fight, three of them marked with something, and no reliable memory of which one shook off what
One ask, mid-fight, that this system can actually take
Conditions are the clearest place to see the split on a pf1 world, because here they are real, mechanical, and switchable from chat. The ask is a sentence typed while the table argues about something else. "Mark the three in the front rank as shaken, then write down that the captain has offered terms."
What comes back is not a claim that it worked. Familiar reads the status list this world registers, toggles that condition on for the three tokens, then goes back to each token and reports what actually stuck. If one of them did not take it, that is what the reply says.
The pf1 system carries the rest from there. Each of those conditions is backed by an effect the system owns, so the modifiers land where they land and come off when the system says they come off. Nothing is nudged from outside.
The note goes onto a page in your own world in the same breath, in the words that were used at the table rather than a tidied version of them. Four months later, when someone asks what the captain actually offered, the answer comes off that page.
The dice around all of this stay where they were. So does the initiative, and so does every number on a sheet.
Install Familiar from Foundry's package browser, connect your assistant, and it is at your Pathfinder 1e table.
Two editions, one name, and only one of them is yours
Every system on this site has to be recognised before it can be helped with. This one has a harder version of that problem than any of its siblings, and it has nothing to do with Familiar. Ask a language model about Pathfinder and it has every reason to answer about the edition still being printed. Terms that changed meaning, terms that were retired, a maneuver system rebuilt from the ground up: the newer game is a different game that happens to share a word.
A GM here spots that in one sentence. Getting flat-footed AC or the Combat Maneuver Defense wrong is not a small slip at a table where the players built their characters around exactly those numbers, and confident-and-slightly-off is the failure mode that costs the most trust.
Two things push against it, and neither is a setting you have to find. Every request out of a pf1 world carries a standing instruction that names the system, states plainly that this game's rules are not something the model has memorised, and sends the lookups to the compendium and journals in your own world. And the starter below, offered the moment Familiar sees that world, opens by naming the edition and listing its own vocabulary: Base Attack Bonus and iterative attacks, CMB and CMD, the three saves, skill ranks, touch and flat-footed AC.
The line in that starter doing the most work is the last one, and it is not about vocabulary at all. It says to recall past events from the written notes rather than from memory, and to say so plainly when something was never recorded. On a campaign this old that instruction is worth more than the glossary above it.
The starter also asks for feats, combat maneuvers and class features to be run by the numbers rather than by feel. That is a sentence written for this edition specifically, and it is the closest thing the module has to a statement of respect for what your players built.
Where the rules engine stops
On Pathfinder 1e, Familiar runs everything around the rules, and the rules are the one thing it does not touch.
Refereeing the rules is D&D 5e (2024) only. In combat the tracker, the turns, and the tokens still work; the rulings stay yours.
One setting to change: turn the combat auto-pilot off in Familiar's settings. It drives NPC turns through the 5e engine, so it does not know your system; the monsters' turns stay yours to run. Playing solo, that is the part you will feel.
This table is read from Pathfinder 1e's own data model and Familiar's shipped code. It has not yet been run at a live Pathfinder 1e table, so nothing here is described as observed.
| What you are asking for | On Pathfinder 1e |
|---|---|
| Story, NPCs, scenes, audio, memory | Yes, all of it: scenes, lighting, weather, audio, NPC voices, images, transcription, journals, campaign memory, and your own compendia |
| Reading a character | Your system's own sheet, passed through untranslated, with items grouped by their own type names |
| Hit points | Read from your sheet's own attributes.hp. Applying damage stays with your system |
| Refereeing combat | No. Pathfinder 1e resolves it, and the rulings stay yours |
| Rolling initiative | Familiar declines it out loud and points you at Pathfinder 1e's own interface, before anything touches the combat |
| Conditions | Can be toggled on a token from chat |
| Table Rules starter | Written for Pathfinder 1e, offered first when Familiar sees your world |
| Foundry system id | pf1 |
The starter your table begins from
Familiar carries a Table Rules field per world, under Settings, System Rules. Whatever you put there is appended to every request, and it reaches your MCP client too.
Pathfinder 1e has its own starter, offered first when Familiar sees your world. It is a starting point rather than a ruleset: the terms, the table culture, and slots for your setting, your tone, and your house rules. Paste it, then cut what does not match your table.
We play Pathfinder First Edition. Use its own terms: Base Attack Bonus and iterative attacks, Combat Maneuver Bonus and Defense (CMB and CMD), Fortitude, Reflex and Will saves, skill ranks, touch AC and flat-footed AC. Look rules up in this world's compendium and journals, and defer all rules calls to the GM. Let the PF1 system roll and resolve attacks, saves, and damage. Standing guidance: - Run the Adventure Path or your prepared notes as written, and read each chapter before the party reaches it. - Respect the mechanics the players built: run feats, combat maneuvers, and class features by the numbers, not by feel. - When the rules leave a call to you, make it once and keep it consistent so builds stay reliable. - Keep treasure and magic items near the expected wealth for the party's level; the encounter math assumes that gear. - Give NPCs a clear goal and their own voice, and let them misjudge the party, dig in, or refuse to help. - Recall past events from the written notes, not memory, and say so when something was never recorded. Setting: [a Golarion region or your own world]. Tone: [heroic / gritty]. House rules: - [rule] Never speak or decide for the player characters.
The number you get back is not always the whole number
The character read finds this system exactly where it looks first, which is more than it can say for several of the systems on this site. That is the good news and also the catch, because on pf1 the pool it finds is not the only pool in play.
- Nonlethal sits on the same sheet, in the same block, and does not come through. The read carries the standard pool and its temporary points and stops there. A character can therefore read as untouched and still be on the floor, so treat the number as one of two and check the sheet for the other.
- If your table runs the Wounds and Vigor variant, the pool the read finds first is the one you are not using. Nothing announces the mismatch, because from the outside it looks like an ordinary answer. Worth knowing before you ask, and a good reason to keep asking about the sheet rather than about a single figure.
- Working out what a hit actually costs stays with the system, and on this game that is not a formality. Damage reduction, energy resistance, temporary points and nonlethal each get their turn in a set order, and a number written in from outside would have been through none of it.
- Initiative is declined out loud, and here that costs you something real, because this system does have an order to roll. You make it in pf1's own tracker, the way you always did.
One thing genuinely stays lost, and it is a common complaint on this game: whether your own NPC actually had its buffs switched on before the fight started. Familiar does not hold that ledger. Buffs are items your system owns, with their own durations, and nothing here reaches in to flip them.
What three years of a campaign leaves behind
Most of what a long Pathfinder 1e campaign generates is not written anywhere. The rulings are in your head. The reason that noble hates the party is in your head. Which of six volumes the party is actually on is on a sticky note, and the sticky note has moved.
A journal page changes what any of that is worth, because a page can be read back. That is the whole mechanism, and it is worth being unromantic about it: nothing is recalled that was not recorded. Ask about a session nobody wrote up and the honest answer is that there is nothing to go on, which is the answer the starter instructs it to give.
What that buys is narrow and useful. The recap for a player who missed two weeks comes off the pages from those two weeks. A house rule stays the same house rule in year three as in year one. And the campaign's own history stops living exclusively in the one person at the table who is already doing the most work.
The parts that are the same everywhere
Connecting an AI, choosing a model, and what it costs do not change with your game system.
- Everything Familiar can doThe full tool reference. Everything outside combat refereeing runs on your system too.
- Connect Claude, ChatGPT, or GeminiThe connection steps, identical on every game system.
- Choosing an AI modelWhich model, and how much thinking headroom a hard scene needs.
- AI voices for your NPCsTTS setup and voice pinning, the same on every game system.
- Campaign memoryThe record and the recall, unchanged by your game system.
Pathfinder 1e questions
Does Familiar referee Pathfinder 1e rules?
No: refereeing is D&D 5e (2024) only. On a pf1 world the attacks, the saves, the maneuvers and the stacking all belong to the pf1 system, which was built for exactly that and has been corrected against real tables ever since. Familiar stays on the other side of that line, and the one settings change on the next section down is how you keep it there.
Will it know which edition I am playing?
Yes, and it does not depend on the model guessing. The world's system id travels with every request, and the starter offered for a pf1 world names the edition and its vocabulary in its opening line. Where a rules question needs an answer, the lookup goes to the compendium and journals in your own world rather than to recollection.
Can it read my Pathfinder 1e characters?
Yes, in the shape pf1 stores them. Classes, feats, buffs, gear and the rest arrive grouped under this system's own type names, untranslated, so a character is discussed as a Pathfinder 1e character rather than converted into something else. Hit points come through from the standard pool. Nonlethal does not, for the reason set out in the limits above.
Can it run an Adventure Path for me?
It can run one you have imported and prepped, which is the shipped model rather than a caveat on it. The volume is in your world, the maps and the statblocks are in your world, and what gets narrated is what is on those pages. Where the text leaves a gap, it fills the edge and hands the call back. What it will not do is invent the campaign, and a published Adventure Path is precisely the case where nobody needs it to.
Other game systems
- Pathfinder 2eThe system automates its own combat, and does it well. Familiar takes everything else: the story, the NPCs, the scenes, and a memory that outlasts the session.
- Call of Cthulhu 7ePercentile rolls, pushed rolls and Sanity belong to the system. Familiar takes the Keeper's evening around them: handouts, witness voices, atmosphere, and what the party learned six sessions ago.
- DaggerheartA game the table invents out loud as it goes. The Foundryborne system holds the Duality Dice, the Fear pool and the spotlight; Familiar holds the voices and writes down what everyone just made true.
Fourteen days free, and no key needed if you already pay for Claude, ChatGPT, or Gemini. Playing Pathfinder 1e and want to try it? I'm Ryan, the person who built Familiar. The Discord is small, so come and tell me how it goes on your system.