When you are ready and able to acquire a new familiar, you may choose one of several nonstandard familiars.
Prerequisite: Ability to acquire a new familiar, compatible alignment, sufficient arcane spellcaster level, Knowledge (the planes) 5 ranks.
Benefit: When choosing a familiar, you may add the following creatures to your list of options. You may choose a familiar with an alignment up to one step away from yours on each of the alignment axes (lawful–chaotic and good–evil).
| Familiar | Arcane Spellcaster Alignment | Level Required |
|---|---|---|
| Anarchic1 animal2 | Any chaotic | 5th |
| Axiomatic1 animal2 | Any lawful | 5th |
| Celestial animal2 | Any good | 3rd |
| Elemental, Small3 | Neutral | 5th |
| Fiendish animal2 | Any evil | 3rd |
| Imp4 | Lawful evil | 7th |
| Lantern archon | Lawful good | 7th |
| Mephit | Neutral | 7th |
| Quasit | Chaotic evil | 7th |
|
The improved familiar is magically linked to its master in the same way as a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the Monster Manual or this book, except as noted below.
Hit Dice: For effects that depend upon Hit Dice, use the master’s character level or the familiar’s normal Hit Dice total, whichever is higher.
Hit Points: Use one-half the master’s total or the familiar’s normal total, whichever is higher.
Attacks: Use the master’s base attack bonus or the familiar’s, whichever is better.
Saving Throws: For each saving throw, use the master’s base save bonus (as calculated from his character level) or the familiar’s, whichever is better.
Familiar Special Abilities: Use the Familiar Special Abilities table to determine additional abilities, just as you would for a normal familiar.
With the exception of anarchic, axiomatic, celestial, and fiendish animals, planar familiars do not grant their masters any of the benefits that appear on the Familiar Master’s Bonuses table.
Source: Planar Handbook, page 41.