Familiars in Combat

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I've tried looking through the books and forums but no real success.
How exactly do Familiars work in combat? Can I command them to attack, do they get their own turn?

Most of the stuff I have found says just leave it at camp but I want to use it as a scout and as conduit for my touch spells.
They are intelligent beasts and can attack all on their own without you telling them to.  They would get their own turn but most of the time they will delay to act on the same turn that their masters act (which also simplifies things for the DM) and so they can respond to their masters' wishes.

Just remember that familiars are not usually great combatants.  Their size usually means they'll be drawing AoO just to make an attack and if they are killed the consequences to you can be pretty severe.
 
So they get the same style of turn? 1 move action, 1 standard action?
If I use my familiar to deliver a touch spell how would that work? 1 move action to get close and 1 standard action to release the spell? (For the familiar, I would just use my 1 standard action to cast the spell)

Also, do I create a character sheet just for the familiar? I used a sorcerer specific sheet but the DM feels it would be easier if we all had the same style sheet so when he is looking for info he knows where to look.
All non-object beings and creatuers in D&D use the same rules (or close enough as to not matter). They take turns the same, react to spells the same and so on. Your Familiar is no exception.
If you're planning on using your familiar a separate sheet would be very helpful to both you and your DM.  It's basically another character in the party.  Er, sorta.
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[b]If you're terribly afraid of your character dying, it may be best if you roleplayed something other than an adventurer.[/b]

Generally speaking, the reason it might say "leave it at camp", it's because they really aren't good at combat, particularly if you're a wizard-type character who isn't buffing the hell out of it. Familiars for other characters, i.e. duskblades or hexblades, are better in stand-up combat, but lack the magical oomph.

If you're planning on using them in combat at all, it's simplest to have them act on your turn (although they technically roll their own initiative) and behave as a reasonably intelligent combatant would. They get their own actions, although they have fewer options than you for what to do with those actions.

There are, however, some advanced tricks you can do with familiars:
The Familiar's Handbook
Spellcasting Familiars part 1
Spellcasting Familiars part 2
Spellcasting Familiars part 3
Familiars and Metaspells

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