A Few More Answers

Thursday, June 22, 2017

Hi Pathfinders!

Familiars and animal companions are loyal allies that can be of great assistance to your PCs. Adjudicating rules around them can get messy, however, particularly in an organized campaign like the Pathfinder Society Roleplaying Guild. When we updated the Pathfinder Society FAQ a few months ago, we left a big "We'll get back to this" at the top of the question regarding familiars and magic item use. We knew this was going to be a hugely time-consuming project, so we enlisted help from a team of community members: Lau Bannenberg, Steven Lau, Bradley McTeer, and Roger Sidebotham. Thanks to their efforts, we were able to pull together a comprehensive guide to every magic-item related question we could think of for familiars. In addition to updating the list of who can use wands, we tackled the thorny question of magic item slots. Many hours of "Does a floating head have different magic item slots than a floating helmet?" later, we created a magic item slot chart for every familiar that it is possible to acquire in the Pathfinder Society Roleplaying Guild.

All of this information will appear on the FAQ soon, along with a few other smaller updates. For now, here it is, spoilered for length.

Can my familiar wield weapons or use magic items?

By default, familiars do not have any magic item slots, but they can unlock magic item slots associated with their respective body shape. See below for a list of which body slots each familiar is eligible to unlock. To unlock a magic item slot, a familiar must take the Extra Item Slot feat, which appears in Pathfinder Player Companion: Animal Archive and will be reprinted in the Pathfinder Society Roleplaying Guild Guide as of version 9.0. In the Pathfinder Society Roleplaying Guild, familiars of all body shapes may take this feat, including humanoid-shaped familiars. When you gain a familiar, you may exchange one of its feats for Extra Item Slot for free. Familiars may also carry slotless magic items and activate ioun stones.

The following chart specifies the magic item slots that each familiar can unlock. Available slots followed by either (saddle) or (horseshoes) denote that creatures of that body type can only wear magic items in those slots if they are saddles or horseshoes, respectively. Creatures without these notes cannot wear saddles or horseshoes. Celestial, entropic, fiendish, and resolute familiars use the same slots as typical animals of their kind.

All familiars can activate the abilities of their use-activated magic items, so long as these abilities do not require a command word. The following familiars can use spell trigger and spell completion magic items, including wands and scrolls, as well as magic items with a command word: arbiter, brownie, cassisian (in small humanoid form), faerie dragon, imp, leshy (any), liminal sprite, lyrakien, mephit (any type), nosoi, nuglub, pooka, pyrausta, quasit, shikigami, soulbound doll, sprite, and zhyen. For more information on these magic item categories, see page 456 of the Pathfinder RPG Core Rulebook.

Familiars in categories marked with an asterisk (*) are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, as long as their carrying capacity is sufficient. Most familiars cannot wield weapons in combat. The following familiars can wield weapons: arbiter, brownie, cassisian (in small humanoid form), imp, leshy (any), liminal sprite, lyrakien, mephit (any), nuglub, pooka, quasit, shikigami, soulbound doll, sprite, and zhyen.

Some familiars have natural shapeshifting ability. One of the most striking cases is the cassisian familiar, which is listed below in both its humanoid form and its helmet form. Whenever a familiar changes from a form that has access to a magic item slot into a form that does not, the item melded into its body. A melded item provides no benefits. For familiars that can take the shapes of animals, use the standard item categories for that animal listed below.

Please review Additional Resources before selecting a familiar. Some of the listed familiars are only legal choices if your character has a Chronicle sheet boon or an archetype that grants access to them.

Arbiter* (eyes, hand, headband, wrist): Arbiter

Auger (eyes, headband): Auger

Avian* (armor, belt, chest, eyes, headband, neck, ring, wrist): Archaeopteryx, arctic tern, bat, chicken, clockwork familiar, dodo, dove, flying fox, hawk, kakapo, mockingfey, nosoi, osprey, owl, parrot, peacock, penguin, pseudowyvern, ptarmigan, puffin, raven, rhamphorhynchus, snail kite, snowy owl, thrush, toucan

Biped [claws/paws]* (armor, belt, chest, eyes, head, headband, neck, right, shoulders): Compsognathus, petrifern, wallaby

Biped [hands]* (all item slots): Brownie, cassisan (Small humanoid form), coral capuchin, faerie dragon, homunculus, imp, leshy (any), liminal sprite, lyrakien, mephit (any type), monkey, nuglub, pooka, pyrausta, quasit, shikigami, soulbound doll, sprite, xiao, zhyen

Cassisian (headband): Cassisian (helmet form)

Doru (eyes, head, headband): Doru

None (no item slots): Eyeball, harbinger, paracletus, wysp

Piscine (belt, chest [saddle], eyes): Popoto dolphin, pufferfish, seal

Quadruped [claws/paws] (armor, belt [saddle], chest, eyes, head, headband, neck, shoulders): Almiraj, arctic fox, arctic hare, armadillo, brain mole, calligraphy wyrm, cat, cat sith, caypup, chuspiki, dire rat, donkey rat, ermine, flying squirrel, fox, hedgehog, koala, lemming, mole, mongoose, otter, platypus, pseudodragon, pseudosphinx, rabbit, raccoon, rat, red panda, silvanshee, skunk, sloth, squirrel, weasel

Quadruped [hooves] (armor, belt [saddle], chest, eyes, feet [horseshoes], head, headband, neck, shoulders): Goat, pig

Quadruped [squat body] (armor, eyes, head, headband, neck, shoulders): Snapping turtle, toad, turtle

Saurian (armor, belt [saddle], chest, eyes, head, headband, neck): Dwarf caiman, lizard, marine iguana, tuatara

Serpentine (belt, eyes, headband): cacodaemon, leopard slug, mamiwa, nehushtan, nycar, pipefox, raktavarna, sea krait, viper, voidworm

Verminous (belt, eyes): Blue-ringed octopus, clockwork spy, elemental (any type), giant flea, giant isopod, greensting scorpion, house centipede, katroome, king crab, octopus (young template), scarlet spider, stirge, trilobite, typhilipede

After finishing this entry, we decided to update the animal companion magic item slot chart from Pathfinder Player Companion: Animal Archive to include every possible animal, plant, or vermin companion.

Can my animal companion, plant companion, or vermin companion wield weapons? Can it wear or use magic items?

An animal companion has access to the armor and neck magic item slots automatically, as long as its body shape is eligible for these slots. They can also unlock additional magic item slots that their shape allows. See below for a list of which body slots each companion is eligible to unlock. Plant and vermin companions do not gain automatic magic items slots. All three kinds of companions may carry slotless magic items.

To unlock an additional magic item slot, the animal, plant, or vermin must take the Extra Item Slot feat, which appears in Pathfinder Player Companion: Animal Archive and will be reprinted in the Pathfinder Society Roleplaying Guild Guide as of version 9.0. In the Pathfinder Society Roleplaying Guild, companions of all body shapes may take this feat, including humanoid-shaped companions.

Animal, plant, and vermin companions in categories marked with an asterisk (*) are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, as long as their carrying capacity is sufficient. No animal, plant, or vermin companions can wield weapons or activate magic items, with the exception of the imp granted by the diabolist prestige class, which uses the rules for an imp familiar (See "Can my familiar wield weapons or use magic items?"). Specifically, they cannot use spell trigger, spell completion, command word, or use-activated magic items (Pathfinder RPG Core Rulebook 458). An animal companion with an Intelligence score of 3 or higher may use ioun stones.

Available slots followed by either (saddle) or (horseshoes) in the table below denote that creatures of that body type can only wear magic items in those slots if they are saddles or horseshoes, respectively. Creatures without these notes cannot wear saddles or horseshoes.

Please review Additional Resources before selecting a companion. Some of the listed companions are only legal choices if your character has a Chronicle sheet boon or an archetype that grants access to them.

Avian* (armor, belt, chest, eyes, headband, neck, ring, wrist): Axe beak, blackwisp egret, dimorphodon, dire bat, eagle, giant raven, giant vulture, hawk, impaler shrike, moa, owl, pteranodon, quetzalcoatlus, roc, trumpeter swan, whisperfall vulture, yolubilis heron

Biped [claws/paws]* (armor, belt, chest, eyes, headband, neck, right, shoulders, wrist): Ceratosaurus, chalicotherium, deinonychus, gigantosaurus, kangaroo, pachycephalosaurus, theriznosaurus, troodon, tyrannosaurus, velociraptor

Biped [hands]* (all item slots): Ape, baboon, devil monkey

Piscine (belt, chest [saddle], eyes): Blue whale, dolphin, dunkleosteus, manta ray, narwhal, orca, plesiosaurus, seahorse, shark, stingray, tylosaurus, walrus

Quadruped [claws/paws] (armor, belt [saddle], chest, eyes, head, headband, neck, shoulders): Badger, bear, cheetah, digmaul, dire rat, dog, giant weasel, goblin dog, hyena, leopard, lion, panda, thylacine, tiger, wolf, wolverine

Quadruped/Hexapod [feet] (armor, belt [saddle], chest, eyes, head, headband, neck, shoulders): Baluchitherium, camel, deinotherium, elasmotherium, embolotherium, elephant, giant ant, giant mantis, giant wasp, hippopotamus, mastodon, megatherium, pygmy hippopotamus, rhinoceros, triceratops, uintatherium

Quadruped [hooves] (armor, belt [saddle], chest, eyes, feet [horseshoes], head, headband, neck, shoulders): Antelope, aurochs, boar, bristle boar, elk, giraffe, horse, llama, megaloceros, mindspin ram, moose, pony, ram, shissah, skittergoat, stag, styracosaurus, yzobu

Quadruped [squat body] (armor, eyes, head, headband, neck, shoulders): Elasmosaurus, giant frog, giant snapping turtle, glyptodon, tortoise

Saurian (armor, belt [saddle], chest, eyes, head, headband, neck): Alligator, crocodile, amargasaurus, ankylosaurus, brachiosaurus, dimetrodon, kaprosuchus, kentrosaurus, stegosaurus, giant chameleon, giant gecko, megalania, monitor lizard

Serpentine (belt, eyes, headband): Basilosaurus, constrictor snake, electric eel, gar, giant leech, giant moray eel, giant slug, titanoboa, viper

Plant/Verminous (belt, eyes): Cameroceras, carnivorous flower, crawling vine, giant beetle, giant centipede, giant crab, giant scorpion, giant spider, octopus, puffball, sapling treant, squid

Do you have any questions about familiars, animal companions, or other companion creatures that we haven't answered yet in the FAQ? Let us know in the comments below.

Linda Zayas-Palmer
Developer

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Silver Crusade 2/5

1 person marked this as a favorite.
Darrell Impey UK wrote:
Phylotus wrote:
I must say, I'm a little sad my favorite animal companion, the wolliped, didn't make the list. Though I suppose it'd be very rare for it to even show up in organized play, but still :-P
I know of three. :)

Four now, if you include the one my Paladin/Hellknight will have once he gets to that level :-P

Scarab Sages 4/5

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber
Pirate Rob wrote:
Try clicking the link and seeing what the issue is.

Yes, I get what the FAQ thread is for, but the equipment cost entry as written doesn't stipulate "base cost", simply a cost modifier.

Sovereign Court 3/5 Venture-Lieutenant, Georgia—Savannah aka KitsuneWarlock

Woo! I don't have to use a Gencon Rebuild Boon on my Magical Child! She got Extra Slot: Eyes for her Familiar and then I learned that Elementals don't have eyes and the Elemental is the only Small Sized familiar the Magical Child can get and the particular magic item I wanted for my familiar doesn't resize outside of Medium/Small!

5/5

Elementals are in the verminous category which doesn't have the asterix which means they don't seem to be able to manipulate items.


Pathfinder Starfinder Society Subscriber
plaidwandering wrote:
Peevenator wrote:
Faerie dragon has hands, Pseudodragon does not.

Can't find anything in either entry to support this statement about a difference in their appendages.

Looks like 'they' applied the quadraped template to the base template of the pseudodragon (maybe see below). Hence the speed increase while walking, and maneuverability decrease while flying. A bit unsure why the speed didn't increase by 10 ft to 20 as the template doesn't call out size differences for speed increases.

But that said, the pseudodragon land speed is actually below that of a true dragon, and fly maneuverability is higher, suggesting that from the base dragon template the psuedodragon was the one who had the biped slapped on it, and the faerie is just a bipedal dragon on its own.

3/5

3 people marked this as a favorite.
Pathfinder Lost Omens Subscriber

More questions about saddles.

1) If a creature has Belt(Saddle) listed, does that exclude the animal from wearing a belt instead of a saddle?

2) Do I have to take the extra item feat to put a saddle on my horse? (yes it's an absurd question, but he the ruling makes it sound like I need to take the extra item slot feat to have a magical saddle on my horse. The horse doesn't know if the saddle is magical or not.

3) What do I need to do to put a saddle on a riding dog, large lion, etc. etc. etc.

I really think this line still work and should stay in: However, an item called out to be used by a specific animal is usable by that animal regardless of slot.

note: in Animal Archives, the Saddle of the Sky-Rider has a slot listed as Chest.


1 person marked this as a favorite.
Linda Zayas-Palmer wrote:


"For free" means that you can retrain one of a familiar's feats to Extra Item Slot without paying a prestige or gold cost. You may still retrain additional familiar feats into Extra Item Slot as per the retraining rules in Ultimate Campaign.

Uhhhhh, what additional familiar feats? Familiars only ever get the feats they start with. Their hitdice never increase, only their hp. Unless I've been doing familiars wrong for years?

Also, what about non-magical armor for familiars that are the right shape to wear armor but didn't take extra item slot?

Likewise question for non-magical saddles, etc.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Michael Haneline wrote:
Linda Zayas-Palmer wrote:


"For free" means that you can retrain one of a familiar's feats to Extra Item Slot without paying a prestige or gold cost. You may still retrain additional familiar feats into Extra Item Slot as per the retraining rules in Ultimate Campaign.
Uhhhhh, what additional familiar feats? Familiars only ever get the feats they start with. Their hitdice never increase, only their hp. Unless I've been doing familiars wrong for years?

I think the additional one is in reference to improved familiars, some of which innately have 3 Hit Dice, and thus two feats.

4/5 Venture-Agent, California—Folsom aka avagdu

Because this will matter to my Hunter...:
Which category does the boon companion from We Be Goblins Free! fall under?

I'm assuming Quadruped [claws/paws] like the bear, but could see Quadruped [squat body] as well.

Scarab Sages 4/5

Would the Riding Rat from the Monster Codex (Ratfolk only mount/companion) fall under the same category as the Dire Rat? "Quadruped [claws/paws] (armor, belt [saddle], chest, eyes, head, headband, neck, shoulders)"

Liberty's Edge 5/5 Venture-Lieutenant, Alaska—Anchorage aka Dragnmoon

7 people marked this as a favorite.
Someone said wrote:
"Does a floating head have different magic item slots than a floating helmet?"

I remember this conversation... I hated this conversation... ;)

Dark Archive 5/5

Thank you to the team for clarifying all of this, especially for the pooka!


Can the Drake companion from legacy of dragons use a wand?

Liberty's Edge 3/5 Venture-Captain, Nebraska—Omaha

avagdu wrote:

** spoiler omitted **

I'm assuming Quadruped [claws/paws] like the bear, but could see Quadruped [squat body] as well.

I used quadruped Hooved because that boon only applies to a specific animal.

Silver Crusade

2 people marked this as a favorite.

Glad to see rabbits are acknowledged. I still find it amazing that Paizo introduced them as a legal familiar in Animal Archive, but forgot to define their body type and slots in the same book, and then later forgot they ever existed in every list of available familiars published since then.

I just made an assumption that they'd count as a quadraped of some sort, and gave mine Extra Item Slot: Shoulders so it could get a Cloak of Resistance eventually, in the hopes that nobody would notice or care whether or not it was legal. Glad to see it finally confirmed that I got it right.

5/5 ⦵⦵⦵

3 people marked this as a favorite.
Gary Bush wrote:


I used quadruped Hooved because that boon only applies to a specific animal.

Yeah, no. I want to see you try to nail horseshoes on a {redacted]. It will rip off your [redacted] and use it to redact you.

Liberty's Edge 5/5 Venture-Lieutenant, Washington—Seattle aka The Great Rinaldo!

1 person marked this as a favorite.

Does the publication of this blog allow an immediate application to existing familiars? I have a xiao that I might want to swap a feat for extra item slot on, if I can.

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

The blog is a legal source.

Linda Zayas-Palmer wrote:
Andrew Roberts wrote:

So, I have a CORE Wizard so don't have access to Extra Item Slot until it is printed in the Organized Play Guide, however I want to play my wizard until then. What do I do? My Improved Familiar has a Necklace of Adaptation currently in a Play by Post game am I am super willing to trade out a feat to give it an Extra Item Slot.

As well, if I were to play him again before the guide, I wouldn't be able to get Extra Item Slot due to being CORE.

What do I do?

Go ahead and print out this blog (and this post) to use as a legal source in the interim.

3/5 Venture-Agent, Georgia—Atlanta

Many thanks to all who were involved in coming up with these new guidelines. Some follow-up questions:

“When you gain a familiar, you may exchange one of its feats for Extra Item Slot for free.” One and only one? The language in Animal Archive p. 18 – “Feats that are meant for familiars can be switched out for a familiar’s default feats… Such feat replacements must be made when the PC first acquires a new familiar” – seems to suggest that you could trade all of the familiar’s feats for Extra Item Slots if you wish.

“By default, familiars do not have any magic item slots…” So, does this mean that I can put non-magical armor/barding on my familiar, but that armor/barding cannot later be made magical?

How should we change existing familiars/animal companions/mounts to bring them into accord with these guidelines? Presumably we can sell back any magic items that we can no longer use at full price? What about feats? If we took Extra Item Slot twice for a familiar, can we swap one of these for some other feat freely, or do we have to use the retraining rules? Alternatively, can we freely swap out some other feat for Extra Item Slot for familiars/animal companions for whom we might not have taken it but now wish to, or do we need to pay the retraining costs?

For the purposes of these rules, are mounts equivalent to animal companions? I assume so, since mounts are generally described as working like a druid’s animal companion, but since there are some places where the FAQ calls them out separately, it would be helpful to clarify this.

“Available slots followed by either (saddle) or (horseshoes) denote that creatures of that body type can only wear magic items in those slots if they are saddles or horseshoes, respectively.” To do this, does an eligible creature still need to take Extra Item Slot? For example, if I want to give magical horseshoes to my horse, does the horse need to have the Extra Item Slot (feet) feat?

“The following familiars can use spell trigger and spell completion magic items, including wands and scrolls, as well as magic items with a command word…” How about staves or rods?

As another commenter mentioned, the Monstrous Mount companions from Inner Sea Combat are missing from the list.

As several commenters have mentioned, as long as you are clearing up all these other questions, it would be great to finally get an answer about how to calculate the cost of barding for unusual size/shape creatures that is made from special materials (such as mithral).

Many thanks for any answers you can provide!

Liberty's Edge 3/5 Venture-Captain, Nebraska—Omaha

1 person marked this as a favorite.
BigNorseWolf wrote:
Gary Bush wrote:


I used quadruped Hooved because that boon only applies to a specific animal.
Yeah, no. I want to see you try to nail horseshoes on a {redacted]. It will rip off your [redacted] and use it to redact you.

Hmmmm maybe I am confused. Not too uncommon of a condition for me.


Pretty sure [redacted]'s fit under biped (claws/paws). Even though they're based on a bear chassis for PFS, I've never seen anything that suggests quadruped movement. At the most they'd knuckle-walk like a gorilla, and those fall under biped as well.

Silver Crusade 5/5

1 person marked this as a favorite.

What, spirit Oni don't get a shoutout? I'm insulted.

Liberty's Edge 4/5 Venture-Agent, Indiana—Hammond

I may have found a typo or two:

Under Can my familiar wield weapons or use magic items, we have the following (I will put the suspected typo in bold face):

Biped [claws/paws]* (armor, belt, chest, eyes, head, headband, neck, right, shoulders): Compsognathus, petrifern, wallaby

Should right be ring or wrist?

A similar error seems to be repeated later under Can my animal companion, plant companion, or vermin companion wield weapons? Can it wear or use magic items?

Biped [claws/paws]* (armor, belt, chest, eyes, headband, neck, right, shoulders, wrist): Ceratosaurus, chalicotherium, deinonychus, gigantosaurus, kangaroo, pachycephalosaurus, theriznosaurus, troodon, tyrannosaurus, velociraptor

Should right be ring or wrist?

I appreciate all the effort that went into this blog and have already shared it with people over at the Pathfinder Society of Northwest Indiana Facebook page.

Sczarni 5/5 ⦵⦵

4 people marked this as a favorite.
Starfinder Charter Superscriber
Peevenator wrote:
Pirate Rob wrote:
Try clicking the link and seeing what the issue is.
Yes, I get what the FAQ thread is for, but the equipment cost entry as written doesn't stipulate "base cost", simply a cost modifier.

You didn't click the link, then.

Funny thing about the phrase "Rules as Written": words can be read differently.

4/5 ⦵⦵

Pathfinder Starfinder Adventure Path Subscriber

What about Familiars like Raven or Parrot, which can speak a stingle language; Are they able to activate command word items? what about Wands?(Provided of course, their master has the appropriate ranks in UMD)

Dark Archive 4/5

I'm very happy to have some clarification on the Plant and Vermin companions (although Vermin needing Extra Item Slot to wear Armor is unfortunate, I can live with it).

But what I actually really want to know, is what a Homunculus Companion from the Promethean Alchemist is capable of wearing. I want to make one for PFS, but have been reluctant because there was no special ruling for it like with other Companions (PFS takes Companion equipment very serious, and I didn't want to be the one of those "They did not clarify that it couldn't, therefor it can" type of guys).

So here is a list of the questions I have about this particular companion.

  • Since this particular Companion's appearance is that of a humanoid (depicted as a little girl in the accompanying art of the book), may I assume it has all the body slots?
  • If yes, does it require Extra Item Slot to gain access to any of them?
  • Does it start with the Neck and Armor slot like all other regular Companions? (Even if it is not proficient with armor/shields, it can take the Proficiency feat if I'm correct)
  • The Homunculus Companion is humanoid shaped, gets the ability to speak at lvl6, and is allowed to make any two skills a class skill. If I pick Use Magic Device as one of those skills, can it then use wands/scrolls starting at lvl 6?

I'm not assuming this will be immediately answered, but any kind of clarification for PFS would be appreciated.


I'll second the request for what type the

Spoiler:
Owlbear boon companion from We Be Goblins 2
is.

Sczarni 5/5 ⦵⦵

Starfinder Charter Superscriber
d'Eon wrote:
I'll second the request for what type the ** spoiler omitted ** is.

The answer to that is on the Boon itself:
It's just a reflavored Bear.

Not quite just reflavored, it does have some rules differences, Handle Animal checks are tougher, and it has better Charisma. If you add a later boon that references it, the differences grow further.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Nathan Monson wrote:
What about Familiars like Raven or Parrot, which can speak a stingle language; Are they able to activate command word items? what about Wands?(Provided of course, their master has the appropriate ranks in UMD)

They're not in the list of creatures who can activate command word items or use wands, so probably not?


Seems like elementals got a bit screwed here. Vermin? If they can have a humanoid shape, I would expect them to be treated similar to mephitis, but maybe that's just me. Sad face.

Silver Crusade

Luthorne wrote:
Nathan Monson wrote:
What about Familiars like Raven or Parrot, which can speak a stingle language; Are they able to activate command word items? what about Wands?(Provided of course, their master has the appropriate ranks in UMD)
They're not in the list of creatures who can activate command word items or use wands, so probably not?

No hands.

Grand Lodge 4/5 Venture-Agent, Utah—Lehi

Based on this, a Tyrannosaurus can't wear a magic saddle. I think that's clear. Does that ruling also extend to mundane saddles? If so, are there consequences for not being able to wear a mundane saddle for a potential rider?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Nathan Goodrich wrote:
Based on this, a Tyrannosaurus can't wear a magic saddle. I think that's clear. Does that ruling also extend to mundane saddles? If so, are there consequences for not being able to wear a mundane saddle for a potential rider?

Riding bareback imposes a -5 on ride checks.

Also, I think you automatically fall off if you go unconscious.

I seriously hope mundane equipment won't require the extra item feat.

Grand Lodge 4/5 Venture-Agent, Utah—Lehi

1 person marked this as a favorite.

Yeah, I wouldn't normally worry about it except the saddle related wording wasn't clear on that point.

Quote:
Creatures without these notes cannot wear saddles or horseshoes.

I *think* this is all about magic items still, but it would be good to be sure.

As a side note, using this list as a way to say which creatures need exotic mundane saddles sounds like a good idea to me.

Silver Crusade 5/5

Gary Bush wrote:
BigNorseWolf wrote:
Gary Bush wrote:


I used quadruped Hooved because that boon only applies to a specific animal.
Yeah, no. I want to see you try to nail horseshoes on a {redacted]. It will rip off your [redacted] and use it to redact you.
Hmmmm maybe I am confused. Not too uncommon of a condition for me.

You're thinking of the wrong WBG scenario, Gary.

1/5

Mitch Mutrux wrote:
Gary Bush wrote:
BigNorseWolf wrote:
Gary Bush wrote:


I used quadruped Hooved because that boon only applies to a specific animal.
Yeah, no. I want to see you try to nail horseshoes on a {redacted]. It will rip off your [redacted] and use it to redact you.
Hmmmm maybe I am confused. Not too uncommon of a condition for me.
You're thinking of the wrong WBG scenario, Gary.

That companion is granted by a different scenario -

Spoiler:
We Be Goblins Too! #3 just upgrades it.

Body type discussion:

Spoiler:

The boon that grants an owlbear reads:
"The owlbear companion uses the stats of a bear companion with the following modifications..."

It doesn't say "is treated as a bear companion with the following modifications", it says "uses the stats." That seems to me like an important enough distinction to have it use a different body type. Personally, I'd tend to go with Biped (Claws/Paws), given its bear-handed nature. That said, there has been art in various sources (possibly not Pathfinder; haven't checked hard enough) that depicted them as quadrupeds.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

A few more things:

2 animal companions are missing:
Arsinoitherium: Quadruped / Hexapod [feet]
Brontotherium: (bestiary 6 apparantly, no idea what classification, but I'm assuming either Saurian or Quadruped/Hexapod [feet])

Furthemore the Moa under avians needs access to the Saddle slot, as it's a mount option.

Also, by strictly reading/following this ruling the Tusk blades have been effectively ruled illegal, as they don't have a legal itemslot.


Would this ruling impact what a Druid can use while Wildshaped into a shape like an Elemental?

My understanding is that an elemental could use weapons/armor and activate items like wands or rods if otherwise able. This is assuming Humanoid form.

Sczarni 5/5 ⦵⦵

Starfinder Charter Superscriber
Mage of the Wyrmkin wrote:

Would this ruling impact what a Druid can use while Wildshaped into a shape like an Elemental?

My understanding is that an elemental could use weapons/armor and activate items like wands or rods if otherwise able. This is assuming Humanoid form.

Oh.

Wow.

Yeah.

That'll probably have to be another Blog...

Liberty's Edge 3/5 Venture-Captain, Nebraska—Omaha

I don't know. A druid using an ability or spell to shape into an elemental is pretty different than a familiar or animal companion.

Liberty's Edge 3/5 Venture-Captain, Nebraska—Omaha

It appears to me the leadership is limiting the ability of players to have two "characters" at the table. This is likely why a familiar is so limited in what they can do, regardless of the familiar's perceived abilities.

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

Mage of the Wyrmkin wrote:
Would this ruling impact what a Druid can use while Wildshaped into a shape like an Elemental?

No, because a wildshaped druid is not an animal companion or familiar and has his own magic item slots separate from this ruling.

3/5

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I have to say ... I'm really disappointed about Pseudodragons not be being able to operate magic items (like wands).

- Nothing in their stat block suggests that they couldn't use their front appendages as both feet and hands
- They are of the Dragon type and have a strong enough of a mind to be telepathic. Dragons are naturally gifted with magic. Why couldn't they use a wand if they took the time to train in UMD?
- Most of the art I've seen (and as best I can research online), and all of the official Paizo art for Pseudodragons depict their front paws as having 3 clawed fingers, and a clawed thumb. What physically stops them from wielding / manipulating magic items?

So, yeah, I'm confused and disappointed.

3/5 Venture-Agent, Massachusetts—Boston Metro aka MadScientistWorking

Mr. Bonkers wrote:


But what I actually really want to know, is what a Homunculus Companion from the Promethean Alchemist is capable of wearing. I want to make one for PFS, but have been reluctant because there was no special ruling for it like with other Companions (PFS takes Companion equipment very serious, and I didn't want to be the one of those "They did not clarify that it couldn't, therefor it can" type of guys).

I would assume it would operate differently because its fundamentally useless if you start treating it like a bear.

Dark Archive 4/5

MadScientistWorking wrote:
Mr. Bonkers wrote:


But what I actually really want to know, is what a Homunculus Companion from the Promethean Alchemist is capable of wearing. I want to make one for PFS, but have been reluctant because there was no special ruling for it like with other Companions (PFS takes Companion equipment very serious, and I didn't want to be the one of those "They did not clarify that it couldn't, therefor it can" type of guys).

I would assume it would operate differently because its fundamentally useless if you start treating it like a bear.

I sure hope so, but assuming in PFS is usually not that good of an idea. And every Companion class feature (Animal Companion, Familiar, Eidolon, Phantom) comes with a set of restricting rules (either naturally or PFS added). So I guess the lack of such rules for this one is what makes me so confused.

Sovereign Court 4/5

So Sapling Treants lose neck slots now?

But they have necks, as in a head that connects to a body.

Additionally,this makes the already weaker plant companions (that already don't get armour) even less desireable because they now can't get either necklaces of natural armour and worse have no way of gaining magical attacks without spells being cast on them. This means they suffer against anything with DR/magic and are all but useless against incorporeal.

Come on guys/gals?

Sovereign Court 5/5 ⦵⦵

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Seconding the request for wolliped. I've been ruling mine as being a quadruped [hooves], since there isn't a hexapod [hooves], but I'd love an official answer either way.

Scarab Sages Venture-Agent, Washington—Ballard aka WiseWolfOfYoitsu

It was not clarified whether an animal companion must have 3+ INT to take the Extra Item Slot feat.

5/5 ⦵⦵⦵

Tom Mannering wrote:

So Sapling Treants lose neck slots now?

But they have necks, as in a head that connects to a body.

Additionally,this makes the already weaker plant companions (that already don't get armour) even less desireable because they now can't get either necklaces of natural armour and worse have no way of gaining magical attacks without spells being cast on them. This means they suffer against anything with DR/magic and are all but useless against incorporeal.

Come on guys/gals?

This blog seems to apply to familiars, not animal companions, unless i'm missing something?

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