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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Liberty's Edge ** Venture-Captain, Nebraska—Omaha

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Awesome!!

This goes a long way to answering these questions!

And I beat Steven to be the first post!

Silver Crusade ***** ⦵⦵ Venture-Captain, Germany—Bavaria

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Nice that things were clarified.

Scarab Sages *

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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I hate to chime in and be 'that guy' (as I very much appreciate the attention you all have brought to this issue), but there's a few companions that I think slipped under the radar. Specifically, the Monstrous Mounts from Inner Sea Combat. Here's a link for convenience. Again, just wanted to express my gratitude and appreciation! I'm sure you guys put a lot into this, but my planned worg build wants love too!

(as an aside, are worgs that are acquired through the Monstrous Mount feat still Neutral-aligned, as per normal animal companions? The prerequisite of compatibility with NE and the Int of 6, not to mention the languages strikes me as an odd hole in the rules)

Silver Crusade ***** Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

Quote:
When you gain a familiar, you may exchange one of its feats for Extra Item Slot for free.

Edit: having previously been following Brock's ruling, I hadn't realized this language was included in the Additional Resources without the "free" text. So... one extra item slot per familiar it is. I think. That still leaves the question of retraining for familiars--is that a legal thing? Was still hoping to keep both the Cloak of Resistance and the Talisman of Life's Breath on the Riddywhipple familiar, but maybe hoping to have the little guy survive is a bit much. I suppose he could just hang around in a familiar satchel the whole time instead.

Additionally, does this override previous guidance on familiar slots and the Extra Item Slot feat? I imagine it does, but it would be nice to have confirmed that--otherwise there's a fair bit of uncertainty floating around.

Scarab Sages ***** Venture-Captain, Netherlands aka Woran

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Yay! *goes off to buy itty bitty tiny cute items*

Liberty's Edge ** Venture-Captain, Nebraska—Omaha

Terminalmancer wrote:
Additionally, does this override previous guidance on familiar slots and the Extra Item Slot feat? I imagine it does, but it would be nice to have confirmed that--otherwise there's a fair bit of uncertainty floating around.

Since this is the most recent, wouldn't it by default override?

Scarab Sages ****

I'm glad to see some of the more recent boon familiars added to the list that can use wands. Now to go back and check what characters have those chronicles on them.

I'm curious for further clarification on the Extra Iten Slot feat as well. Also regarding the familiar Terminalmancer mentioned...

Spoiler:
I was under the impression Riddywhipple is unique and cannot trade out feats. I've just picked him up on a character, but have not played that character yet. If I can swap out feats for Extra Item Slot, I'd absolutely want to do so.

I suppose the same question goes for other boon familiars. Are they considered unique, or can they swap feats for Extra Item Slot or another Familiar feat?

Paizo Employee ***** Developer

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Terminalmancer wrote:
Quote:
When you gain a familiar, you may exchange one of its feats for Extra Item Slot for free.

Edit: having previously been following Brock's ruling, I hadn't realized this language was included in the Additional Resources without the "free" text. So... one extra item slot per familiar it is. I think. That still leaves the question of retraining for familiars--is that a legal thing? Was still hoping to keep both the Cloak of Resistance and the Talisman of Life's Breath on the Riddywhipple familiar, but maybe hoping to have the little guy survive is a bit much. I suppose he could just hang around in a familiar satchel the whole time instead.

Additionally, does this override previous guidance on familiar slots and the Extra Item Slot feat? I imagine it does, but it would be nice to have confirmed that--otherwise there's a fair bit of uncertainty floating around.

"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.

This ruling does override the old guidance in that particular thread. There were several different sets of guidelines posted in different places. If you purchased items for your Improved Familiar following the guidance in that thread that you no longer wish to keep, you may sell them back for full price.

Paizo Employee ***** Developer

6 people marked this as a favorite.
Ferious Thune wrote:

I'm glad to see some of the more recent boon familiars added to the list that can use wands. Now to go back and check what characters have those chronicles on them.

I'm curious for further clarification on the Extra Iten Slot feat as well. Also regarding the familiar Terminalmancer mentioned...

** spoiler omitted **

The Extra Item Slot swap applies to all familiars, including unique ones received from Chronicle sheet boons.

Silver Crusade ***** Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

Linda Zayas-Palmer wrote:
Terminalmancer wrote:
Quote:
When you gain a familiar, you may exchange one of its feats for Extra Item Slot for free.

Edit: having previously been following Brock's ruling, I hadn't realized this language was included in the Additional Resources without the "free" text. So... one extra item slot per familiar it is. I think. That still leaves the question of retraining for familiars--is that a legal thing? Was still hoping to keep both the Cloak of Resistance and the Talisman of Life's Breath on the Riddywhipple familiar, but maybe hoping to have the little guy survive is a bit much. I suppose he could just hang around in a familiar satchel the whole time instead.

Additionally, does this override previous guidance on familiar slots and the Extra Item Slot feat? I imagine it does, but it would be nice to have confirmed that--otherwise there's a fair bit of uncertainty floating around.

"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.

This ruling does override the old guidance in that particular thread. There were several different sets of guidelines posted in different places. If you purchased items for your Improved Familiar following the guidance in that thread that you no longer wish to keep, you may sell them back for full price.

That's perfect. Thank you Linda!


Where is the Tripurasura?

Auger got mentioned and they are lawful evil so...

Scarab Sages ****

Linda Zayas-Palmer wrote:
Ferious Thune wrote:

I'm glad to see some of the more recent boon familiars added to the list that can use wands. Now to go back and check what characters have those chronicles on them.

I'm curious for further clarification on the Extra Iten Slot feat as well. Also regarding the familiar Terminalmancer mentioned...

** spoiler omitted **

The Extra Item Slot swap applies to all familiars, including unique ones received from Chronicle sheet boons.

Thank you!

Grand Lodge **

Pathfinder Adventure Path Subscriber

Where do leshys fit on this please?

They're plants, but they're bipedal, and some are depicted with hands, some with claws, and some with blunt stumps.

***** Venture-Lieutenant, Georgia—Atlanta aka Yiroep

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. 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?

Dark Archive ****

Darrell Impey UK wrote:

Where do leshys fit on this please?

They're plants, but they're bipedal, and some are depicted with hands, some with claws, and some with blunt stumps.

Just check the lists :)

Quote:
Biped [hands]* (all item slots): leshy (any)

They are also in both the lists for familiars that can use wands/scrolls and carry items in their hands.

Silver Crusade ***** Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

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Also, I'm really excited to have a more comprehensive set of rulings for familiars. Getting this out of the vagaries of the forum is a good thing. Thanks to everyone involved!

Paizo Employee ***** Developer

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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.

***** Venture-Lieutenant, Georgia—Atlanta aka Yiroep

Linda Zayas-Palmer wrote:
Go ahead and print out this blog (and this post) to use as a legal source in the interim.

Awesome, thanks! :)

Grand Lodge ***

Is there a particular reason Animal Companions get Neck and Belt slots free, but familiars have to buy them? Maybe I misread the previous FAQ, but I have familiars using neck slot items based on the previous FAQ.

Grand Lodge ***** Venture-Captain, Arizona—Phoenix aka TriOmegaZero

6 people marked this as a favorite.
Gary Bush wrote:
And I beat Steven to be the first post!

Next time, Gadget. Next time...

Liberty's Edge *****

so retraining rules apply to familiars? can you retrain them to any they qualify for? such as skill focus?

Paizo Employee ***** Developer

1 person marked this as a favorite.
Add Wait wrote:
so retraining rules apply to familiars? can you retrain them to any they qualify for? such as skill focus?

Yes.

Grand Lodge **** Venture-Captain, California—Sacramento aka FLite

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New wrote:

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.

...
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.
Old wrote:
Animal companions are also limited by their individual anatomies. In Pathfinder Society Roleplaying Guild, animal companions always have access to barding and neck-slot items so long as they have the anatomy. For example, a horse and pig can always have access to barding and neck-slot items. A snake does not have access to either. However, an item called out to be used by a specific animal is usable by that animal regardless of slot.

So, under the new rules, you need to spend a feat to allow your horse to use magical horseshoes? Is that correct?

Scarab Sages *****

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Steven Schopmeyer wrote:
Gary Bush wrote:
And I beat Steven to be the first post!
Next time, Gadget. Next time...

"Why am I involved?"

Dark Archive ***** Venture-Captain, Minnesota—Minneapolis aka Silbeg

Linda,
I assume that the free retraining had to happen when the character got the familiar, correct?

Silver Crusade **

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

***** ⦵⦵

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Now, going forward will new familiars be clarified/additional resourced to " resolve magic item slots like an _____" or some such? ie, next week the tinynorsewolf familiar is introduced, it should have a note to the effect that it "uses quadraped: claws and paws" section of the chart?


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On a related topic what is the cost for armors for a large animal companion? For example the core chart says x2 for large and x2 for non humanoid. With a total of x4 for a large non humanoid. So mithral chain (1,100 gp) barding for a large tiger would in theory be 4,400 gp. But apparently the question has been on the FAQ request for years because people argue it should cost less.

Scarab Sages *****

FAQ wrote:
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.

The way the bolded text reads, indicates those animals can only where saddles and horseshoes. But the second sentence does clarify this is not the case.

This sentence could use some rewording.

Perhaps:

Rewording wrote:
...only creatures of that body type can wear magic saddles and horseshoes in those slots...

Sovereign Court **** Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

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During the research leading up this blog, I raised some other questions that didn't get answered here. Would it be possible to get an answer to these as well?

1) By default, the Improved Familiar feat requires the master and familiar to be within one alignment step of one another. Some Bestiary entries however list a more specific alignment. For example, if a familiar requires a Chaotic Evil master, can a Chaotic Neutral character take that familiar? I would assume not.

2) Some familiars refer to "an evil", "a good" or "a neutral" master. Does that mean "any Good" or "Neutral Good", and "any Neutral" or "True Neutral"? The Brownie is an example.

3) The CRB says that familiars use your skill ranks. What happens with a familiar sharing your ranks in Linguistics? Does it learn the same languages you learned with those ranks in Linguistics?

4) The CRB says familiars can use Dexterity on natural attacks instead of Strength to hit. The Hedgehog doesn't have natural attacks. If it's delivering touch spells for its master, does it need to use Strength?

5) How much do armor and weapons for Tiny or smaller familiars cost? How much do they weigh?

6) Can a familiar wear nonmagical armor without Extra Item Slot? Does its body type matter?

Scarab Sages *****

Bigguyinblack wrote:
On a related topic what is the cost for armors for a large animal companion? For example the core chart says x2 for large and x2 for non humanoid. With a total of x4 for a large non humanoid. So mithral chain (1,100 gp) barding for a large tiger would in theory be 4,400 gp. But apparently the question has been on the FAQ request for years because people argue it should cost less.

I agree with your assessment, but some people believe that the Mithral cost is not multiplied, thus resulting in a cost of 1,400gp.

*****

Does the use of the saddle notation mean only those types of creatures can wear a magical saddle or does it mean creatures with that notation can only wear a saddle in the belt slot?

Grand Lodge **

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Pathfinder Adventure Path Subscriber
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. :)

***** ⦵⦵

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(just remember for armor that tiny and smaller armor gives you less ac)

Grand Lodge ***

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Also, thank you for clarifying things!

This seems to clearly allow familiars:
Drinking potions
Applying Oils (I'm thinking Shield Other)
Using Poisoner's Gloves

Probably:
Activate a Amulet of Might Fights of Spell Storing (this looks Use activated without a command word?)

Very muddled:
Activating Vibrant Purple Prism Ioun Stone (it's not clear if this involves a command word, and then it's not clear whether "can activate Ioun stones" overrides "cannot require a command word.")

Unclear:
Activate a Ring of Spell Storing (is this Command word activated, or Use activated?)

Probably not:
Cloak of the Hedge Wizard ("on Command" sounds more explicitly like it requires a command word?)

Not Allowed:
Turning on a Merciful Amulet of Mighty Fists.

Shadow Lodge ***** RPG Superstar Season 9 Top 8 aka WalterGM

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Yup, little known CRB fact.

Equipment - Armor - Armor for Unusual Creatures wrote:
Size: Tiny or smaller, divide armor bonus by 2. Armor and shields for unusually big creatures, unusually little creatures, and nonhumanoid creatures (such as horses) have different costs and weights from those given on Table: Armor and Shields. Refer to the appropriate line on Table: Armor for Unusual Creatures and apply the multipliers to cost and weight for the armor type in question.

Grand Lodge **

Pathfinder Adventure Path Subscriber
Suthainn wrote:
Darrell Impey UK wrote:

Where do leshys fit on this please?

They're plants, but they're bipedal, and some are depicted with hands, some with claws, and some with blunt stumps.

Just check the lists :)

Quote:
Biped [hands]* (all item slots): leshy (any)
They are also in both the lists for familiars that can use wands/scrolls and carry items in their hands.

Ah, I'd only looked for them in the companion list, not the familiar one. Thanks.

* Venture-Agent, Utah—Provo aka Chess Pwn

andreww wrote:
Does the use of the saddle notation mean only those types of creatures can wear a magical saddle or does it mean creatures with that notation can only wear a saddle in the belt slot?

Pretty sure it's saying that only those types can wear saddles.

Sczarni ***** ⦵⦵

Starfinder Charter Superscriber
Bigguyinblack wrote:
On a related topic what is the cost for armors for a large animal companion?

You could be the 200th person to FAQ it!


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Nefreet wrote:
Bigguyinblack wrote:
On a related topic what is the cost for armors for a large animal companion?
You could be the 200th person to FAQ it!

Done.


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Color me confused why a Faerie Dragon and a pseudodragon (both listed as subtype (Dragon) are in different categories.

Sczarni ***** ⦵⦵

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Starfinder Charter Superscriber

While we're on the subject of Retraining Familiar feats, Mike Brock initially ruled that if you traded out Weapon Finesse (a redundant feat for a tiny-sized Familiar), that you could no longer use that Familiar's Dexterity for melee-based attacks.

Is that still the case? Whatever the ruling is, it should be added to this FAQ.

***** ⦵⦵

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Just to clarify: my Quasit Familiar currently has a +2 chain shirt. Does he no longer have the item slot to wear it?

(I don't want to Retrain his feats for Extra Item Slot, I've already Retrained them for others)

Silver Crusade ****

Walter Sheppard wrote:

Yup, little known CRB fact.

Equipment - Armor - Armor for Unusual Creatures wrote:
Size: Tiny or smaller, divide armor bonus by 2. Armor and shields for unusually big creatures, unusually little creatures, and nonhumanoid creatures (such as horses) have different costs and weights from those given on Table: Armor and Shields. Refer to the appropriate line on Table: Armor for Unusual Creatures and apply the multipliers to cost and weight for the armor type in question.

So much for my idea of putting a mithral chain shirt on my druid's monkey familiar. Wand of Mage Armor (and pray there's an arcane caster at the table), here I come.

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Bigguyinblack wrote:
Nefreet wrote:
Bigguyinblack wrote:
On a related topic what is the cost for armors for a large animal companion?
You could be the 200th person to FAQ it!
Done.

The cost modifiers are listed in the "Armor for Unusual Creatures" portion of the armor section in the Core Rulebook. Large, non-humanoid armor costs 4x cost and have 2x weight.

Scarab Sages ***

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber
Exton_Land wrote:
Color me confused why a Faerie Dragon and a pseudodragon (both listed as subtype (Dragon) are in different categories.

Faerie dragon has hands, Pseudodragon does not.

**

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.

***** Venture-Agent, California—San Francisco Bay Area North & East aka Pirate Rob

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Peevenator wrote:
Bigguyinblack wrote:
Nefreet wrote:
Bigguyinblack wrote:
On a related topic what is the cost for armors for a large animal companion?
You could be the 200th person to FAQ it!
Done.
The cost modifiers are listed in the "Armor for Unusual Creatures" portion of the armor section in the Core Rulebook. Large, non-humanoid armor costs 4x cost and have 2x weight.

Try clicking the link and seeing what the issue is.

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Peevenator wrote:


The cost modifiers are listed in the "Armor for Unusual Creatures" portion of the armor section in the Core Rulebook. Large, non-humanoid armor costs 4x cost and have 2x weight.

Its a matter of order of operations. Do you make it barding that then has a material cost or material armor that is then barding?

So if i make a chain shirt mithral, then 4x it for large and oddly shaped i get 4,400.

If i make large barding , and then make it mithral i get large barding= 400 gp + mithral = 1,400.

To me, it always made sense to increase the material cost for size but not for shape. A horse doesn't use any more mithral than an ogre to make the chain shirt.

chain shirt [(200 gp + 1,000 mithral] X2 for size.

RAW you can add these in any order.

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