Guidance on Paizo Blog on Intelligent Animals Requested


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Painlord wrote:
AxeMurder0 wrote:
I really loved the set of mods, I finally understood Painlord's comments about mods being sacred snowflakes. It had interesting challenges, interesting and unique rewards, and it made sense for Pathfinders to be there rather than just random thugs to kill orcs and take their pie.

:)

They are sacred snowflakes, aren't they?

PFS scenarios are rare and special and the first running of such should be a point of emphasis for all of us to make the best for ourselves and fellow players.

:)

-Pain

Why does my brain keep reading this as "scared snowflakes"? It took me three readings to get the right reading of those two words together.

Yes. There are some especially good scenarios that will always be remembered for the quality that they are. (Mists of Mwangi comes to mind as a best-of-the-best).

5/5

Painlord wrote:
PFS scenarios are rare and special and the first running of such should be a point of emphasis for all of us to make the best for ourselves and fellow players.

I love you.

Liberty's Edge 5/5 **

It seems pretty clear to me. Paladin mounts are magical beasts at level 11. Familiars are magical beasts at level 1.

I don't know how this confuses you. Then again, I don't know how the paladin mount ruling was confusing to begin with.


Gallard Stormeye wrote:

It seems pretty clear to me. Paladin mounts are magical beasts at level 11. Familiars are magical beasts at level 1.

I don't know how this confuses you. Then again, I don't know how the paladin mount ruling was confusing to begin with.

Gallard,

This is what I read it to be. Both are magical beasts. The question then becomes: If the paladin's magical beast requires handle animal checks, why would the wizard familiar's magical beast not also require handle animal checks?

Liberty's Edge 5/5 **

Alright. I'm going to give you the benefit of the doubt and try to break this down for you.

Here is the ruling:

Paladin mounts are animals and players must use the Handle Animal skill on them. At 11th level they become Magical Beasts in regard to spells but are still regarded as Animals and Handle Animal must still be used.

This is because:

Quote:
At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.

The familiar says this:

Quote:
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type.

One actually changes the creature's type. The other changes what spells can affect it.

The Exchange 5/5 RPG Superstar 2010 Top 16

And, see, I'm reading them both as animals (d8 hit points, 3/4 BAB, no darkvision) with certain exceptions as noted. Once a Paladin reaches 11th level (in PFS, that's another 3 scenarios and maybe a victory lap at 12th level...) her mount gains the Celestial template, and gets trated as a magical beast for some things. But the Paladin doesn't need to take a -4 modifier on her Handle Animal check, because the horse is still a horse.

But I don't think that familiars work that way at all. To cite one example, in one early Year Two scenario, an NPC witch sends his/her tiny familiar to search the party, find a particular doobis, use Sleight of Hand to steal it away from the PC that's carrying it, and make it back to the witch. That's far more than anybody can do with a Handle Animals check, and the NPC is 1st Level.


ithuriel wrote:
They do start with an Intelligence score orders of magnitude above the animal level being argued for all of the other types in this thread. They don't try to rise above animal level intelligence by adding a single point to their Int score when leveling up, but begin play as low human level intelligence and eventually become smarter than the majority of all humans. They obviously are not operating under the same parameters, but yes- it will probably take another line of errata or FAQ here too to put this nitpicking to rest.

<pokes the beehive>

What about a nature oracle's mount? They start off with an Int score of 6, and nature oracles can get a mystery to talk to animals...

Liberty's Edge 5/5

hogarth wrote:


<pokes the beehive>

What about a nature oracle's mount? They start off with an Int score of 6, and nature oracles can get a mystery to talk to animals...

I would say this is an easy one. The mount works exactly the same as a paladin's mount, and the talk to animals allows exactly what speak with animals does. That is to say the clarification that Mark Moreland gave a couple days ago, that you can use speak with animals to tell a companion to do something without a handle animal check, as long as that something you are telling them to do is a trick they know or as long as it wouldn't normally be a "push" handle animal roll.

The Exchange 2/5

hogarth wrote:
ithuriel wrote:
They do start with an Intelligence score orders of magnitude above the animal level being argued for all of the other types in this thread. They don't try to rise above animal level intelligence by adding a single point to their Int score when leveling up, but begin play as low human level intelligence and eventually become smarter than the majority of all humans. They obviously are not operating under the same parameters, but yes- it will probably take another line of errata or FAQ here too to put this nitpicking to rest.

<pokes the beehive>

What about a nature oracle's mount? They start off with an Int score of 6, and nature oracles can get a mystery to talk to animals...

I actually asked about that in one of the many undying threads on this (I honestly don't remember which one) and was told they are animals and require handle animal/ride checks. (I think, actually, it was the thread about handle animal with paladin mounts.)


Gallard Stormeye wrote:

It seems pretty clear to me. Paladin mounts are magical beasts at level 11. Familiars are magical beasts at level 1.

I don't know how this confuses you. Then again, I don't know how the paladin mount ruling was confusing to begin with.

This is because you've been misreading it. Actually both cases. But then again that seems to be the case for many people.

The type of the paladin mount is NEVER specified in the core rules directly. The entry at level 11 only deals with how to treat these things for purposes of spells, altering the case that they were treated as something different before that (due to the animal companion rules). Neither of these (either before or after 11) deal with the ACTUAL type of the creature.

The criteria for determining whether or not the paladin mount is an animal is whether it was created with its high INT score or if it acquired it later. This is based upon Jason's blog as the possible exception to animals never having INT scores of 3 or higher. Now Mark and Hyrum rule at their tables that the paladin mount acquired it later and thus are of type animal. They have said time and time again that until language is in the guide that is the limit of what their posts represent.

Now a wizard familiar expressly starts as an animal and has its INT score raised. It qualifies via Jason's blog as still being an animal.

Despite other people's claims the text does not change the familiar's type from animal to magical beast. They do get treated as this other type for certain things, yet they are not this other type at all. There is a difference between the two!

I begin to worry about the reading comprehension skills that are being taught in our schools today. I apologize should that sound over the internet as snarky rather than expressing the true exasperation that it would convey in person.

Consider the following statements:

A. A gizmo is an animal. When it becomes bonded it is now a magical beast.

B. A gizmo is an animal. When it becomes bonded it is treated as a magical beast for certain situations.

In case A the bonded gizmo is of type magical beast.

Meanwhile in case B the bonded gizmo is still of type animal.

Is this really that hard? It keeps coming up and up, it likely merits a good deal of FAQ attention as it seems to go even beyond the 'easy misread' and into 'is hard for many of the readers to divine from the text'. As such a FAQ laying this out would be useful.

Likewise it would be helpful should d20pfsrd.com or the like do out proper stat blocks of these creatures. Have the nice folks at paizo approve them as correct even. That way those that would otherwise be confused over this can have the proper stat blocks for these creatures. The above website already does somethings along this line so it seemed a reasonable request. Mind you if the folks at paizo wanted to do that for all of these like creatures I know that many would likely be interested in such a .pdf for their own use.

-James

Liberty's Edge 5/5 **

Well since my misreading ended up being right (confirmed three times now) I'll continue misreading this stuff and you can read things the right way.

This stuff is not a legal document. Its intent is clear. If you want to read more into it, you're welcome to.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Kyle Baird wrote:
Painlord wrote:
PFS scenarios are rare and special and the first running of such should be a point of emphasis for all of us to make the best for ourselves and fellow players.
I love you.

We just need a third and we can have a Love Triangle!... Nop, not going to be me.. ;)


Gallard Stormeye wrote:
If you want to read more into it, you're welcome to.

You mean like the end of each of the sentences??

-James

Contributor

Removed some posts (and their replies, and apologies). Calling each other names is not productive—please be civil to each other.

Shadow Lodge 4/5 ****

Gallard Stormeye wrote:

I meant what I said. In this case your optimization came back to haunt you. Use this situation as an opportunity to learn something.

If the rules clarification doesn't bother you what do you want? I've read your post four times now and I'm afraid I don't get it.

Take ranks in random skills in case I later need them to make my class features work?

What bothers me is that I think it's a rules change, Jason Bulmahn posted that it's a rules change, but the PFS staff say it's a clarification.

One way makes the character I was enjoying fun by allowing me to fix him while the other makes him not fun.

If I didn't feel that stringently following the rules was important in an organized play environment I would just change my character, instead I care about the integrity of the rules and find myself incredibly frustrated instead.

The Exchange 5/5 RPG Superstar 2010 Top 16

AxeMurder0, I see that you've some experience as a PFSOP GM. Have you considered applying GM-credit to the character to raise him to the next level?

Shadow Lodge 4/5 ****

Chris Mortika wrote:
AxeMurder0, I see that you've some experience as a PFSOP GM. Have you considered applying GM-credit to the character to raise him to the next level?

Well as per the rules I do not horde my GM credits. (I can't find the post at the moment but I remember one of the staff saying you had to apply the chronicles immediately if possible, please correct me if I'm wrong about this.)

The next 5-9s I'm running are The Heresy of Man trilogy which I can not apply to the character in question. It is nice to hear a friendly suggestion though so thanks for that.

The Exchange 5/5 RPG Superstar 2010 Top 16

AxeMurder0 wrote:
I remember one of the staff saying you had to apply the chronicles immediately if possible, please correct me if I'm wrong about this.

That's close to my understanding, which is: we need to assign GM-credit as soon as possible.

For example, my PFS characters right now are 3rd, 5th, and 9th level. I'm scheduled to GM a couple of 7-11 modules in the next couple of weeks. I need to assign them as soon as possible. I might assign them both to the 9th level PC. If I assign one of them to the 3rd level PC, and the other to a hypothetical new PC I haven't started playing yet, those GM experience points would sit inactive until the character hit 7th level, at which point they'd immediately apply.

Since I can assign GM-credit to an unplayed character, and never choose to play that character, I can effectly decline GM-credit.


Chris Mortika wrote:
AxeMurder0 wrote:
I remember one of the staff saying you had to apply the chronicles immediately if possible, please correct me if I'm wrong about this.

That's close to my understanding, which is: we need to assign GM-credit as soon as possible.

For example, my PFS characters right now are 3rd, 5th, and 9th level. I'm scheduled to GM a couple of 7-11 modules in the next couple of weeks. I need to assign them as soon as possible. I might assign them both to the 9th level PC. If I assign one of them to the 3rd level PC, and the other to a hypothetical new PC I haven't started playing yet, those GM experience points would sit inactive until the character hit 7th level, at which point they'd immediately apply.

Since I can assign GM-credit to an unplayed character, and never choose to play that character, I can effectly decline GM-credit.

Actually, you are supposed to assign the credit to the most level-appropriate character that you have, so in your example you would have to assign them to the 9th level PC and none of the others if you ran in sub-tier 10-11. And if you ran in sub-tier 7-8, you would have the choice of assigning them to either your 5th or 9th level. But in neither case could you assign them to one of the other characters or make a new character to give them to. And in the case of, for example, running a sub-tier 4-5 scenario and not having any characters low enough level to accept the chronicle sheet, you would have to either make a new 1st level character for it or forfeit it. This is all according to posts made in the past by Josh and I have not seen any new rulings by either Mark or Hyrum to change it.

The Exchange 5/5 RPG Superstar 2010 Top 16

Enevhar, things have changed.

See this thread for example.


Chris Mortika wrote:

Enevhar, things have changed.

See this thread for example.

Chris, you sure that was the right thread? I remember reading that one and while there are a couple of posts by Mark, they do not say anything about assigning GM-earned chronicle sheets.

The Exchange 5/5 RPG Superstar 2010 Top 16

No, Mark doesn't mention that, but a whole bunch of people, including Venture Captains, are talking about how they're holding onto, and applying their GM credit. If you're right, then Mark, who was indeed reading the thread, should have corrected that. He didn't. So the rules have changed.

Scarab Sages 2/5

OK. With this INT does not equal INT change, just how far does the following stay legal and within the bounds of acceptable play for the PFS modules?

7th level druid/mage places the Share Language spell on her ape, 5th level animal companion, 8 times a week, so it is always in effect. The ape used his stat bump in INT for a 3 INT.

A) Is the ape still limited to learning one trick per scenario/module?
B) Does the ape need handle animal checks to attack? (standard trick)
C) Does the ape need push animal checks to tell it to flank? (not a standard trick)
D) Does the ape need push animal checks to tell it to slowly lower a rope to get a harnessed riding dog down into a sewer bypassing the ladder?
E) Can the ape be taught non-standard tricks/commands? Flank, Slap (=non-leathal attack)
F) Given that an ape can grunt through eek for about 5 octaves, and has a tongue and lips, can the ape (poorly maybe) speak simple one word commands? Food, Water, Yes, No, Danger...
G) Can he do multi-word sentences? Give Food. Tell Girl Give Beer.
H) Can the ape be trained to put a silver coin on a table *before* he says "Give Beer"?

Before these changes came down, my answer to all of these, except A, was yes. The ape has continuous enhanced language skills that allow him to read and follow extremely complex spoken or written commands. I was playing him as "follow a trained trick order, free action." and "understand a complex command, standard action, carry out the action on the next round."

Now that the rules waters have been stirred, and with the interaction of the Share Language spell, which no one has so far addressed, they are too muddy to be sure what is kosher.


Chris Mortika wrote:
No, Mark doesn't mention that, but a whole bunch of people, including Venture Captains, are talking about how they're holding onto, and applying their GM credit. If you're right, then Mark, who was indeed reading the thread, should have corrected that. He didn't. So the rules have changed.

Wow. I'm sorry, but that's just tortuous, twisted, stupid logic.

Either there is a ruling, or there is not. The existence of a thread and the absence of a ruling to the contrary does not create a ruling.

Fercrisakes, this entire thread is built upon an actual ruling that ACs could do such and so. And a lot of other direct statements from PAIZO STAFF as to what ACs could and could not do that became completely invalid based on an actual ruling.

Why not simply ask Mark for a ruling, and then base your answer on that? And in the absence of such a ruling, simply state that "while the printed text is such, it appears that several VCs simply deviate from that, so the rule exists, but is probably not enforced." ?

Liberty's Edge 5/5

Elyza wrote:

OK. With this INT does not equal INT change, just how far does the following stay legal and within the bounds of acceptable play for the PFS modules?

7th level druid/mage places the Share Language spell on her ape, 5th level animal companion, 8 times a week, so it is always in effect. The ape used his stat bump in INT for a 3 INT.

A) Is the ape still limited to learning one trick per scenario/module?
B) Does the ape need handle animal checks to attack? (standard trick)
C) Does the ape need push animal checks to tell it to flank? (not a standard trick)
D) Does the ape need push animal checks to tell it to slowly lower a rope to get a harnessed riding dog down into a sewer bypassing the ladder?
E) Can the ape be taught non-standard tricks/commands? Flank, Slap (=non-leathal attack)
F) Given that an ape can grunt through eek for about 5 octaves, and has a tongue and lips, can the ape (poorly maybe) speak simple one word commands? Food, Water, Yes, No, Danger...
G) Can he do multi-word sentences? Give Food. Tell Girl Give Beer.
H) Can the ape be trained to put a silver coin on a table *before* he says "Give Beer"?

Before these changes came down, my answer to all of these, except A, was yes. The ape has continuous enhanced language skills that allow him to read and follow extremely complex spoken or written commands. I was playing him as "follow a trained trick order, free action." and "understand a complex command, standard action, carry out the action on the next round."

Now that the rules waters have been stirred, and with the interaction of the Share Language spell, which no one has so far addressed, they are too muddy to be sure what is kosher.

My attempt to answer these questions as I've interpreted the latest clarifications:

A: Yes. Just because your animal is smarter and can share your language does not mean it learns tricks faster or better.

B: Per Marks unofficial clarification, if using speak with animals a character need not make a handle animal check to tell its animal to do tricks it already knows how to do. As such, I'd imagine that share language would work similarly in this capacity.

C: As per answer B above, it would work as Mark unofficially clarified speak with animals and an action that requires a push would still require a push. An animal is still an animal regardless of its intelligence, and if you are asking it to do something it is unfamiliar with or uncomfortable with, it will act like an animal and need to be pushed.

D: Is this a "trick" question? Sorry for the bad pun... but seriously, is it? This is not an action that the animal would be familiar with, and it is not a trick it has been taught. So yes, it would need to be "pushed" to do this. Or as I've defined below, if you wanted to take several minutes of explanation, you could probably get your monkey to understand how to do this and accomplish it. But not in combat without a push.

E: No, it is still an animal, even though you can communicate with it more efficiently.

F: I would have no problem with this in a home game, and depending on how cheesy you would make it, may even allow something like this in a PFS game. I mean after all, how many youtube videos have we seen of talking dogs, dolphins, et. al. However, not sure why this is necessary since you and your monkey share a language. Additionally, I'm sure the official answer would be no, as it is an animal and does not have the correct anatomy to talk.

G: This is essentially the same answer as F above, but I think I see where you are going with this. You are trying to trick the powers that be into giving your monkey sentience because it has a 3 INT and can share a language with your druid. I'd say that since it can share a language with your druid, it can certainly, "magically", communicate to your druid sufficiently, but with an animal's intelligence. But will it be a walking, talking, up-lifted (awakened and thus magical beast) ape? No.

H: He can be "pushed" to do so I'd imagine, but he'd have to be pushed to do so every time. In a home campaign, I'd have no problem allowing you to develop your own set of custom tricks. But organized play needs to be consistent, so no, you can't teach your monkey customized tricks.

I think you are reading way too much (or too little) into share language.

The pertinent text reads as (highlights are for emphasis):

Quote:


You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language you already know...

The key phrase is, best of its ability which means that its capacity for truly understanding complex concepts would be limited by its level of sentience. Since animals, no matter how high their INT score is, are not sentient, they can only understand limited complexity in concepts. And if the animal does not have anatomical capacity for creating the correct language sounds, it will not be able to truly speak the language either.

Quote:
The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental capacity to grasp an actual language it still gains enough knowledge to respond and to carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or guess work.

The removing any ambiguity or guesswork would essentially, in my mind, be considered a "push" if you want it to happen as you've described above. To carefully explain an action without ambiguity, in my mind, would more likely take a couple minutes.

I can see how you might read into this that your monkey can act like a mini-me version of your druid. But the spell is very clear that your monkey is not suddenly awakened, but rather just has an expanded vocabulary. It can understand and carry out complex commands.

5/5

Elyza wrote:
Stuff.

Mike with the clarification of 3 INT animals and the horribly punitive trick teaching procedure, I'll try harder NOT to kill your monkey. :-)

Scarab Sages 2/5

Kyle Baird wrote:
Elyza wrote:
Stuff.
Mike with the clarification of 3 INT animals and the horribly punitive trick teaching procedure, I'll try harder NOT to kill your monkey. :-)

I prefer the ape dying 6 times and the character dying once to the other way around, so don't change!!!

Liberty's Edge

Druids with weapon-wielding apes were attempting to exploit a loophole in the no-cohorts/Leadership proscription. (IMO this was always obvious.)

Aside from that, mix/maxers with CHA:7 druids (especially non-human ones) aren't too happy with a re-confirmed need for ranks in Handle Animal.

Silver Crusade 1/5

Random thoughts, flame or not to taste:

1. Bestiary, pg. 168, from the Griffon entry: "Before it can be ridden in combat, a griffon requires practice bearin the weight of its rider. In order to be trained successfully, a griffon must first be helpful toward its trainer (possibly requiring a Diplomacy, Intimidate, or Handle Animal check). After that, 6 weeks of practice and a successful DC 20 Handle Animal check is sufficient for the beast to be comfortable with its burden, and due to their intelligence, trained griffons can be treated as knowing every trick listed in the Handle Animal skill description, possibly even responding to new simple requests made in Common." A griffon is listed as a magical beast, Int. 5, language Common (cannot speak).

2. I thought the horse Maximus stole the show in Disney's Tangled. A non-speaking but understanding, sentient horse. I liked the movie Tangled. I don't think I want to play in the Tangled campaign setting.

3. Donkey from the Shreck films. Blech. Of course Golem (pastry) tiny construct, and Golem (pastry) huge construct, from the second movie might be interesting. Treasure: one day's rations.

4. Huan, the greatest wolf hound from Tolkein's Similrion, spoke three times before he died. (In PF terms, perhaps a celestial advanced dog, and an animal companion to Beren.)

5. Marvel's Inhuman's Lockjaw spoke only once, and that was retconned into being a possible joke. Marvel's Shadowcat's Lockheed speaks rarely, but knows many languages.

6. The Bestiary, p. 280, under Worg: "Worgs that travel with goblins often allow them to ride on their backs, but in such situations it is usually the worg that is the master, not the rider." A base Worg is CR 2 magical beast, Intelligence 6, languages Common and Goblin (nothing indicating they can't speak). The base goblin is CR 1/3, intelligence 10, with 10 Ranks in Ride, and no ranks in Handle Animal.

7. Cavaliers, Druids, Paladins, and Rangers, have both Handle Animal and Ride as class skills. Clerics with the Animal Domain have neither.

Sovereign Court 3/5

Ajaxis wrote:
7. Cavaliers, Druids, Paladins, and Rangers, have both Handle Animal and Ride as class skills. Clerics with the Animal Domain have neither.

Oracles of Nature do not have Handle Animal either, but do have Ride.

Liberty's Edge

Mike Schneider wrote:
mix/maxers with CHA:7 druids (especially non-human ones) aren't too happy with a re-confirmed need for ranks in Handle Animal.

Meant to write INT:7 there (as they're obviously self-screwed even worse because they don't have points to pull from anywhere).

5/5

Purple Dragon Knight wrote:
Ajaxis wrote:
7. Cavaliers, Druids, Paladins, and Rangers, have both Handle Animal and Ride as class skills. Clerics with the Animal Domain have neither.
Oracles of Nature do not have Handle Animal either, but do have Ride.

There's always the Savannah Child trait Animal Friend if you're a g-nome.

Sovereign Court 3/5

Kyle Baird wrote:
Purple Dragon Knight wrote:
Ajaxis wrote:
7. Cavaliers, Druids, Paladins, and Rangers, have both Handle Animal and Ride as class skills. Clerics with the Animal Domain have neither.
Oracles of Nature do not have Handle Animal either, but do have Ride.
There's always the Savannah Child trait Animal Friend if you're a g-nome.

yes, savannah child is really useful! :)

The Exchange 5/5 RPG Superstar 2010 Top 16

Chris Mortika wrote:
No, Mark doesn't mention that, but a whole bunch of people, including Venture Captains, are talking about how they're holding onto, and applying their GM credit. If you're right, then Mark, who was indeed reading the thread, should have corrected that. He didn't. So the rules have changed.
Fozzy Hammer wrote:
Wow. I'm sorry, but that's just tortuous, twisted, stupid logic.

Thank you, Fozzy. I can't tell if you're continuing to be snide, or if you've just switched to being rude and insulting as I'm trying to help AxeMurderer0. In either case, this is the last time I'll be paying attention to your comments.

--+--

Something I mentioned a while back might have gotten skipped. I repeat it here.

Chris Mortika wrote:
But I don't think that familiars work the same way as animal companions at all. To cite one example, in one early Year Two scenario, an NPC witch sends his/her tiny familiar to search the party, find a particular doobis, use Sleight of Hand to steal it away from the PC that's carrying it, and make it back to the witch. That's far more than anybody can do with a Handle Animals check, and the NPC is 1st Level.

Shadow Lodge 4/5 ****

Chris Mortika wrote:


Fozzy Hammer wrote:
Wow. I'm sorry, but that's just tortuous, twisted, stupid logic.
Thank you, Fozzy. I can't tell if you're continuing to be snide, or if you've just switched to being rude and insulting as I'm trying to help AxeMurderer0. In either case, this is the last time I'll be paying attention to your comments.

To be fair I thought that bit of logic didn't make any sense.

Something does not magically become legal just because people say they are doing it and Mark doesn't tell them to stop.

Of course I cannot currently find the Frost post that said you can't save GM chronicle sheets so maybe I'm imagining the whole thing?

The Exchange 5/5 RPG Superstar 2010 Top 16

Somewhere in these threads there is a stated policy change. I presented what I had, after trying and failing to find it; it's a question of "legal", not "magically legal". It's not what I would consider proof, but it's evidence that everyone from Venture-Captains to Mark M. himself accepts that GM-credit is more fluid than it's been in the past.


Chris Mortika wrote:
Chris Mortika wrote:
No, Mark doesn't mention that, but a whole bunch of people, including Venture Captains, are talking about how they're holding onto, and applying their GM credit. If you're right, then Mark, who was indeed reading the thread, should have corrected that. He didn't. So the rules have changed.
Fozzy Hammer wrote:
Wow. I'm sorry, but that's just tortuous, twisted, stupid logic.

Thank you, Fozzy. I can't tell if you're continuing to be snide, or if you've just switched to being rude and insulting as I'm trying to help AxeMurderer0. In either case, this is the last time I'll be paying attention to your comments.

--+--

Something I mentioned a while back might have gotten skipped. I repeat it here.

Chris Mortika wrote:
But I don't think that familiars work the same way as animal companions at all. To cite one example, in one early Year Two scenario, an NPC witch sends his/her tiny familiar to search the party, find a particular doobis, use Sleight of Hand to steal it away from the PC that's carrying it, and make it back to the witch. That's far more than anybody can do with a Handle Animals check, and the NPC is 1st Level.

I was insulting your logic, not you as a person. I'm not sure how else to make clear that what you wrote made absolutely no logical sense.

By that very logic, the post that began the whole "ape's wielding weapons" saga, posted back in 'ought nine, makes them legal because no authority stepped in to declare them illegal. But lack of a response in no way should be construed to mean approval. It's like a little kid in the hallway holding car keys and saying, "Unless you tell me not to, I'm going to just take the car for a spin", while his parents are upstairs asleep.

The existence of a familiar in a scenario that does something that a PC familiar probably could not also does not establish precedent. There are a great many things that occur in scenarios that NPC do that PCs cannot. It's called literary license. It's not called "infer any rules you want from this".

You can respond, or not. That's entirely your prerogative. Unwillingness to actually cite rules or actual rulings possibly undermines any argument you might make.

Again, as I've stated. All that is required to decide the issue is a ruling from Mark.

Q1) Do animal familiars with INT 6 which are "treated as magical beasts for the purpose of effects that depend on type" require handle animal checks in the same way that paladin mounts with INT 6 which are "treated as magical beasts for the purpose of spells that depend on type" do?

Q2) If they do not, then what is it about familiars, which begin their lives as "ordinary animals" before being bonded that makes them different from paladin mounts that also begin their lives as "ordinary animals" before being bonded?

Sovereign Court 3/5

Fozzy Hammer wrote:
Q2) If they do not, then what is it about familiars, which begin their lives as "ordinary animals" before being bonded that makes them different from paladin mounts that also begin their lives as "ordinary animals" before being bonded?

I'm not Mark, but this may be useful to Mark:

A2) All skill ranks of the master are shared unto the familiar (including language), which means the familiar gains all the knowledge of the master, making it a more "aware" being. The minute the master dies, the connection is broken and the familiar loses this virtual knowledge (which he was borrowing from the master) and thus becomes a normal animal of its kind all over again, requiring normal Handle Animal check. Familiars are usually smaller than Animal Companions and their increased understanding and master-familiar knowledge sharing is meant to assist a wizard in a lab or in library as opposed to the more combat-oriented Animal Companions or Bonded Mounts, which are meant to operate in the field and are thus more "dense" creatures.


Purple Dragon Knight wrote:
Fozzy Hammer wrote:
Q2) If they do not, then what is it about familiars, which begin their lives as "ordinary animals" before being bonded that makes them different from paladin mounts that also begin their lives as "ordinary animals" before being bonded?

I'm not Mark, but this may be useful to Mark:

A2) All skill ranks of the master are shared unto the familiar (including language), which means the familiar gains all the knowledge of the master, making it a more "aware" being. The minute the master dies, the connection is broken and the familiar loses this virtual knowledge (which he was borrowing from the master) and thus becomes a normal animal of its kind all over again, requiring normal Handle Animal check. Familiars are usually smaller than Animal Companions and their increased understanding and master-familiar knowledge sharing is meant to assist a wizard in a lab or in library as opposed to the more combat-oriented Animal Companions or Bonded Mounts, which are meant to operate in the field and are thus more "dense" creatures.

Source?


Chris Mortika wrote:
Somewhere in these threads there is a stated policy change.

Which is why I applaud Mark and Hyrum for going away from making such things on these boards official. Its far too chaotic, even for those that are deeply and thoroughly following them as evidenced here.

Fozzy Hammer wrote:

Q1) Do animal familiars with INT 6 which are "treated as magical beasts for the purpose of effects that depend on type" require handle animal checks in the same way that paladin mounts with INT 6 which are "treated as magical beasts for the purpose of spells that depend on type" do?

They are obviously, in light of Jason's blog, of type animal. In fact if you look to other blogs therein you will see a few new familiars and they are indeed listed as type animal.

Until Mark and Hyrum augment what is in the PFS guide all we have that is binding beyond core rules is:

Guide to PFS wrote:

Can I improve my companion’s Intelligence to 3 or

higher and give it weapon feats? No. An Intelligence of 3 does not grant animals sentience, the ability to use weapons or tools, speak a language (though they may understand one with a rank in Linguistics; this does not grant literacy), or activate magic devices. Also note that raising an animal companion’s Intelligence to 3 or higher does not eliminate the need to make Handle Animal checks to direct its actions; even semi-intelligent animals still act like animals unless trained not to.

What the full intention of this is, and if its meant to include creatures with INT scores higher than some PCs is unclear.

Evidently the intention is not to require Handle animal checks to direct them when other means of communication are possible for things that the animal is trained to do.

Somehow there is thinking that handle animal empowers such knowledge on the spot if the skill user successfully 'pushes' an animal to do so. How this can be done within a single combat round doesn't make sense to me, mind you, so take it with a grain of salt. Personally I'd suggest that if a character can fully communicate with an animal then they should be able to convey whatever they wish up to the limits of the animal's INT score. If they are unable to communicate then the handle animal skill can be used to deliver such desires.

Otherwise what purpose does making the paladin mount have an INT of 6 as it doesn't increase the number of tricks it can have (as you'll note the handle animal skill only deals with animals having INT scores of 1 or 2), and even if you allow it to do so there are only 12 tricks total in the core rules. Now in full truth that was written on the supposition that animals would never have INT scores other than 1 or 2, and that anything with INT scores otherwise would not have to be concerned with 'tricks'.

Consider the bestiary:

Griffon with INT 5 wrote:
due to their intelligence, trained griffons can be treated as knowing every trick listed in the Handle Animal skill description, possibly even responding to new, simple requests made in Common.

It seems unreasonable to treat familiars and paladin mounts with a higher INT score as being inferior to a Griffon with it's INT score of 5.

-James

1/5

My charater is gonna be retiring soon, due to the level 12 rule. SO i wanna go all out on my animal companion.

Can i use a tome of clear thought on it? In doing so it would now be able to understand without making a roll. Also i could give it intell boosting items to make it smarter. Just wondering. Also do Animal companions get stats bumps too at 4,8? I forget.
thanks

The Exchange 2/5

Joelan Beaudoin wrote:

My charater is gonna be retiring soon, due to the level 12 rule. SO i wanna go all out on my animal companion.

Can i use a tome of clear thought on it? In doing so it would now be able to understand without making a roll. Also i could give it intell boosting items to make it smarter. Just wondering. Also do Animal companions get stats bumps too at 4,8? I forget.
thanks

You can bump your animal's int, but please see the post directly above yours--you will still have to make handle animal checks, regardless of the intelligence score. An int above 2 opens up additional feats for your animal companion beyond those normally available on the animal companion feats list, but other than that, with the current ruling there's really no point in having an int above 3. (since your animal's int could be 3 or 18 and you're still going to have to use handle animal to make it do anything.)

The Exchange 2/5

Joelan Beaudoin wrote:

My charater is gonna be retiring soon, due to the level 12 rule. SO i wanna go all out on my animal companion.

Can i use a tome of clear thought on it? In doing so it would now be able to understand without making a roll. Also i could give it intell boosting items to make it smarter. Just wondering. Also do Animal companions get stats bumps too at 4,8? I forget.
thanks

You can bump your animal's int, but please see the post directly above yours--you will still have to make handle animal checks, regardless of the intelligence score. An int above 2 opens up additional feats for your animal companion beyond those normally available on the animal companion feats list, but other than that, with the current ruling there's really no point in having an int above 3. (since your animal's int could be 3 or 18 and you're still going to have to use handle animal to make it do anything.)

The Exchange 4/5

Joelan Beaudoin wrote:

My charater is gonna be retiring soon, due to the level 12 rule. SO i wanna go all out on my animal companion.

Can i use a tome of clear thought on it? In doing so it would now be able to understand without making a roll. Also i could give it intell boosting items to make it smarter. Just wondering. Also do Animal companions get stats bumps too at 4,8? I forget.
thanks

I would say you cannot use a Tome on an animal companion. The RAW states that you must sit there and read the book for 48 hours. I highly doubt you will get any animal to read a book, especially since reading is not something animals do. On top of that, should your animal companion be somehow able to read and then die in an adventure, you just wasted 27500 gp because your new animal companion would not have read the tome.

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