Ant haul + mule back cord


Rules Questions


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So does ant haul plus mule back cords stack.
Can you also combine mule back plus ant haul with fly and carry pcs

Can you use these spells and magic items together because my pc are using this as a strategy but is it legal


They stack. The cords are an untyped bonus to Strength when determining carrying capacity, and Ant Haul triples carrying capacity.


gordbond wrote:

So does ant haul plus mule back cords stack.

Can you also combine mule back plus ant haul with fly and carry pcs

Can you use these spells and magic items together because my pc are using this as a strategy but is it legal

Neither the spell nor the ability say that a "bonus" is applied so there appears to be no conflicting mechanics RAW and the ant haul should triple the carrying capacity of the PC in question including the +8 from the mule back cords. As for flying I would make sure that appropriate fly checks are made even though the spell fly normally does not require such due to the unwieldiness of holding another person(s) I would make an exception.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Muleback cords stacks with ant haul stacks with mwk backpack.

Shadow Lodge

In my game they don't stack. Muleback Cords use Ant Haul in their creation. That's too close to the same source, so they don't stack in my games. And considering that they do the exact same thing... (Adding 8 to carrying STR triples your carrying capacity...)


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Eric Clingenpeel wrote:
In my game they don't stack. Muleback Cords use Ant Haul in their creation. That's too close to the same source, so they don't stack in my games. And considering that they do the exact same thing... (Adding 8 to carrying STR triples your carrying capacity...)

In my game they stack, despite the fact that I most certainly agree with Eric's reasons why they don't in his.

The only difference: I don't view "carry capacity as if 16 higher strength," as ever being a) needed, b) used in some way that impinges upon the fun being had by any person involved in the game, or c) actually useful as anything other than a shortcut between finding a lot of treasure and actually getting the treasure to somewhere it is useful.


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We actually used this particular combination to great effect in a game of mine. We gave the Muleback Cords to our half-orc barbarian, then buffed him with Bull's Strength, Enlarge Person, and Ant Haul. He had something like an effective 42 Strength for the purposes of carrying capacity while raging, which was then further multiplied by being Large and Ant Haul. Being able to have a party member lift up siege engines and drop them on people's heads with a minor Wondrous item and three low-level spells was pretty absurd (if loads of fun.)


Eric Clingenpeel wrote:
In my game they don't stack. Muleback Cords use Ant Haul in their creation. That's too close to the same source, so they don't stack in my games. And considering that they do the exact same thing... (Adding 8 to carrying STR triples your carrying capacity...)

Don't Muleback Cords use Bull's Strength in their creation?


I had a similar quandary to this one:

I am trying to determine how to apply several different multipliers to Carrying Capacity, all on the same character. In this case:

--28 Strength base
--Muleback Cords (adds effective 8 Strength, making it 36 Str)
--Size Large Quadruped (* 3)
--Ant Haul spell (* 3)

Since Str 36 is off the Carrying Capacity chart, we are supposed to multiply the numbers for a Str 26 by 4 to get base carrying capacity. Is that result then * 3 (for large quadruped) and then * 3 again (for Ant Haul)? Or would I add all multipliers together as a single multiplier and then apply only once (4 + 3 + 3 = multiplying a Str 26 capacity * 10)?

It comes out to completely different numbers depending on whether you apply each multiplier one at a time or not...

Also, my DM said you have to be 'under' the weight or somehow already considered 'carrying' it before these benefits apply...in other words, you might be able to carry around a catapult, no problem, but LIFTING it in the first place still only uses your base Strength....


If you were combining the multipliers by adding them, you would add 1 less for each multiplier beyond the first, so you would multiply by 8. But that rule only applies to multiplying modifiers to a roll, so it doesn't apply here. So you multiply using the normal mathematical rules (by 4 * 3 * 3 = 36).
The weight you can lift over your head (and still move after) is your max load, so your DM is wrong in this instance.

Also, Lynceus is right, the spell for Muleback Cords (Ultimate Equipment) is Bull's Strength, not Ant Haul (Advanced Player's Guide).


Eric Clingenpeel wrote:
Muleback Cords use Ant Haul in their creation. That's too close to the same source, so they don't stack in my games.

3.5 has this as a rule. Items don't stack with spells, if that spell is used in the creation of that item. Hasn't that carried over into Pathfinder?

Liberty's Edge

VRMH wrote:
Eric Clingenpeel wrote:
Muleback Cords use Ant Haul in their creation. That's too close to the same source, so they don't stack in my games.
3.5 has this as a rule. Items don't stack with spells, if that spell is used in the creation of that item. Hasn't that carried over into Pathfinder?

Muleback Cords DON'T have Ant Haul as a pre-req, so it doesn't come in to play here.

However, in general it works the same way in Pathfinder because 'same effects' usually do not stack... regardless of source. There could be some exceptions if the spell effect were 'self stackable' or if the item has a markedly different effect than the spell.


Leucrotta63 wrote:

...

I always use this calculator for the purpose of determining Carrying capacity.

http://rimzy.net/tools/javascript_pathfinder_carrying_capacity_calculator.h tm

(For some reason linking it in the text doesn't work...)

Also I second Khudzlin, your GM is wrong.

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