Clarifications on what animal companions / familiars / etc can wear / use, please


Pathfinder Society

1/5

3 people marked this as FAQ candidate.

FAQ link: http://paizo.com/pathfinderSociety/faq#v5748eaic9p51

I'm finding the FAQ concerning this very confusing. I see the wand thing has been beaten to death in another post, but how about issues such as the following?

1) The majority of the text only says things about animal companions. Should we assume everything said about animal companions also applies to familiars (and other pc "sidekicks")?

2) "Animal companions of any type may not use manufactured weapons.": Does this apply to familiars too? Some familiars (for example, the sprite), come with manufactured weapons...

3) The spell Anthropomorphic Animal states "One pair of its limbs is able to manipulate objects and weapons as well as human hands do" and "the creature's Intelligence increases to 3, and it gains the ability to speak one language you know." What happens here? (in regards to gear use, wand use, etc)

4) Many other polymorph spells also allow animals/familiars to assume humanoid/other forms. (for example, Alter Self in conjunction with Share Spell). What happens here?

5) The FAQ seems to indicate that humanoid familiars can only wear barding and a neck-slot item. Barding, and not armor, on a humanoid?

6) What happens if a humanoid familiar (or polymorphed) animal companion dons and wears magical armor/shield/etc in-game. Will it suddenly become insubstantial and ineffective? Does the world explode?

7) What is the price of gear? For example, a tiny suit of leather armor (or barding :P) for an imp familiar.

Silver Crusade 2/5

This link is the FAQ in question to which you refer.

The Additional Resources has this to say on the Animal Archive:

Spoiler:
Additional Resources wrote:


Pathfinder Player Companion: Animal Archive
*Note: The Animal Magic Item Slots table found on the inside front cover of the book is not legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature's anatomy). Second, access to specific magic item slots may be granted at a later date by another legal source.
Archetypes: all archetypes on pages 6-7 and 20-21 are legal. The Huntmaster may only have one animal companion in his hunting pack; Animals: all animal companions on pages 28-29 are legal for purchase. Animals on pages 14-15 are legal for purchase except dinosaurs and megafauna (unless already allowed in this document in Bestiary 1, Bestiary 2, Bestiary 3, or Ultimate Equipment) and dire animals. Additionally, only creatures of the animal type of size Large and smaller may be purchased. Goblin dog is restricted for purchase and only available to goblin PCs; Equipment: all equipment on pages 12-13 are legal except barding stitches, fury drops, and poison caps; Familiars: all familiars on pages 10-11 and 30-31 are legal. Approximating familiars in not legal for PFS play; Feats: all feats on pages 18-19 are legal except Familiar Spell; Magic items: all magic items on pages 26-27 are legal except circlet of speaking and familiar metamagic rod; Spells: all spells on pages 24-25 are legal; Tricks: All tricks on pages 8-9 are legal.

The bolded section talks about what can be worn where. For most animal companions and familiars, you are allowed neck slot and barding items, and have to buy additional item slots with the feat.

This thread was from Mike Brock about that FAQ post. It has several useful clarifications.

This thread is incredibly useful for all questions animal.

1/5

Thanks, but I don't believe those links truly answer any of the questions I posed above. The very fact that several long threads exist concerning that FAQ entry indicates it could at least use a healthy revision.

A most restrictive reading of the FAQ goes directly against existing RAW/RAI (see questions #2 and #3). It also strongly goes against all common sense when it comes to humanoid companions donning (magic) armor.

Even the very first line, "It is intended that animal companions or familiars can not activate magic items." seems to be in direct contradiction with all those posts stating that some familiars can indeed use wands with UMD.

Silver Crusade 2/5

The familiars who can use wands with UMD are the short list of improved familiars that use the biped(hands) section:

Quote:
The brownie, faerie dragon, imp, lyrakien azata, mephit, quasit, sprite familiars, granted by the Improved Familiar feat, use the Biped (hands) section of the chart.

The rules for PFS are, in fact, more restrictive than the general game. You get the neck and barding slots, if your AC can use them, and that's it, stock. Exceptions are limited. Other than that, buy more slots with the feat Extra Item Slot. This is -different- than the normal rules, and can help answer several of the questions you have.

Adding in the spells and polymorph changes you asked about, and you have areas not normally discussed. If the spells don't cover the situations you describe, usually it will be up to the table GM to cover it.

I would expect that anthropomorphic animal would allow for use of a weapon it picks up, and would also expect the animal is not proficient with it. As for wand use, no, int 3 and hands won't allow that in PFS.

Sczarni 5/5 5/55/5 ***

Byakko wrote:
FAQ link: http://paizo.com/pathfinderSociety/faq#v5748eaic9p51

Linkified

Byakko wrote:
I'm finding the FAQ concerning this very confusing. I see the wand thing has been beaten to death in another post, but how about issues such as the following?

The FAQ may seem confusing because not everything that Mike Brock has issued rulings on is contained within the FAQ. Some of it exists in threads (like this) where people asked for clarification, and he answered.

Byakko wrote:
1) The majority of the text only says things about animal companions. Should we assume everything said about animal companions also applies to familiars (and other pc "sidekicks")?

No. Familiars ≠ Animal Companions. They each have their own governing rules.

Byakko wrote:
2) "Animal companions of any type may not use manufactured weapons.": Does this apply to familiars too? Some familiars (for example, the sprite), come with manufactured weapons...

Only Animal Companions.

Byakko wrote:
3) The spell Anthropomorphic Animal states "One pair of its limbs is able to manipulate objects and weapons as well as human hands do" and "the creature's Intelligence increases to 3, and it gains the ability to speak one language you know." What happens here? (in regards to gear use, wand use, etc)

An Animal Companion under the effects of this spell can now "manipulate objects and weapons as well as human hands do". That's it.

Byakko wrote:
4) Many other polymorph spells also allow animals/familiars to assume humanoid/other forms. (for example, Alter Self in conjunction with Share Spell). What happens here?

Can you be more specific?

Byakko wrote:
5) The FAQ seems to indicate that humanoid familiars can only wear barding and a neck-slot item. Barding, and not armor, on a humanoid?

Familiars that use the Biped (Hands) chart from Animal Archive have every slot available to them. Rings, Armor, Belts, whatever you want.

Byakko wrote:
6) What happens if a humanoid familiar (or polymorphed) animal companion dons and wears magical armor/shield/etc in-game. Will it suddenly become insubstantial and ineffective? Does the world explode?

Familiar? Nothing. It can do this already.

Animal Companion? It still can't activate magical items, including wands. Other than that I'm not sure what you're asking.

Byakko wrote:
7) What is the price of gear? For example, a tiny suit of leather armor (or barding :P) for an imp familiar.

This answer can be found in the Core Rulebook within the Equipment chapter. Unfortunately, due to some editing errors, weapons other than small/medium/large are not available for purchase, but tiny-sized armor is.

1/5

DesolateHarmony wrote:
The familiars who can use wands with UMD are the short list of improved familiars that use the biped(hands) section:
Quote:
The brownie, faerie dragon, imp, lyrakien azata, mephit, quasit, sprite familiars, granted by the Improved Familiar feat, use the Biped (hands) section of the chart.

I don't see how that line helps with with using wands. At best, it allows the "Extra Item Slot(Hands)" be given to the familiar, which would allow it to wear items on its hands.

Quote:
Hands: This slot consists of gauntlets, gloves, and other items that can worn on the hands.

So it seems like doing so would allow it to wear gauntlets, gloves, and the like, without any justification to ignore the FAQ's prohibition on magic item activation. So how does this allow them to use wands?

Sczarni 5/5 5/55/5 ***

If you own Animal Archive you'll be able to see that "Biped (Hands)" refers to more than just being able to wear gloves. It means that your general body shape is "Bipedal", and you have "Hands", opening up all the usual body slots that characters have.

Those Familiars that possess this body shape can use wands.

1/5

Nefreet wrote:


Byakko wrote:
I'm finding the FAQ concerning this very confusing. I see the wand thing has been beaten to death in another post, but how about issues such as the following?
The FAQ may seem confusing because not everything that Mike Brock has issued rulings on is contained within the FAQ. Some of it exists in threads (like this) where people asked for clarification, and he answered.

Ah, I wasn't aware that an in-thread rules clarification was as official as the FAQ. Is there a list of people whose rulings/comments can be taken as official?

Nefreet wrote:


Byakko wrote:
1) The majority of the text only says things about animal companions. Should we assume everything said about animal companions also applies to familiars (and other pc "sidekicks")?

No. Familiars ≠ Animal Companions. They each have their own governing rules.

Ignoring lines in the FAQ which mention only animal companions, and not familiars, both clarifies and muddles things further. Many of the same questions will then come up for familiars that haven't really been answered by the FAQ then.

Nefreet wrote:


Byakko wrote:
3) The spell Anthropomorphic Animal states "One pair of its limbs is able to manipulate objects and weapons as well as human hands do" and "the creature's Intelligence increases to 3, and it gains the ability to speak one language you know." What happens here? (in regards to gear use, wand use, etc)
An Animal Companion under the effects of this spell can now "manipulate objects and weapons as well as human hands do". That's it.

That's what I thought, so it would presumably override the restriction on manufactured weapon use mentioned in the FAQ allowing it to wield weapons (albeit most likely without proficiency).

Nefreet wrote:


Byakko wrote:
4) Many other polymorph spells also allow animals/familiars to assume humanoid/other forms. (for example, Alter Self in conjunction with Share Spell). What happens here?
Can you be more specific?

For example, a wizard casts alter self on her familiar turning it into a humanoid. I can't think of a druid version, but the idea is, what happens to restrictions on companions if their new form becomes humanoid?

Nefreet wrote:


Byakko wrote:
5) The FAQ seems to indicate that humanoid familiars can only wear barding and a neck-slot item. Barding, and not armor, on a humanoid?
Familiars that use the Biped (Hands) chart from Animal Archive have every slot available to them....

Having access to every slot (for use with the Extra Item Slot feat) seems to do little to resolve things, as familiars can only swap out for that feat once or twice. So if you put your humanoid familiar in armor, helm, and boots with Extra Item Slot x3, what happens? Also, where do you get that such familiars wear normal armor and not barding? (apart from common sense, in contradiction to what this FAQ implies)

1/5

Nefreet wrote:

If you own Animal Archive you'll be able to see that "Biped (Hands)" refers to more than just being able to wear gloves. It means that your general body shape is "Bipedal", and you have "Hands", opening up all the usual body slots that characters have.

Those Familiars that possess this body shape can use wands.

I do have access to a copy. I would be greatly appreciative if you could tell me on what page it states that creatures with Biped(Hands) body shape can use all its normal body slots without use of an Extra Item Slot feat for each slot, and have the ability to use wands.

Sczarni 5/5 5/55/5 ***

I am sorry my posts did not clear anything up.

Biped (Hands) and using wands have nothing to do with each other. There is nothing in print, no FAQ, no rule (that I am aware of) linking them together. Separate them in your mind.

In PFS, the default base general rule is that Animal Companions and Familiars cannot activate magic items. This default base general rule is modified under two circumstances, which then become specific overriding general conditions:

1) Animal Companions and Familiars with an Int of 3+ may activate Ioun Stones, and 2) Familiars that are considered Biped (Hands) may activate wands.

That's it. Having 4 fingers, an opposable thumb, and a soft palm by virtue of themselves does not constitute the ability to use a wand. In PFS you need to A) be a Familiar, and B) have a body structure defined as "Biped (Hands)".

Furthermore, Familiars that are Biped (Hands) do not need the Extra Item Slot feat. They already have every item slot available to them, so the feat would be redundant.

Hopefully that helps.

EDIT: bolding for emphasis, not to make it seem like I'm yelling =/

Sczarni 5/5 5/55/5 ***

Byakko wrote:
Nefreet wrote:
Byakko wrote:
I'm finding the FAQ concerning this very confusing. I see the wand thing has been beaten to death in another post, but how about issues such as the following?
The FAQ may seem confusing because not everything that Mike Brock has issued rulings on is contained within the FAQ. Some of it exists in threads (like this) where people asked for clarification, and he answered.
Ah, I wasn't aware that an in-thread rules clarification was as official as the FAQ. Is there a list of people whose rulings/comments can be taken as official?

Michael Brock, Mark Moreland, and John Compton are the only 3 off the top of my head right now. Anything they say should be taken as being official.

Note that this is different from what you'll find over in the Rules Forum, where casual commentary by Designers/Developers is not official, and only FAQs/Erratas are.

1/5

Thanks so much for the clarifications, it's starting to come together now. I think the key point of confusion stems from this part of the FAQ:

Quote:
"animal companions have access to magical item slots, in addition to barding and neck ... so long as they select the Extra Item Slot feat. The Animal Magic Item Slots table found in Animal Archive is not legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature’s anatomy).

in contrast to your:

Quote:
Biped (Hands) do not need the Extra Item Slot feat. They already have every item slot available to them

The FAQ seems to state that creatures can only use items on its entry by taking the feat for each slot desired. e.g., just because biped(hands) has all slots available doesn't allow them to actually use them without a feat for each slot. (except the free barding/amulet)

Should the FAQ actually read something like this?
"Your animal companion, familiar, or bonded mount has access to all slots listed for its body type on the table. The Extra Item Slot feat can be used to unlock additional slots."

Because that's a BIG difference.

Quote:
2) Familiars that are considered Biped (Hands) may activate wands.

While it was ruled that way in one of those threads you've linked, there's nothing in the rules or FAQ that supports that, only the blanket statement that familiars aren't allowed to activate magic items. Would probably be a good idea to adjust the FAQ for that.

Grand Lodge 4/5

Byakko wrote:

Should the FAQ actually read something like this?

"Your animal companion, familiar, or bonded mount has access to all slots listed for its body type on the table. The Extra Item Slot feat can be used to unlock additional slots."

Because that's a BIG difference.

No. The "Biped (Hands) has all slots" thing only applies to the listed Improved Familiars, not mounts, animal companions or regular familiars. Clarification here.

1/5

Jeff Merola wrote:
Byakko wrote:

Should the FAQ actually read something like this?

"Your animal companion, familiar, or bonded mount has access to all slots listed for its body type on the table. The Extra Item Slot feat can be used to unlock additional slots."

Because that's a BIG difference.

No. The "Biped (Hands) has all slots" thing only applies to the listed Improved Familiars, not mounts, animal companions or regular familiars. Clarification here.

All that "clarification" says is:

Quote:
Biped (hands) allows all available slots.

Which to me reads as though all slots are available for use with the Extra Item Slot feat. Are we supposed to assume this actually means these familiars HAVE all available slots without the use of the feat?

It's simply not clear, especially since the FAQ seems pretty specific.

But if that's the general consensus, I guess I'm okay with that. Table variation kinda sucks, tho. Would be nice to have it in "official writing".

Grand Lodge 4/5

Byakko wrote:
Jeff Merola wrote:
Byakko wrote:

Should the FAQ actually read something like this?

"Your animal companion, familiar, or bonded mount has access to all slots listed for its body type on the table. The Extra Item Slot feat can be used to unlock additional slots."

Because that's a BIG difference.

No. The "Biped (Hands) has all slots" thing only applies to the listed Improved Familiars, not mounts, animal companions or regular familiars. Clarification here.

All that "clarification" says is:

Quote:
Biped (hands) allows all available slots.

Which to me reads as though all slots are available for use with the Extra Item Slot feat. Are we supposed to assume this actually means these familiars HAVE all available slots without the use of the feat?

It's simply not clear, especially since the FAQ seems pretty specific.

But if that's the general consensus, I guess I'm okay with that. Table variation kinda sucks, tho. Would be nice to have it in "official writing".

I'm not sure how you're getting the clarification to mean that when the full thing ("Biped (hands) allows all available slots. So, no need to add in the extra line.") was in response to a request to add the line "The brownie, faerie dragon, imp, lyrakien azata, quasit, and sprite familiars (granted by the Improved Familiar feat) are treated as if they have the Extra Item Slot (hands) feat." to the FAQ.

1/5

I suppose so.

Seems rather odd that biped(hands) familiars get automatic access to all their slots, but other body types get none of them (without a feat for each). If I'm reading all of the above correctly.

Definitely not clear in the FAQ, in any case. Hope it gets edited at some point.


Nefreet wrote:
2) Familiars that are considered Biped (Hands) may activate wands.

I would also say in relation to this and the previous questions about alter self, that according to this post link Only these familiars are able to use wands. This is where it specifically says it, not in the faq.

So baseline, Familiars cannot activate magic items. The listed ones in that post, obtained with improved familiar can activate wands only. They cannot activate scrolls/staves or other magic items. (Although they can use ioun stones as long as they have int 3+).

Any regular or different improved familiar changed with alter self into a humanoid would still not be able to activate wands or other magic items.

This is how I read it at least.

Scarab Sages 3/5 Venture-Lieutenant, California—Los Angeles (Newhall)

This seems pretty straightforward to me.

Unless you have the animal book, they can wear barding(armor) and a neck slot(collar)

If you have the animal book, look at the chart indicated, and even then you can get that feat that gives you an extra slot.

Quit trying to break the game.

5/5 5/55/55/5

Scott Bianchi wrote:

This seems pretty straightforward to me.

Unless you have the animal book, they can wear barding(armor) and a neck slot(collar)

If you have the animal book, look at the chart indicated, and even then you can get that feat that gives you an extra slot.

Quit trying to break the game.

*headscratch*

Or it will cost you 10 bucks to break the game?

Scarab Sages 3/5 Venture-Lieutenant, California—Los Angeles (Newhall)

Personally, I'll choose save my ten bucks and just buy a collar and barding.

Liberty's Edge 5/5

Josh Frost and Hyrum Savage also have rulings, but they are quite old and most have either been ruled on again by Mark or Mike or been made into an FAQ.

Silver Crusade 4/5

If you change your animal companion into a humanoid, keep in mind it is still an animal. Even if you strap armor onto it, it going to try to strip it off as soon as possible. You could make an arguement that it may be OK with armor if it has proficiency. If you give it a sword, it may hang on to it, but since animal companions can't get weapon prof, they are going to revert to their nature attack routinue when combat starts. Which will probably get them killed as the now provoke and do nonlethal damage. Familiars may be another story.

Of course the alter self + shared spell idea could potentially allow you to bring your animal with you into social situations...assuming you have the right clothes and make a handle animal check...

5/5 5/55/55/5

Brett Carlos wrote:
If you change your animal companion into a humanoid, keep in mind it is still an animal. Even if you strap armor onto it, it going to try to strip it off as soon as possible.

This isn't a rule, and its directly contrary to the rule that animals can wear barding.

Grand Lodge 2/5

Brett Carlos wrote:
If you change your animal companion into a humanoid, keep in mind it is still an animal. Even if you strap armor onto it, it going to try to strip it off as soon as possible. You could make an arguement that it may be OK with armor if it has proficiency. If you give it a sword, it may hang on to it, but since animal companions can't get weapon prof, they are going to revert to their nature attack routinue when combat starts. Which will probably get them killed as the now provoke and do nonlethal damage.

You're seriously saying that if you cast Anthropomorphic Animal on your companion it's going to actively resist trying to use the gear you give it, that the spell says it can use? And that it's going to try and punch people because it no longer has claws? And by extension it will even yell at you that it doesn't want to do what you tell it to because it's against its nature since it can now also talk?


Specific overrides general.

In general animals don't really know how to use gear. There may be specific exceptions to that. They do need to be spelled out, specifically.

For example, simply polymorphing an animal into a person won't make it able to use gear it wouldn't normally use, but Anthropomorphic Animal has specific exceptions to that general rule.

-j

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