Alter Self Animal Companion


Rules Questions


So if I give my animal companion a greater hat of disguise would it lose it's natural armor bonuses as it walks around as a human?


So the important part is

Polymorph subschool wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

Natural armor is probably based on form.


Bob Bob Bob wrote:
So the important part is
Polymorph subschool wrote:
you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision)
Natural armor is probably based on form.

Though It isn't a extraordinary or supernatural ability, is it? That's the main part I was wondering.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Straight out of the box, I don't believe animal companions have access to using head slot items.

Any sane DM would rule that the natural armor of the original form is temporarily lost while assuming (squishy) humanoid form, unless said humanoid had its own natural armor bonus.

I'd want to know just how your animal companion *feels* about being warped into human form. And hope it's not a bad excuse for twisted zoophiliac dreams. <g>


Well, if it isn't Ex then someone forgot to tell the people writing the rules. I found a few places it's explicitly Ex: Savage Barbarian's Naked Toughness, Dragon Disciple's natural armor increase, Eidolons even.

It doesn't help that the definition for it is:

Extraordinary Abilities (Ex) wrote:
Extraordinary abilities are unusual abilities that do not rely on magic to function.

That's about as generic as you can get and covers way too much.

I can't find anything explicit on this but I think the intent was for you to lose all abilities based on form, otherwise by a strict reading of the polymorph subschool you can speak in any form you take (it's not Ex or Su). But at the same time the text really seems to indicate you can't, and feats like Wild Speech also seem point in that direction.


PaperAngel wrote:
Bob Bob Bob wrote:
So the important part is
Polymorph subschool wrote:
you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision)
Natural armor is probably based on form.
Though It isn't a extraordinary or supernatural ability, is it? That's the main part I was wondering.

You failed to quote the entire passage, the rules don't stand in a vacuum when interacting with multiple other rules or game mechanics. It is up to the GM in such a case where it isn't obvious what should be done. Now if you look at the definitions of Natural Armor and of Extraordinary abilities... It should be obvious that it is based on form and that natural armor does follow the definitions and guidelines/rules of EX abilities. Also the last line of the paragraph you partially quoted, it states you could gain back an ability if lost and the form had it. Along with the other rules of the polymorph spells I would say that would mean, when you have a +4 natural armor "normally" then use a spell to change shape into a creature that grants natural armor you would gain whatever bonus the spell granted as natural armor during its duration.

Transmutation/Polymorph wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.
Natural Armor wrote:
A natural armor bonus improves armor class resulting from a creature's naturally tough hide.
Extraordinary wrote:
Extraordinary abilities are non-magical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.

TL;DR: Ask your GM, while the rules don't say X marks the spot, all the supporting rules point to it not working that way.


Skylancer4 wrote:


You failed to quote the entire passage, the rules don't stand in a vacuum when interacting with multiple other rules or game mechanics.

I cut out the rest since all it would do is fill up space since I'm quoting someone above me, the full rule would be in his post I just cut out what he was emphasizing so you could understand the flow of dialog. Just as I am choosing only the quote one area of your post because I am answering that one area.

My main use of the greater hat of disguise would be to allow the cat to climb a ladder without problems, and I wanted to preemptively figure out a question that is likely to come up.

If there is an easier way to make it able to climb ladders, ropes, ect., I'd really like to know. I'd like to not leave it behind every time a ladder ends up in my way as a ranger. Currently I can carry him since he only weighs 60 pounds, but once he hits medium I'm going to have some trouble once he hits 120 pounds.

The hat would be convenient since I could wear until we need to travel by rope or ladder, then put it on his furry little head and let him climb down.

I personally wouldn't want to have to buy weapons for me, and my little pet cat, nor do I want to really buy anything other then probably bracers of armor for it.

Skylancer4 wrote:


Now if you look at the definitions of Natural Armor and of Extraordinary abilities... It should be obvious that it is based on form and that natural armor does follow the definitions and guidelines/rules of EX abilities.

Also it doesn't seem that obvious to me, since a kobold has a natural armor that isn't listed as Extraordinary or the like.


Wheldrake wrote:
Straight out of the box, I don't believe animal companions have access to using head slot items.

Animal Companions that have head slots:

Biped (hands): Ape and Baboon
Quadraped (hooves): Antelope, Aurochs, Bison, Boar, Buffalo, Elk, Horse, Llama, Megafauna (Megaloceros), Moose, Pony, Ram

Source: Animal Archives Front Inside Cover.

However, the Greater Hat of Disguise is command activated and an animal companion is not capable of activating it.


PaperAngel wrote:
Skylancer4 wrote:


You failed to quote the entire passage, the rules don't stand in a vacuum when interacting with multiple other rules or game mechanics.

I cut out the rest since all it would do is fill up space since I'm quoting someone above me, the full rule would be in his post I just cut out what he was emphasizing so you could understand the flow of dialog. Just as I am choosing only the quote one area of your post because I am answering that one area.

My main use of the greater hat of disguise would be to allow the cat to climb a ladder without problems, and I wanted to preemptively figure out a question that is likely to come up.

If there is an easier way to make it able to climb ladders, ropes, ect., I'd really like to know. I'd like to not leave it behind every time a ladder ends up in my way as a ranger. Currently I can carry him since he only weighs 60 pounds, but once he hits medium I'm going to have some trouble once he hits 120 pounds.

The hat would be convenient since I could wear until we need to travel by rope or ladder, then put it on his furry little head and let him climb down.

I personally wouldn't want to have to buy weapons for me, and my little pet cat, nor do I want to really buy anything other then probably bracers of armor for it.

Skylancer4 wrote:


Now if you look at the definitions of Natural Armor and of Extraordinary abilities... It should be obvious that it is based on form and that natural armor does follow the definitions and guidelines/rules of EX abilities.
Also it doesn't seem that obvious to me, since a kobold has a natural armor that isn't listed as Extraordinary or the like.

Are you the GM? If so make the call.

If not ask the GM as it isn't obvious to you.


You could, instead, get an item to shrink your cat and allow it to be carried:

http://www.d20pfsrd.com/magic/all-spells/r/reduce-person

CL1 magic item, at-will or continuous, is 2k base cost, which is pretty cheap compared to the hat of greater disguise, and still useful for you.


1) Reduce Person will not affect an animal. You would need Reduce Animal (level 2 spell) for that.

2) You do not need to make a custom item to bypass obstacles. There is already a spell that stores your animal companion called "Carry Companion".


unless you have the sylvan sorcerer, because then you can effect it with your spell via the share spells feature.


The spell won't help much if you don't have it on your spell list.


Thankfully, Carry Companion is on most people's spell lists and if it isn't a wand+UMD of it will work.

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