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The rule that a creature under a medium or heavy load cannot fly is a feature that Pathfinder RPG discarded. It does not appear in the Fly skill entry, and the fly spell specifically calls out a second speed for creatures under medium or heavy load.
Please avoid backhanded insults in your posts. Remember that the genius who wrote the rules option you're trying to use could be the same one reading and answering your question and helping you play the character you want to play.

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Sorry bout the sarcasm John. I have put in a lot of hours trying to get this worked out to no avail. No one I have talked to can figure out all of the rules for society play to make everything above board and legal for play. I really want to play this by the rules. The Fly spell is the key I could not find. If you are the developer for this one I really want to thank you for a whole lot of crazy being unleashed in my Lodge. This thing is awesome. I just got it started and had to stop playing it for my own piece of mind until I got this worked out. My only other option was to burn wands of ant haul. Thanks!

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The rule that a creature under a medium or heavy load cannot fly is a feature that Pathfinder RPG discarded. It does not appear in the Fly skill entry, and the fly spell specifically calls out a second speed for creatures under medium or heavy load.
That's fascinating to hear.
The rule may not exist in the Fly skill, but there are still remnants of it found when referring to medium and heavy loads, and mounts wearing medium or heavy armor.
In fact, as I type this, there's a debate in the Rules Forum about this very discrepancy.
But, since I only play PFS, and you've made a ruling here, that's good enough to settle the debate for me.

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I actually had no input on the goblin chapter, as this is a hardcover RPG book (the work of the design team), and I only wrote the boggard and ratfolk chapters. The point about remembering that there is someone else on the other side of the screen is no less relevant.
I have had it pointed out that a mount cannot fly if in medium or heavy armor, and encumberance functions as though it were the equivalent armor. That makes it sound as though the meat of your complaint is still valid, at least for the bat. It could grab you in its mouth and carry you for short distances, but operating as a battle mount might have to wait until it gets another point or two of Strength. This makes the bat no less effective as a melee combatant for your first few levels, though, and as you noted, ant haul can easily overcome the limitation.
EDIT: It seems we may have directed to similar debates, Nefreet. I would rather this be handled in a way that fits the rules at large, and if that means my hastily researched response this morning was imperfect, I have no problem incorporating other sources into my understanding of this rule.

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I actually had no input on the goblin chapter, as this is a hardcover RPG book (the work of the design team), and I only wrote the boggard and ratfolk chapters. The point about remembering that there is someone else on the other side of the screen is no less relevant.
I have had it pointed out that a mount cannot fly if in medium or heavy armor, and encumberance functions as though it were the equivalent armor. That makes it sound as though the meat of your complaint is still valid, at least for the bat. It could grab you in its mouth and carry you for short distances, but operating as a battle mount might have to wait until it gets another point or two of Strength. This makes the bat no less effective as a melee combatant for your first few levels, though, and as you noted, ant haul can easily overcome the limitation.
EDIT: It seems we may have directed to similar debates, Nefreet. I would rather this be handled in a way that fits the rules at large, and if that means my hastily researched response this morning was imperfect, I have no problem incorporating other sources into my understanding of this rule.
To be fair to your hasty research, we of the Design Team put those rules in a pretty silly place. If we wanted to be user-friendly at all, your check into the two places someone would tend to look first should have found it, rather than having to look at an arbitrary piece of equipment.

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I would rather this be handled in a way that fits the rules at large, and if that means my hastily researched response this morning was imperfect, I have no problem incorporating other sources into my understanding of this rule.
I think, now having the attention of both you and Mark, that this would be an excellent candidate for an FAQ Friday =).

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Two words: Muleback Cords
Get your AC the feat to open the shoulder slot, and equip it with these. Or you could use the Vulture, which has a STR 12 vs the STR 9 of the Bat.
You have no idea the amount of crazy a flying character can drop since you're just getting yours started. I have a retired Halfling Fighter/Hunter that dropped a ton of damage on demonic forces in a couple of specials. When most creatures can't reach you, and you never provoke moving by those that can, you tend to put holes in most creatures. Hilarity will ensue when your mount gets confused...trust me. I for one am glad the flight rules changed from what 3.5 had, as it was kind of stupid that flying PCs in armor couldn't fly at all.

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Would love to have this cleared up. I go to Cons with this and have a lot of rules interpretations that make me have to relearn the character to appease the GM for each table. I know I haven't played it right for three mods now. I had no idea until someone pointed out the problem and I started researching it. Clarification for Society play would be awesome!

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So... I start my Goblin Boone and choose Goblin Marauder. The minimum weight of a naked goblin is 32 lb. The bat can only carry a 30lb load before it gets in the medium load category. It now cannot fly. Who's the genius that wrote this one?
The minimum weight is 27 pounds. You don't HAVE to be male... :)
But besides that, yeah. Wand of ant haul (you can hand them to party members if you can't cast it yourself)

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Why make a class that is broken by the rules to begin with? Especially one that is so enticing. Was I supposed to not be able to do what the class is designed to do at lower levels? Was I supposed to fly around naked with one bomb in my hand at a time? I just don't think this class was supposed to be so rules restricted in it's implementation. I would not think that was the intent.

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The problem is that outside of some weird multiclassing your animal companion seems to need to advance to level 4 and take a point of intelligence increase to be able to take the extra slot feat, and then be fifth level to actually take it. (or catch and release your animal companion and acquire a new one at 4) By that point he'd probably have the strength to carry you anyway.
Boro beads (pearls of power for alchemists) and extracts of ant haul would give you a solution before that for the same price.

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A 1st level (2hd) Animal Companion can select Extra Item Slot as its first feat.
A familiar is called out within that feat section as being able to swap it out. Its technically not on the list for feats an animal can take without advancing its intelligence as far as I know.

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Looks like a wand of ant haul is used until I can increase intellect to 3 so I can activate a magic item. Then dissmiss bat. Call new bat w/ extra item slot. Get Heavy load belt. For now my bat has an exotic riding saddle which it can fly with right at its light load limit. I will ant haul wand to ride for now.

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Nefreet wrote:A 1st level (2hd) Animal Companion can select Extra Item Slot as its first feat.A familiar is called out within that feat section as being able to swap it out. Its technically not on the list for feats an animal can take without advancing its intelligence as far as I know.
Indeed, from the land of humorous oversights, the Animal Archive did not specifically state that the companion feats are added to the animal feat list. As far as I can tell, the INT advancement is required first.

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BigNorseWolf wrote:Indeed, from the land of humorous oversights, the Animal Archive did not specifically state that the companion feats are added to the animal feat list. As far as I can tell, the INT advancement is required first.Nefreet wrote:A 1st level (2hd) Animal Companion can select Extra Item Slot as its first feat.A familiar is called out within that feat section as being able to swap it out. Its technically not on the list for feats an animal can take without advancing its intelligence as far as I know.
I'm not sure where you are getting the INT requirement from...? All Animal Companions get 1 Feat at level 1.
This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.
Feats: all feats on pages 18-19 are legal except Familiar Spell
Extra Item Slot
You are able to wear magic items more easily than other creatures of your kind.
Prerequisites: Non-humanoid body shape.
Benefit: Choose one magic item slot not normally available to creatures with your shape. You can now use magic items in that slot.
I failed previously to realize that Both ACs for this class fail to have a shoulder slot, which means you cannot get them Muleback Cords. They do have the belt slot, thus Heavyload Belt is your best option. You may also want to look into getting another Extra Item Slot: Headband (Fly), so your animal can have 6 more tricks and a maxed out Fly skill.

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From the Core Rulebook. Unless the Animal Companion has an Int of 3+, they are restricted to this list of feats:
Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

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The Animal Magic Item Slots table found on the inside front cover of the book (Animal Archives) is not legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under it's 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. This is word for word from the Society Additional resource guide. I would take this as the rule for society play. It was written after the Core rule book and it is direct rules for Society play.

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The Animal Magic Item Slots table found on the inside front cover of the book (Animal Archives) is not legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under it's 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).
I feel the urge to hit myself in the head with my own core rulebook for bringing up this level of persnicketyness in my rules reading , but animal companion rules are often this persnickity...
The above paragraph states what happens when a PFS critter takes the feat. It does not change the conditions under which a pfs critter is eligible to take the feat.

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Another thing you could do, Roo, would be to wait until 3rd level to ride the bat, because at that time it would have a STR10 with its ability score increase. That still might not be enough, though, so waiting to ride until level 4 could work, putting its ability increase into STR (giving it an 11 - for 38 pounds of carrying capacity).
Also, consider using Reduce Person as an extract for you goblin... it might only last 1min/level, but maybe that's enough for what you are thinking. When reduced, your weight will drop in weight (sorry, don't know by exactly how much, though).
Other ideas abound... be creative!

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Hero Labs did just e-mail me and is changing their programming for society characters to ensure the Extra Item Slot for animal companions is available beyond creation at 1st level as it says the feat may be taken multiple times. This should make it available when Int is increased to +3.
HeroLab has nothing to do with Pathfinder, or PFS.
They are a third party company, and have zero say in rules matters.

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As a non-PFS winged marauder, I'd like to poke my head in here.
Twitchy wound up going with the vulture precisely because of the strength issue. It made it possible to fly at first level. Fortunately, my GM also ruled that medium weight encumbrance allowed one to fly with a saddle -- which makes those ride checks less deadly. Our goblin game does not have the PFS option of easily acquired ant haul wands.
Since I have both Mark and John here, may I take a moment to thank them for how well-written this archetype is? This archetype (unlike many other archetypes that grant animal companions) added handle animal, ride and acrobatics to the class skills of the Marauder Alchemist. How great to have the skills one needs for a flying mount as class skills.
I have had so much joy and pleasure from playing Twitchy, that I want to thank you all from the bottom of my heart for creating this fun and hilarious archetype.
Yours,
Hmm