
wujenta |
Hi, one of my players wants to play with a cleric and has chosen animal as one of his domains... and chosen a T-Rex as his animal companion (I think he has seen Jurassic World too many times...)
He wants to make his pet (Smiley is his name by the way) wear armor and he wants to put the Adhesive enhancement in it, so when Smiley grabs someone that someone stays grappled.
I told him that as the enhancement can be used only 10 rounds x day it needed to be activated and his companion cant do that because he cant talk to use the command word (he put one of his stats advancements in INT and have taken one rank in linguistic so he know a language)
He then told me that as he will do the armor, he can make the activation method that he wants, and wants to make a spot in the armor that when touched it gets activated and deactivated but i think that this should not be valid as I think this can be abused.
For example in an area of Silence, no one can activate his weapons abilities (flaming, shock...) or armor abilities but he will be able to do that with this metod...
What do you think, would the rules allow something like he wants or the command word is there for things like that

wujenta |
What's stopping him from making the command word "Rawr"?
Think that its a bit generic, Command Words, as the description says, must be a bit out of the ordinary, so you dont activate the item as an error...and as an animal (although he has INT 3) I think every "Rawr" he make could activate the effect without noticing... well, perhaps not every one, but you know what i mean

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You're well within your purview as GM to say no to something you think is an exploit. If you don't have Animal Archive you should defnitely look into it (or have your player do so). There is the circlet of speaking that grants an animal the ability to speak. This would allow the T-rex to activate its armor if its smart enough (INT 3+).
--Vrockasaurus (Saltantus vulturem ruinam)

Dave Justus |

It is entirely fair to disallow an animal to activate a command word item, even if they have an INT of 3 (or a fair bit higher for that matter.)
Custom magical items, which is what an alternate activation method would be, are of course entirely within control, and you should feel free to disallow them for anything you wish, including not having the right 'feel.'
All that being said, as long as the item is still a standard action to activate, it wouldn't be unbalanced and the few times it would be an advantage over a different activation method, would be quite rare.
I will note though that with it's teeny little arms, poor T-rex may have just as much difficulty activating by touch.

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If your homegame resorts to the PFS framework for rules (many do), then there is an FAQ restricting Animal Companions from activating Magic items (with the exception of Ioun Stones for Animals with an Int of 3+).
If you go by that, then your player's T-Rex would be incapable of activating a magic item. If you don't go the PFS framework, then the call is totally up to you.

FallzQuick |
If your homegame resorts to the PFS framework for rules (many do), then there is an FAQ restricting Animal Companions from activating Magic items (with the exception of Ioun Stones for Animals with an Int of 3+).
If you go by that, then your player's T-Rex would be incapable of activating a magic item. If you don't go the PFS framework, then the call is totally up to you.
Where is that particular FAQ?

Cevah |

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 nct 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. An animal with Intelligence of 3 or higher remains a creature of the animal type unless its type is specifically changed by another ability. An animal may learn 3 additional tricks per point of Intelligence above 2.
/cevah