Vuliperre Reignhart
|
Familiar Satchel
Price 25 gp; Weight 6 lbs.
Category: Adventuring Gear
This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.
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What's the action(s) required to climb out of one of these things, do you figure? I'm... uh... asking for a friend...'s familiar. Yeah, for a familiar.
| Kolyarut |
It's normally a move action to dismount, unless your familiar makes a DC 20 Ride check to make a fast dismount as a free action.
(Ride rules)
It would be within a GM's discretion to claim that it would take longer to dismount from a "saddle" that is providing cover or containing the riding creature though.
LazarX
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Price 25 gp; Weight 6 lbs.
Category: Adventuring GearThis armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.
--
What's the action(s) required to climb out of one of these things, do you figure? I'm... uh... asking for a friend...'s familiar. Yeah, for a familiar.
It's essentially a pet carry cage... which means that it's open and closed from the outside. Your friend might have some problems.
LazarX
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Maybe there's a latch on the inside with a mechanism sized just right for tiny vulpine claws? You know, just hypothetically speaking.
Now you're seriously underestimating the importance of opposite manipulable digits.
But even if I was going to be that generous, you're talking about a standard action to open, and a move action to exit. You're not getting off a mount, you're exiting a tiny room.
| OldSkoolRPG |
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Price 25 gp; Weight 6 lbs.
Category: Adventuring GearThis armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.
--
What's the action(s) required to climb out of one of these things, do you figure? I'm... uh... asking for a friend...'s familiar. Yeah, for a familiar.
A friend 's familiar huh? You are the one stuck in the satchel aren't you. You can tell us. You are among friends. This is a safe space. You are a kitsune in fox shape and can't get out of the satchel. Nothing more embarrassing than missing half of a combat because you are stuck in the wizards purse...man been there :(
ShieldLawrence
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This isn't a saddle for sure, so no Ride checks involved.
An action to leave the satchel isn't listed, so you should be able to leave the satchel as part of normal movement. I'd recommend talking to your GM about it though, since I can see some people having a problem with leaving for free,, but seeing as this is for PFS play...
| Crimeo |
I would rule it as a tiny room, not a saddle. Opening a door is a move action, then simply move out of it to wherever. This would also require being ABLE to open the door from the inside, which depending on the specified make and model of the satchel (ask the player and stick with it), may or may not be possible from inside, or the door may or may not be currently "locked" / fastened. It may even in some cases be left open (though this could be ruled to have other consequences, like the familiar being subjected to area damage spells like fireball)