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So lets say I have a character that has Eldritch Guardian levels and gets Improved Familiar to obtain an Brownie Familiar.* What kind of gear could this Familiar use?
Could he use a bow and arrows? (using all the combat feats the character has thanks to Eldritch Guardian)
Armor?
Wonderous Items?
I found this but it doesn't really answer the question.
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Oh, there is no longer any contention. There was a recent FAQ that declared effective wizard level counts for "arcane spell caster level". You may rejoice as I did. ^.^
FAQ
An improved familiar only has two body slots, neck and barding. You can use their initial feats to trade out for the feat Extra Item Slot to gain more item slots.
The FAQ you linked says this about the brownie...
"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."
Thus, they are a biped with hands, no different in slots than a human. That FAQ only limits magic item slots, not mundane slots. So, yes, they can wear armor, have wonderous items(that they have paid a feat to gain slots for) and wield weapons. They have slots just like a humanoid PC except that they can not activate most magic items as per the FAQ. The brownie is also allowed to use their master's UMD skill ranks to use wands.
Your issue is going to be in purchasing items of their size. Wonderous items almost universally change size automatically to their user. Armor can be purchased in any body size or style. But there is no pricing guide for tiny weapons. And, in PFS, the Guide Book specifically says you can not buy a weapon that isn't large, medium or small unless that item is on a chronicle sheet.
Luckily, for weapons, there are several ways to shrink items. Iron Lord's Transforming Slivers and the Resizing magic weapon enchantment both do what you want. If you can cast it, there is a 3rd level 24 hour spell that does the same thing. Resize Item. These options are all legal.
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Ah, thank you for that bit of wisdom, Lorewalker! :)
Where are you getting that a familiar has only two body slots? Please provide me with a quote and/or link. The part that you quoted says what part of the chart that they use. It does not say that familiars only have a barding and neck slot. Are you perhaps confusing the part where it talks about Animal Companions?
I hadn't thought about the actual pricing of Tiny sized items. I guess I would have to go with a resizing bow if I wanted the guy to get a Tiny sized bow.
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The original set of posts. Basically, any of the improved familiars listed as Biped(hands) in the magic item FAQ can use wands.
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Ah, thank you for that bit of wisdom, Lorewalker! :)
Where are you getting that a familiar has only two body slots? Please provide me with a quote and/or link. The part that you quoted says what part of the chart that they use. It does not say that familiars only have a barding and neck slot. Are you perhaps confusing the part where it talks about Animal Companions?
I hadn't thought about the actual pricing of Tiny sized items. I guess I would have to go with a resizing bow if I wanted the guy to get a Tiny sized bow.
The FAQ you posted expalins(poorly, since it over-uses the words Animal companion and under-uses the word familiar) that they only get two slots. There are forum posts which clarify this more specifically for familiars.
Relavent text from the FAQ...
"Additionally, animal companions have access to magical item slots, in addition to barding and neck, as listed on the inside front cover of the Animal Archive so long as they select the Extra Item Slot feat. The Animal Magic Item Slots table found in Animal Archive is not a 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"
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I believe there was a ruling that your improved familiars come with any weapons or armor included in their stat block. If you masterwork transform that weapon and then enchant it, there should be no legality issues either.
Also note that magic weapons do not use a magic item slot. You just need enough appendages that are capable of using the weapon in question.
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I believe there was a ruling that your improved familiars come with any weapons or armor included in their stat block. If you masterwork transform that weapon and then enchant it, there should be no legality issues either.
Also note that magic weapons do not use a magic item slot. You just need enough appendages that are capable of using the weapon in question.
If you find this please post it here. I would like to see that. I haven't seen anything official to say this.
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Lorewalker: So you believe that it is an accident that they were only referring to Animal Companions there and that they meant to include that whole section for Familiars rather than the sections where they specify Familiars? You know I can't just take your word on that... ;)
No, that is why I italicized the word familiar where they explain how to get more slots. You will be going against the rules to not pay for additional slots.
I'll see if I can find one of the old posts that gives further clarification.It was just a really poorly written FAQ. A bit of a history lesson, it was written as a patch right before Gen Con. So it is a bit messy. It was supposed to get cleaned up later and that never happened.
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The original set of posts. Basically, any of the improved familiars listed as Biped(hands) in the magic item FAQ can use wands.
Thanks. So Quasit should be in the clear to use wands. And if I read the new FAQ correctly, an Improved Familiar can take an Archetype as long as that Archetype doesn't alter Speak With Animals Of Its Own Kind or as long as the Archetype doesn't change the creature type of a non-animal familiar. If all of that is true, then my Magus will likely be picking up the Familiar Arcana and Improved Familiar next level. Nice.
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Lorewalker wrote:The original set of posts. Basically, any of the improved familiars listed as Biped(hands) in the magic item FAQ can use wands.Thanks. So Quasit should be in the clear to use wands. And if I read the new FAQ correctly, an Improved Familiar can take an Archetype as long as that Archetype doesn't alter Speak With Animals Of Its Own Kind or as long as the Archetype doesn't change the creature type of a non-animal familiar. If all of that is true, then my Magus will likely be picking up the Familiar Arcana and Improved Familiar next level. Nice.
Emissary and Sage are both available for improved familiars.
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Once you size down damage to the size of a brownie, you're going to find that it's not worth the effort.
Depends on what riders you can get on the damage. Between Deliquescent gloves, elemental enchantments, sneak attack dice, poison or feats like Deadly Aim there are possibilities to be had.
Though, a crossbow would be much better than a bow with 7 strength.
Or melee weapons with a dex to damage feat.
As an aside, I have a familiar focused build that, at 13, has an imp with 7 attacks(5 natural), reach(lunge), and 5d6 sneak attack dice. Not including elemental damages. He also benefits from Improved Outflank and Imp Crit for his two elven branched spear attacks.
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Ferious Thune wrote:Emissary and Sage are both available for improved familiars.Lorewalker wrote:The original set of posts. Basically, any of the improved familiars listed as Biped(hands) in the magic item FAQ can use wands.Thanks. So Quasit should be in the clear to use wands. And if I read the new FAQ correctly, an Improved Familiar can take an Archetype as long as that Archetype doesn't alter Speak With Animals Of Its Own Kind or as long as the Archetype doesn't change the creature type of a non-animal familiar. If all of that is true, then my Magus will likely be picking up the Familiar Arcana and Improved Familiar next level. Nice.
I was thinking Sage. I need to do the math and figure out if I'm better off with the familiar having the Archetype or just using my skill ranks.
EDIT: Ah, looking again, I don't think Sage works for a Quasit after all. Quasits have Improved Initiative instead of Alertness, and Sage's Knowledge replaces Alertness.
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I was thinking Sage. I need to do the math and figure out if I'm better off with the familiar having the Archetype or just using my skill ranks.
EDIT: Ah, looking again, I don't think Sage works for a Quasit after all. Quasits have Improved Initiative instead of Alertness, and Sage's Knowledge replaces Alertness.
Where do you see that? I don't see anything about the Quasit that changes how familiars work in general. As the Alertness ability is a familiar trait that grants a familiar's master the alertness feat, not a feat the familiar has.
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Ferious Thune wrote:Where do you see that? I don't see anything about the Quasit that changes how familiars work in general. As the Alertness ability is a familiar trait that grants a familiar's master the alertness feat, not a feat the familiar has.Lorewalker wrote:Ferious Thune wrote:Emissary and Sage are both available for improved familiars.Lorewalker wrote:The original set of posts. Basically, any of the improved familiars listed as Biped(hands) in the magic item FAQ can use wands.Thanks. So Quasit should be in the clear to use wands. And if I read the new FAQ correctly, an Improved Familiar can take an Archetype as long as that Archetype doesn't alter Speak With Animals Of Its Own Kind or as long as the Archetype doesn't change the creature type of a non-animal familiar. If all of that is true, then my Magus will likely be picking up the Familiar Arcana and Improved Familiar next level. Nice.I was thinking Sage. I need to do the math and figure out if I'm better off with the familiar having the Archetype or just using my skill ranks.
EDIT: Ah, looking again, I don't think Sage works for a Quasit after all. Quasits have Improved Initiative instead of Alertness, and Sage's Knowledge replaces Alertness.
You may be right. For some reason I was thinking the Improved Familiar's feats replaced Alertness. But the FAQ doesn't mention that aspect of it.
Ok, I have some thinking to do, and fortunately a few more scenarios before it becomes an issue for the character.
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I feel like I read somewhere (and now can't find) that familiar's with archetypes don't qualify for Improved Familiar. I can't remember why PLEASE DON'T QUOTE ME.
I'm posting this more for somebody to say I'm wrong (or unfortunately right) because I have Eldritch Guardian dreams that revolve around familiar archetypes and Improved Familiar.
Lorewalker: How did you get sneak attack dice on your familiar?
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I feel like I read somewhere (and now can't find) that familiar's with archetypes don't qualify for Improved Familiar. I can't remember why PLEASE DON'T QUOTE ME.
That's because improved familiars don't have "Speak with animals of its kind" which almost all familiar archetypes replace. The two he listed (emissary and sage) don't replace that ability so they work for improved familiars.
Lorewalker: How did you get sneak attack dice on your familiar?
The familiar he listed wasn't PFS legal so I wouldn't worry about the details.
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I feel like I read somewhere (and now can't find) that familiar's with archetypes don't qualify for Improved Familiar. I can't remember why PLEASE DON'T QUOTE ME.
I'm posting this more for somebody to say I'm wrong (or unfortunately right) because I have Eldritch Guardian dreams that revolve around familiar archetypes and Improved Familiar.
Lorewalker: How did you get sneak attack dice on your familiar?
The FAQ that Lorewalker linked to above from July lays out the requirements for an Improved Familiar to take an Archetype.
Carnivalist Rogue gets a familiar with Sneak Attack. I'm not sure if there are other ways.
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Lorewalker: Yeah, I read that entire thread back in the day. It is about as clear as mud. Questions pop up on the vagueness that is the current ruling constantly so I know I am not alone. I appreciate the fact that a ruling was made but it is very out of date and unclear.
Posts like Aram Zey's, while exciting if true, only add to the confusion. I also saw your post here that shows there is some confusion about whether or not Familiars are even allowed to use manufactured weapons at all.
Sometimes there are going to be rules that just are. This is one of those times. Familiars and AC's cannot use weapons. Familiars do not require Handle Animal. That is simply the way it is.
I don't want to spread mistruth and honestly I do not know where he came to that conclusion from. I think it is possible he got the information on Animal Companions mixed up with that of Familiars.
The point is that I would like to be able to make a character that has a Brownie as an Improved Familiar and is fully armed the way a character would be without getting a crosswise glance from a DM. I would like to be able to backup that this is doable with facts from a FAQ or the equivalent. Pathfinder is a permissive system. I need something saying that I CAN do something, not the lack of something saying that I cannot.
That being said, are there rules somewhere that I am not aware of stating that Familiars CAN wield manufactured weapons?
Is there a rule somewhere that states that Familiars CAN wear armor? (I know they get a Barding slot but technically that is different than armor.)
What about a Shield?... where does that fall?
What about slotless, non-activated magic items? (I know about Ioun Stones but what about other similar items?)
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Gummy Bear wrote:I feel like I read somewhere (and now can't find) that familiar's with archetypes don't qualify for Improved Familiar. I can't remember why PLEASE DON'T QUOTE ME.That's because improved familiars don't have "Speak with animals of its kind" which almost all familiar archetypes replace. The two he listed (emissary and sage) don't replace that ability so they work for improved familiars.
Quote:Lorewalker: How did you get sneak attack dice on your familiar?The familiar he listed wasn't PFS legal so I wouldn't worry about the details.
It is PFS legal, actually. Between Fighter(Eldritch Guardian) to transfer combat feats, Unchained Rogue(Carnivalist) to transfer sneak attack dice, 2 feats worth of Evolved Familiar for 4 natural attacks(the fifth attack is natural to imps), Accomplished Sneak Attacker for an extra sneak attack die, some other classes to up the sneak attack dice and for bonus feats.... then add on a tiny elven branched spear(bought small and made tiny by PFS legal means) and an ioun stone to give the imp familiarity with the weapon... yah. The PC even picks up some limited druid casting. It's complicated, but legal.
The point was to create the deadliest familiar that I could. Unfortunately the first Dismiss or Banish effect to hit the familiar severally hinders the PC from being effective.
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Lorewalker: Yeah, I read that entire thread back in the day. It is about as clear as mud. Questions pop up on the vagueness that is the current ruling constantly so I know I am not alone. I appreciate the fact that a ruling was made but it is very out of date and unclear.
Posts like Aram Zey's, while exciting if true, only add to the confusion. I also saw your post here that shows there is some confusion about whether or not Familiars are even allowed to use manufactured weapons at all.
** spoiler omitted **
The point is that I would like to be able to make a character that has a Brownie as an Improved Familiar and is fully armed the way a character would be without getting a crosswise glance from a DM. I would like to be able to backup that this is doable with facts from a FAQ or the equivalent. Pathfinder is a permissive system. I need something saying that I CAN do something, not the lack of something saying that I cannot.
That being said, are there rules somewhere that I am not aware of stating that Familiars CAN wield manufactured weapons?
Is there a rule somewhere that states that Familiars CAN wear armor? (I know they get a Barding slot but technically that is different than armor.)
What about a Shield?... where does that fall?
What about slotless, non-activated magic items? (I know about Ioun Stones but what about other similar items?)
I think the main issue you are having with the confusion over familiars not being able to use weapons is that you are not separating out Animal familiars from Outsider familiars(And Fey). No animal can use a manufactured weapon in PFS. That is what is specifically forbidden. The books make it legal for a familiar to wear items for which they have slots. A FAQ makes it illegal for any animal to wield a manufactured weapon. But an outsider, specifically one that has hands, can wield any weapon that can fit its hands. It is not an animal, so it isn't forbidden and it is a creature with slots and may fill them as per the rules regarding slots on familiars and animals.(Well, let me expound a bit... the FAQ doesn't really limit animal familiars as it limits animal companions specifically. But many GMs will see it as limiting animal familiars. And, animal archive states that it is up to a GM to decide if an animal with a grasping limb may wield a weapon. So, it should be technically possible, you just won't see it at tables pretty much ever. Which is not a bad thing, I think.)
As for other items... well, you have to look at their body type as is described in Animal Archive. Certain body types can wear certain types of items. A Humanoid(hands) type has every slot a human PC would. That is RAW from legal sections of legal books. So, you would be perfectly within legal definition to fully outfit that brownie... just so long as any magic items that take up slots also have those slots opened up to magic items by a feat or are barding/neck slot items.
As for slotless items? They can benefit from any constant magic item that does not require activation. Such as a ring of deflection or a "Page of Spell Knowledge"(if they are also a spontaneous caster, there is at least one). That is part of the FAQ as well.
Read the front bit of Animal Archive(specifically the information regarding body slots), the FAQ on magic items, the entry for Fey types and the FAQ limiting animal companions from using manufactured weapons. That should cover pretty much all the legality you need.
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Lorewalker wrote:It is PFS legal, actually.You're going to have to tell me what you meant by "He also benefits from Improved Outflank" because the only "Improved Outflank" I'm aware of is a third party feat. So if that's not what you were talking about that's where my confusion came from.
Ah, I see where the confusion is. I meant just outflank.
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Lorewalker: Look, I agree with you so don't take what I say as me arguing with you. That isn't my intention. The problem with when you say, "The books make it legal..." is that you are not quoting a rule to support your viewpoint. It is the equivalent of saying, "Because reasons."
And when you say, "But an outsider [familiar], specifically one that has hands, can wield any weapon that can fit its hands." you aren't backing that up with facts. I understand that it isn't explicitly forbidden. It might not even be implicitly forbidden. But it is not explicitly allowed.
As I said, Pathfinder is a permissive system. You have a list of rules telling you what you CAN do. Unless there is a rule allowing for something you are likely to run up against a brick wall of a DM who says you can't and then have nothing to show to prove your point. In fact, the only thing you will have is "Well, there is nothing saying I can't..."
I don't want to go in with that weak ass argument. I don't want to design a character on shaky ground.
So, to repeat:
I need something saying that I CAN do something, not the lack of something saying that I cannot.
That being said, are there rules somewhere that I am not aware of stating that Familiars CAN wield manufactured weapons?
Is there a rule somewhere that states that Familiars CAN wear armor? (I know they get a Barding slot but technically that is different than armor.)
What about a Shield?... where does that fall?
What about slotless, non-activated magic items? (I know about Ioun Stones but what about other similar items?)
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Lorewalker: Look, I agree with you so don't take what I say as me arguing with you. That isn't my intention. The problem with when you say, "The books make it legal..." is that you are not quoting a rule to support your viewpoint. It is the equivalent of saying, "Because reasons."
And when you say, "But an outsider [familiar], specifically one that has hands, can wield any weapon that can fit its hands." you aren't backing that up with facts. I understand that it isn't explicitly forbidden. It might not even be implicitly forbidden. But it is not explicitly allowed.
As I said, Pathfinder is a permissive system. You have a list of rules telling you what you CAN do. Unless there is a rule allowing for something you are likely to run up against a brick wall of a DM who says you can't and then have nothing to show to prove your point. In fact, the only thing you will have is "Well, there is nothing saying I can't..."
I don't want to go in with that weak ass argument. I don't want to design a character on shaky ground.
So, to repeat:
Me, earlier... wrote:I need something saying that I CAN do something, not the lack of something saying that I cannot.
That being said, are there rules somewhere that I am not aware of stating that Familiars CAN wield manufactured weapons?
Is there a rule somewhere that states that Familiars CAN wear armor? (I know they get a Barding slot but technically that is different than armor.)
What about a Shield?... where does that fall?
What about slotless, non-activated magic items? (I know about Ioun Stones but what about other similar items?)
I repeat...
Read the front bit of Animal Archive(specifically the information regarding body slots), the FAQ on magic items, the entry for Fey types and the FAQ limiting animal companions from using manufactured weapons. That should cover pretty much all the legality you need.
I didn't just throw the rules at you but I did tell you where to find them. But if you will settle for nothing less than a direct quote...
"The vast diversity among species of familiars and animal companions often makes it difficult to determine that kinds of magic items are suitable for certain creatures to wear. While wearable wondrous items typically resize themselves to fit a creature trying to wear them, the situation becomes a little more complicated if the creature simply lacks the requisite appendage or body part.
The following table presents all of the animal companions and familiars available to characters, divided into general categories that loosely define their body type as well as which magic item slots are available to them. Available slots followed by either "(saddle)" or "(horseshoes)" denote that creatures of that body type can only wear magic items in the appropriate slots as long as they are either saddles or
horseshoes, respectively (for instance, a hoofed quadruped can wear a saddle ef the sky-river, but not a belt of dwarvenkind). Creature body types marked with an asterisk(*) are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, though they may not be able to use such items effectively (GM's discretion) and take penalties for nonproficiency as usual.
Specific animals may be able to wear different types of items as specified in their original monster entry. A complete list of familiars and their sources can be found on page 10, while details on animal companions can be found in the books indicated by their superscript citations below (animal companions without citations can be found in the Paffifinder RPG Core Rulebook and those marked with two asterisks [**] can be found in this book).
If you are using animal companions or familiars from another source, you can use the information in this table as a guideline for those creatures. Additionally, GMs may use this table as a guide to determine what kinds of magical gear non-humanoid monsters can wear and use. Note that the rules in this section are merely suggestions, and ultimately it is up to the GM to decide what kinds of animals can use particular types of magic items.
"Biped (hands)* All item slots"
"Proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor."
"Melee short sword +6 (1d2–2/19–20)"
So, Brownies can definitely use weapons and wear armor... though they are not proficient with armor or shields.
There are developer forum posts that rehash the rules(it's not really a clarification if they just repeat the rule itself). But I will leave it up to you to find them if the rules themselves do not suite you well enough.
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EDIT: Nevermind. I reread the FAQ, and I think I answered my own question. Nothing in the section about taking Extra Item Slot changes: "It is intended that animal companions or familiars can not activate magic items. An animal companion could benefit from an item with a continuous magical effect like an amulet of natural armor if its master equipped the item for the animal companion." So passive items only, it would seem.
Sorry for the minor sidetrack...
If a Familiar takes Extra Item Slot, are they able to activate the items in that slot, or can they only use passive items? So, for example:
Passive Ring: Ring of Protection +1
Requires an action: Ring of the Ram
Can a biped Familiar with Extra Item Slot (Ring) use the Ring of the Ram?
(This is not necessarily an exact situation I'd want to do, but relevant information as I look through what items might be useful for each item slot, when deciding which Extra Item Slot to take).
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Sorry for the minor sidetrack...
If a Familiar takes Extra Item Slot, are they able to activate the items in that slot, or can they only use passive items? So, for example:
Passive Ring: Ring of Protection +1
Requires an action: Ring of the RamCan a biped Familiar with Extra Item Slot (Ring) use the Ring of the Ram?
(This is not necessarily an exact situation I'd want to do, but relevant information as I look through what items might be useful for each item slot, when deciding which Extra Item Slot to take).
Extra item slot in PFS only grants the ability to open up a creature's body slot to constant effect(passive) magic items. Note that this is different from how the feat normally works.
No familiar may activate any magic item except for ioun stones (only to put them on, not to activate an effect) and some familiars may use wands.
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Lorewalker: Those rules were all clearly fabricated. There is no such thing is "Paffifinder". ;)
Yeah, I dig. I think I'm done here because those rules are the same ones I already knew about. They do not outright say that they can wear armor. It says they can wear "Barding" which is different. I don't really care to argue against how I would prefer it to work but I'm sure you can see where that counter argument would go.
So let me just throw it out there: Is there anyone who believes that a Brownie Familiar could not wear armor, use a bow or a shield?
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In case anyone is wondering this is the build concept I have in mind:
Str 12
Dex 16 (+2)
Con 15 (-2)
Int 8 (+2)
Wis 13
Cha 10
Fighter levels are all Eldritch Guardian
Witch is Beast Bonded Witch
1st
Fighter 1
Familiar, Point-blank Shot (1st)
2nd
Fighter 2
Share Training, Steel Will
3rd
Fighter 3
Armor Training, Precise Shot (3rd)
4th
Fighter 4
Deadly Aim (Fighter 4)
5th
Fighter 5
Weapon Training, Improved Familiar (5th)
6th
Fighter 6
Steel Will +2, Weapon Focus: Longbow (Fighter 6)
7th
Fighter 7
Armor Training, Weapon Specialization: Longbow (7th)
8th
Fighter 8
Rapid Shot (Fighter 8)
9th
Fighter 9
Weapon Training, Point Blank Master(9th)
10th
Fighter 10
Steel Will +3, Snap Shot (Fighter 10)
11th
Witch 1
Cantrips, Hex: Ward, Patron Spells, Witch's Familiar, Transfer Feats, Extra Item Slot (11th)
12th
Witch 2
Hex: Feral Speech
The concept is for a very fey/sylvan elf with a brownie familiar who is also very fighty. I was considering making them both switch hitters as I can make them both fairly durable, but I couldn't afford to get the feats for any of the X Grace feats and still be passable at archery. I should be able to hook that Brownie up with some pimp gear. Mithril Chain Shirt will go a long way for the little guy. And with DR 5/Cold Iron and some passable HP due to Fighter HD with a decent Con (improved later with a belt) he should even be able to take a hit (or more likely not get hit).
By 8th level the Brownie will be doing 1d4+6 damage and will be getting 3 attacks per turn. That is before item bonuses or buffs. Most of the build speaks for itself aside from the last couple of levels. I want to be able to give the Brownie some Greater Bracers of Archery and the only way that I can figure to give him a feat is with the Beast Bonded Witch archetype. Its not so bad as by that level I will already have all the BAB that I need. The few spells will be nice. Ward is basically equivalent to Extra Item Slot for a +2 Ring of Protection and +2 Cloak of Resistance. And I get to give him an Item slot for the bracers. Feral Speech is also very in theme.
Suggestions?
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Lorewalker: Those rules were all clearly fabricated. There is no such thing is "Paffifinder". ;)
Yeah, I dig. I think I'm done here because those rules are the same ones I already knew about. They do not outright say that they can wear armor. It says they can wear "Barding" which is different. I don't really care to argue against how I would prefer it to work but I'm sure you can see where that counter argument would go.
So let me just throw it out there: Is there anyone who believes that a Brownie Familiar could not wear armor, use a bow or a shield?
Body slots all includes the armor slot. That is explicit.
Name a body slot, then ask yourSelf is it a body slot? The ask yourSelf is it part of the set of all body slots? Yes, yes it is. As it is a body slot.