Familiar questions, unfamiliar with the answers


Rules Questions


First off, if anyone thinks any of these are FAQ candidates, those questions should probably be split off into their own threads. I'm just wondering if there's already official word on any of this. For me personally, this isn't for PFS so for rules-grey areas I'll just ask my DM.

And I'll start with the easy question:
A.) Which publication has the rules, and this chart for Magic Item Slots for Animals? The "unusual" entry seems to be off there and I'd like to look at the original source but my google-fu is failing me.

And on to the weirder:
B.) Is the ability to grasp/carry an item necessary to activate a normally hand-held item, or just to wield and otherwise carry it around? Ie. could a familiar touch an item held in its master's hand, or even could a human spellcaster touch a gargantuan staff lying on the ground, and potentially activate it?

C.) Specifically with the popular Quarterstaff of Entwined Serpents, it states "At will, the wielder can use the staff to cast magic missile, creating two such missiles." so with that it reads that one must actually be wielding the quarterstaff to use that ability, but assuming a tiny familiar with a tiny-sized one, what kind of activation is that? Does the "can use" mean it's Use-Activated, or is it unspecified and thus default to Command Word?

D.) So I have a character with a Flowering Lattice familiar, and I'd just been using it as a collection of skill bonuses in a very socially-oriented game. (Also it's flowery and silly and fit the character.) Then i realized, as a creature that originally lacks an Int score, gaining one would usually mean it gains a feat. However, the rules for familiars states they retain the feats the base creature has (none, in the case of the flowering lattice). I know mindless creatures that become familiars lose the mindless trait, but I don't recall seeing anything specifically on whether or not they should gain a feat in the process as well. I know "specific trumps general" but this seems to be two sets of general rules intersecting. My GM would probably allow it the feat since the lattice is fairly sub-par as familiars go, but just curious if there's something official I'd missed.

Also curious if any of this has come up in other people's games and how it was run there. Thanks for any feedback!

Silver Crusade

The magic item slots for familiar was originally from Familiar Folio if I remember right.

As for your second question, I personally wouldn't allow a creature to activate a handheld item if it has no way to grasp it. It just seems you need a way to manipulate it to be able to use it.

Quarterstaff of Entwined Serpents is a command word for the magic missiles.


Familiar Folio had the first listing of slots for various creatures, not just familiars. Since then it has been bandied about in PFS. Ultimate Wilderness has more on Familiars circa p190.

carrying an item makes it a possession(not unattended object) and could be considered part of activating a personal item. I believe part of the assumption of using an item is being able to effectively wield it (with possible penalties for non-proficiency etc). I believe (aka didn't look it up) that you can wield a weapon within one size category which address RAW on effectively wielding a weapon (a wand). Other issues are encumbrance, non-proficiency penalties and penalties for wielding weapons that are not for your size. Most of that doesn't interact with normal magic item activation. Clearly this is going to fall to GM interpretation.

Using a wand or staff have several prerequisites (besides having the item as a personal possession). Can the creature cast spells(SLAs don't count)? Is the spell in the item on his spell list? Is the 'caster' using Use Magic Device skill?
Sometimes GMs want to know if the creature grasp something or make fine manipulations with an appendage? This is where the whole 'hands' thing comes in. There's a long history in DnD of things without hands casting spells. Your GM will have to determine if that is appropriate for your game.

If you have the crafting feats you can make small or tiny items. The rules talk about repairing things and I believe you can 'repair' armor into a new size. That may be generic enough to work on magic items or at least give you a break on re-crafting items (with GM approval of course).


Animal Archive had the slots. Familiar Folio may have just mentioned it in passing.


ooops - yes, Animal Archive.
A supplement you need if you have animals. Unfortunately it's been out of print for some time.

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