Magic Fang doesn't work with Animal Companion?


Rules Discussion

1 to 50 of 55 << first < prev | 1 | 2 | next > last >>
Grand Lodge

Am I reading the Animal Companion rules correctly, and an Animal Companion can't use the attack bonus from Magic Fang because it's an item bonus? Was this intentional?


8 people marked this as a favorite.
Markov Spiked Chain wrote:
Am I reading the Animal Companion rules correctly, and an Animal Companion can't use the attack bonus from Magic Fang because it's an item bonus? Was this intentional?

Yep, "the only item bonuses they can benefit from are to speed and AC".

The lesson here is, if you want to buff an attack on an animal, you darn well better cast it on a normal animal you buy: if you get the animal free from a class feature, that'd be just wrong. If you allowed that, some people might want to take animal companions... :P


13 people marked this as a favorite.

Huh. Druids gets Magic Fang on their spell lists, but they can't cast it on themselves or their animal companions. Weird.


wouldn't your animal companion gain an extra die if it's a single die attack?


Doesn't it still bump the damage up from one to two dice though? The damage boosting effect isn't an item bonus. So it's not useless, just less useful than it should be. Until your companion matures I guess.


1 person marked this as a favorite.

This is pretty sad, not sure if really intended. Magic Fang shouldn't be giving an item bonus if everything you wanna target with it is arbitrarily immune to item bonuses. I think Magic Fang could be status, or that item bonus restriction which makes no sense could be lifted. Something's gotta budge x.x


6 people marked this as a favorite.
ChibiNyan wrote:
This is pretty sad, not sure if really intended. Magic Fang shouldn't be giving an item bonus if everything you wanna target with it is arbitrarily immune to item bonuses. I think Magic Fang could be status, or that item bonus restriction which makes no sense could be lifted. Something's gotta budge x.x

I think the item bonus restriction is pretty clearly to prevent people from decking their animal companions out in magical gear which (the devs feel) should go on a player character. I don't imagine the intent was to prevent Magic Fang, as casting on your companion would definitely be the most obvious use case for such a spell existing. Think I'll be going against RAW if that one comes up.


2 people marked this as a favorite.

If you look at the pregen druid it seems clear that whoever made that seems to think that it works on their pets. Also the wild druid basic setup in the book also lists them as taking magic fang but given it targets 1 ally means in theory they can't possibly use it on themselves. The weird thing is it really is just shillelagh for unarmed combat. The effect is basically the same and since it only works on things that are 1 dice damage it is in no way overpowered.


2 people marked this as a favorite.
kaid wrote:
If you look at the pregen druid it seems clear that whoever made that seems to think that it works on their pets.

The person that made the pregen alchemist also thought that it wasn't encumbered but was hilariously incorrect using the current numbers we have... So I'm not sure how much weight to put into an argument that starts "but the pregen...".

As to the "wild druid basic setup", there are plenty of issues brought up in the 'possible error' thread that I'm again not sure how much weight to give it: it could either be a true error, or someone could have easily thought it should work without delving into the bonus types or ally rules. It wouldn't be hard for someone, with a PF1 background, making the basic setup wind druid to THINK magic fang should fit a shape changing druid like a glove and miss the fact that people aren't their own ally anymore.

IMO, I don't see a compelling reason a druid shouldn't be able to use the spell on themselves or an animal companion: the spell would just need to codify exceptions to do it: changes "1 willing ally to "self or 1 willing ally" and to the end of the description add "Animal companions can benefit from the item bonus this spell grants."


7 people marked this as a favorite.
graystone wrote:
kaid wrote:
If you look at the pregen druid it seems clear that whoever made that seems to think that it works on their pets.

The person that made the pregen alchemist also thought that it wasn't encumbered but was hilariously incorrect using the current numbers we have... So I'm not sure how much weight to put into an argument that starts "but the pregen...".

As to the "wild druid basic setup", there are plenty of issues brought up in the 'possible error' thread that I'm again not sure how much weight to give it: it could either be a true error, or someone could have easily thought it should work without delving into the bonus types or ally rules. It wouldn't be hard for someone, with a PF1 background, making the basic setup wind druid to THINK magic fang should fit a shape changing druid like a glove and miss the fact that people aren't their own ally anymore.

IMO, I don't see a compelling reason a druid shouldn't be able to use the spell on themselves or an animal companion: the spell would just need to codify exceptions to do it: changes "1 willing ally to "self or 1 willing ally" and to the end of the description add "Animal companions can benefit from the item bonus this spell grants."

This how I'm ruling it, RAW be damned. PF2 is full of bad-feel secret interactions once you read the fine print. I don't like invoking rule 0, but I find elegant and intuitive gameplay should trump arbitrary balance "hacks" like this.

The same goes for Animal companion action economy. Fun > Balance, or whatever designers think "balance" is.


4 people marked this as a favorite.
graystone wrote:
IMO, I don't see a compelling reason a druid shouldn't be able to use the spell on themselves or an animal companion: the spell would just need to codify exceptions to do it: changes "1 willing ally to "self or 1 willing ally" and to the end of the description add "Animal companions can benefit from the item bonus this spell grants."

It's a minor quibble, but I think it would be cleaner to change the item bonus to a status bonus instead of stipulating a special case. I don't think a spell has any business granting item bonuses in the first place. (I haven't checked whether any other spells currently do.)


4 people marked this as a favorite.

Magic Fang should obviously work on Animal Companions.

Not sure I see the imbalance inherent in giving your pets magical items. (Are animal companions really that good in the first place?)

After all, that's an item you don't use yourself (and can't sell). About the only long-term bonus here would be that break the 10 invested limit.

Changing the bonus type (from item to status) might have unforeseen consequences.

The goal of Magic Weapon and Magic Fang is clearly to not stack with magical weapon bonuses, so I think it would be a mistake to change the type.

Much better to discuss: is the limitation on item bonuses really necessary, or are they a result of overly cautious design?


Zapp wrote:

Magic Fang should obviously work on Animal Companions.

Not sure I see the imbalance inherent in giving your pets magical items. (Are animal companions really that good in the first place?)

The no magical item is actually designed to make companions better. You have two options a) let them buy items at which point improving the companion costs money and feats or b) include the most common bonuses you'd want to give to the companion (damage) as part of the feats.

Sovereign Court

2 people marked this as a favorite.

I'm okay with companions no longer getting decked out in items, it got pretty hairy in PF1. I'd rather have their numbers set up that they can't have them but also that they don't need them because they reach the right balanced numbers naturally. (I write this without crunching numbers on how good companions actually are; just saying what I'd want the design to do.)

But the first thing you think about when you read that druids get Magic Fang is that they use it while wildshaping or on their companion. If the spell can't do that, then what is it for?


Ascalaphus wrote:
But the first thing you think about when you read that druids get Magic Fang is that they use it while wildshaping or on their companion. If the spell can't do that, then what is it for?

Clearly for the summoner Druid. /s

The Exchange

Ascalaphus wrote:

I'm okay with companions no longer getting decked out in items, it got pretty hairy in PF1. I'd rather have their numbers set up that they can't have them but also that they don't need them because they reach the right balanced numbers naturally. (I write this without crunching numbers on how good companions actually are; just saying what I'd want the design to do.)

But the first thing you think about when you read that druids get Magic Fang is that they use it while wildshaping or on their companion. If the spell can't do that, then what is it for?

Remember, that there are a number of threads which "show" that ACs are only suboptimal action economy meat shields (the calculations do have a number of questionable assumptions, strawman comparisons,and calculation errors but that is besides the point). If we assume that the design purpose of the AC is to provide a meat buffer bodyguard to a spellcasting druid or flank buddy for shapeshifter, then it makes sense that they would not be good attackers

As to the purpose of the Magic Fang, it is probably to say that if the Druid asks for help from local fauna they can buff them up (Naw - I can't say that with a straight face).

It only makes sense that the bonus was meant to be a status effect (but that means it could conceivably stack with an item bonus if future products allow them)


1 person marked this as a favorite.
Fuzzy-Wuzzy wrote:
graystone wrote:
IMO, I don't see a compelling reason a druid shouldn't be able to use the spell on themselves or an animal companion: the spell would just need to codify exceptions to do it: changes "1 willing ally to "self or 1 willing ally" and to the end of the description add "Animal companions can benefit from the item bonus this spell grants."
It's a minor quibble, but I think it would be cleaner to change the item bonus to a status bonus instead of stipulating a special case. I don't think a spell has any business granting item bonuses in the first place. (I haven't checked whether any other spells currently do.)

They made a very clear niche with spells that mimic magic weapons/armor/items: mage armor, magic fang, magic weapon, artistic flourish, shillelagh all have item bonuses for fear of 'stacking' with real magic items IMO. I have a feeling it'd be a REALLY hard sell to get them to change that bonus to status.

Myself, I'd hate to see those spells go status as then they wouldn't stack with your bard abilities that buff you. These are the reason I posted the suggested exceptions.


graystone wrote:
Fuzzy-Wuzzy wrote:
graystone wrote:
IMO, I don't see a compelling reason a druid shouldn't be able to use the spell on themselves or an animal companion: the spell would just need to codify exceptions to do it: changes "1 willing ally to "self or 1 willing ally" and to the end of the description add "Animal companions can benefit from the item bonus this spell grants."
It's a minor quibble, but I think it would be cleaner to change the item bonus to a status bonus instead of stipulating a special case. I don't think a spell has any business granting item bonuses in the first place. (I haven't checked whether any other spells currently do.)
They made a very clear niche with spells that mimic magic weapons/armor/items: mage armor, magic fang, magic weapon, artistic flourish, shillelagh all have item bonuses for fear of 'stacking' with real magic items IMO.

Yeah, I realized that eventually :-)

graystone wrote:
I have a feeling it'd be a REALLY hard sell to get them to change that bonus to status. Myself, I'd hate to see those spells go status as then they wouldn't stack with your bard abilities that buff you. These are the reason I posted the suggested exceptions.

Excellent points. I retract my quibble.


Malk_Content wrote:
Zapp wrote:

Magic Fang should obviously work on Animal Companions.

Not sure I see the imbalance inherent in giving your pets magical items. (Are animal companions really that good in the first place?)

The no magical item is actually designed to make companions better. You have two options a) let them buy items at which point improving the companion costs money and feats or b) include the most common bonuses you'd want to give to the companion (damage) as part of the feats.

No, now you are discussing something else. Now you're explaining that the "no item bonuses" comes from a designer decision to make the animals inherently better than they would have been otherwise.

That does not resolve any of the questions.


1 person marked this as a favorite.
graystone wrote:
They made a very clear niche with spells that mimic magic weapons/armor/items: mage armor, magic fang, magic weapon, artistic flourish, shillelagh all have item bonuses for fear of 'stacking' with real magic items IMO. I have a feeling it'd be a REALLY hard sell to get them to change that bonus to status.

Yes, I agree it is not worthwhile to go down that path.

The problem isn't that Magic Fang is an item bonus.

The problem is that animal companions can't benefit from it.


1 person marked this as a favorite.
Zapp wrote:
graystone wrote:
They made a very clear niche with spells that mimic magic weapons/armor/items: mage armor, magic fang, magic weapon, artistic flourish, shillelagh all have item bonuses for fear of 'stacking' with real magic items IMO. I have a feeling it'd be a REALLY hard sell to get them to change that bonus to status.

Yes, I agree it is not worthwhile to go down that path.

The problem isn't that Magic Fang is an item bonus.

The problem is that animal companions can't benefit from it.

Just let them have item bonuses and have some way that they aren't equipping permanent magic items for the item bonus. ATM the only one would be Amulet of Mighty Fists? Only one with item bonuses to unarmed attacks. If it's that OP, make it so they can't equip that, but could get item bonuses through other means... Or just let them do whatever.


3 people marked this as a favorite.
ChibiNyan wrote:
Just let them have item bonuses and have some way that they aren't equipping permanent magic items for the item bonus. ATM the only one would be Amulet of Mighty Fists? Only one with item bonuses to unarmed attacks. If it's that OP, make it so they can't equip that, but could get item bonuses through other means... Or just let them do whatever.

I think we can all agree that this problem is not a difficult one to solve at our home tables, where houserules are fine.

The discussion is about what, if anything, Paizo needs to do about it in an official capacity.

As things stand right now, I would like to know if anyone can see any abuse if the "can only use item bonuses for AC and speed" was official dropped. Because if that was more cautious than the game really needs, that would be one very simple way to solve it.


1 person marked this as a favorite.

Is the extra damage die an item bonus as well?


1 person marked this as a favorite.
Pathfinder Starfinder Society Subscriber
Zapp wrote:
Magic Fang should obviously work on Animal Companions.

A related question: Since by RAW Magic Fang does not work on animal companions, who or what is it supposed to work on?

Magic Fang is starting to look like a totally useless spell.


For monks, I suppose?


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Monks, animal totem barbarians, and bite-happy goblins are the obvious answers, to me.


4 people marked this as a favorite.
David knott 242 wrote:
Zapp wrote:
Magic Fang should obviously work on Animal Companions.

A related question: Since by RAW Magic Fang does not work on animal companions, who or what is it supposed to work on?

Magic Fang is starting to look like a totally useless spell.

Animals you buy [Guard Dog, Riding Dog, Pack Animal, Riding Horse, Warhorse, Riding Pony, Warpony], other druids, alchemists w/ bestial mutagen, monks, sorcerers with those fancy claw focus abilities, clerics of Irori, ect.

I find it funny that it works perfectly well on a druid as long as the druid isn't the one casting the spell... 'hey rogue, you have trick magic item right? can you cast this primal spell on me from this wand. For some reason it doesn't work if I try it...'


graystone wrote:
David knott 242 wrote:
Zapp wrote:
Magic Fang should obviously work on Animal Companions.

A related question: Since by RAW Magic Fang does not work on animal companions, who or what is it supposed to work on?

Magic Fang is starting to look like a totally useless spell.

Animals you buy [Guard Dog, Riding Dog, Pack Animal, Riding Horse, Warhorse, Riding Pony, Warpony], other druids, alchemists w/ bestial mutagen, monks, sorcerers with those fancy claw focus abilities, clerics of Irori, ect.

I find it funny that it works perfectly well on a druid as long as the druid isn't the one casting the spell... 'hey rogue, you have trick magic item right? can you cast this primal spell on me from this wand. For some reason it doesn't work if I try it...'

Bestial mutagen also provides an item bonus, so no help for such alchemists


Quintessentially Me wrote:
graystone wrote:
David knott 242 wrote:
Zapp wrote:
Magic Fang should obviously work on Animal Companions.

A related question: Since by RAW Magic Fang does not work on animal companions, who or what is it supposed to work on?

Magic Fang is starting to look like a totally useless spell.

Animals you buy [Guard Dog, Riding Dog, Pack Animal, Riding Horse, Warhorse, Riding Pony, Warpony], other druids, alchemists w/ bestial mutagen, monks, sorcerers with those fancy claw focus abilities, clerics of Irori, ect.

I find it funny that it works perfectly well on a druid as long as the druid isn't the one casting the spell... 'hey rogue, you have trick magic item right? can you cast this primal spell on me from this wand. For some reason it doesn't work if I try it...'

Bestial mutagen also provides an item bonus, so no help for such alchemists

At low levels I think it would still get you the second damage dice so not useless but still kind of limited. As written it is something you would give to another shapeshifting/wild form druid/monk/bitey goblins and the like.

If you look at the spell it is almost identical to shillelagh or magic weapon but for unarmed. Due to it not being cast ON something though I think caused the confusion so the targeting wound up being 1 ally. I think there was either some uncertainty about how a spell like that interacted with animal companions and or the ability to count yourself as an ally to cast it on. Both of the book examples of druid from the book and the pregens both have this spell on somebody who as written would have a difficult time using it to the point it would be odd that they would bother having that spell prepared unless you had a very specific group comp.

It seems pretty obvious given the name of it that it was pretty much intended for wildform druids and animal companions to give them some extra punch at very early levels.


David knott 242 wrote:


A related question: Since by RAW Magic Fang does not work on animal companions, who or what is it supposed to work on?

Magic Fang is starting to look like a totally useless spell.

HammerJack wrote:
Monks, animal totem barbarians, and bite-happy goblins are the obvious answers, to me.

Okay, so we have (at least) three possible scenarios:

a) the spell is intended to be useless
b) the spell is intended to support bite-happy goblins ;)
c) the spell was intended to support all kinds of beasts, including animal companions, but something went wrong

I know which one I'm putting my money on...


I'm pretty sure this is a case of specific canceling out general. Not being able to benefit from Item bonuses is a general rule for animal companions canceled out by the specific text of the spell Magic Fang.

Another work around, though this is splitting some more hairs, but hey, it's pathfinder: The Animal Companion isn't getting an item bonus... "The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two." The unarmed attack is getting an item bonus, not the animal.

Anyway, this allows the animal to get a benefit from both magic fang and, say, inspire courage

Note that like the original magic fang it would only apply to one type of attack, not all of them like it would if it were allowed to wear handwraps. Pretty sure the restriction is to keep the handwraps of mighty blows out of companion's paws, though it would be clearer if they just said animal companions weren't allowed to invest in magic items. Is there invested animal gear out there?


ofMars wrote:
Is there invested animal gear out there?

Yes, though not much (to date). Then again, they can't use much of it at once.

CRB page 604, Companion Items wrote:

You might want to acquire items that benefit an animal or beast that assists you. These items have the companion trait, meaning they function only for animal companions, familiars, and similar creatures. If it’s unclear whether a creature can benefit from such an item, the GM decides.

Investing Companion Items
Any worn companion item needs to be invested. However, your companion needs to invest it rather than you doing so. This requires you to use the Invest an Item activity alongside your companion. A companion has an investiture limit of two items (instead of the 10-item limit a player character has).

Then it presents barding of the zephyr, collar of empathy, collar of inconspicuousness, and horseshoes of speed. A note in an much earlier section says "Barding can't be etched with magic runes," so those are the only options so far.


ofMars wrote:
I'm pretty sure this is a case of specific canceling out general. Not being able to benefit from Item bonuses is a general rule for animal companions canceled out by the specific text of the spell Magic Fang.

Thats not how that specificity rule works. Magic Fang is not more specific than the animal companion rule. The spell would be more specific if it had some clause about working for animal companions, but in this case it just says it gives an item bonus. Otherwise anything that says it gives an item bonus could apply using the same logic, and the general rule is meaningless.


I don't understand why people are saying it's useless for animal companions when they still get an extra damage die from the spell as that part is not an item bonus.


Alyran wrote:
I don't understand why people are saying it's useless for animal companions when they still get an extra damage die from the spell as that part is not an item bonus.

That's been mentioned multiple times (other threads included)...

... but why? I mean... if an effect grants +1 to hit and adds a damage die... and stipulates the effect is an item bonus... why wouldn't the bonus damage dice be considered also an item bonus... and if granted as part of the +hit, part of the *same* item bonus?


They do seem to read as three distinct effects of the spell to me as well. "The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two" Only one of those three things is called an item bonus. At least that is how I'd rule it at the table if I were to run a game.


Darksyde wrote:
They do seem to read as three distinct effects of the spell to me as well. "The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two" Only one of those three things is called an item bonus. At least that is how I'd rule it at the table if I were to run a game.

They are not distinct, the second and third are only describing what a +1 striking weapon is. That said, the striking weapon rune does not describe the extra dice as an item bonus, so I think your conclusion of keeping the damage but not the attack bonus is sound.


Pathfinder Adventure Path Subscriber

A bit of thread necromancy here, but there's another problem with Magic Fang, as written. Or rather, its interaction with Animal Companions. It specifically targets an unarmed strike that does 1 die of damage, and makes it magical. Animal companions' attacks only become magical when they hit 3 dice (at Nimble/Savage). So for a full-grown companion, if you are fighting something that needs the attacks to come in as Magic, you are in a weird place where it would have been better for you to be Young, so your partner Druid could enchant those attacks.


First World Bard wrote:
A bit of thread necromancy here, but there's another problem with Magic Fang, as written. Or rather, its interaction with Animal Companions. It specifically targets an unarmed strike that does 1 die of damage, and makes it magical. Animal companions' attacks only become magical when they hit 3 dice (at Nimble/Savage). So for a full-grown companion, if you are fighting something that needs the attacks to come in as Magic, you are in a weird place where it would have been better for you to be Young, so your partner Druid could enchant those attacks.

yeah, but that's the same problem with Magic Weapon. IMHO, I think both spells should be allowed to be Heightened


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
ofMars wrote:
yeah, but that's the same problem with Magic Weapon. IMHO, I think both spells should be allowed to be Heightened

Not really. If your friend already has a +1 Striking longsword, you can't enchant it further, but it's magic. A full-grown companion's attacks cannot be enchanted, and they *aren't* magical. So against something that requires magic, you are hosed.


Unless they become nimble/savage companions.

Then their attacks will be magical.

However, since the cleric spell does the same, I guess it should be obvious that magic fang would work on a companion, even if the rules say on a ally.

For some stuff this 2e really needs an errata asap.


Pathfinder Adventure Path Subscriber
K1 wrote:

Unless they become nimble/savage companions.

Then their attacks will be magical.
However, since the cleric spell does the same, I guess it should be obvious that magic fang would work on a companion, even if the rules say on a ally.
For some stuff this 2e really needs an errata asap.

Agree on Nimble/Savage, I mentioned that two posts up.

Magic fang works on a Young companion just fine. (Minus the issue about Item bonuses that started this thread, though I'm ignoring that as an oversight in games I run).


ooh, I just noticed that clause. Yeah, this spell is a mess. I think it's plenty balanced to only have the +1 and magical, and have the extra die not stack.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

You mean only magical, if it's an animal companion, right? This whole thread started with how they can't use that +1 to hit.


Pathfinder Adventure Path Subscriber
HammerJack wrote:
You mean only magical, if it's an animal companion, right? This whole thread started with how they can't use that +1 to hit.

I mean, *I* think that the +1 is balanced too, even though by RAW, Animal Companions don't get it. If Paizo clarifies that no really, the AC isn't intended to get that particular +1, then fine. But regardless, I think the spell should at least get another look by the team.


1 person marked this as a favorite.

Look, the only straight-forward end solution is for Magic Fang to be allowed (and work!) on animal companions, regardless of how "senior" those pets are.

I hear the argument against:
1a) allowing magic to boost pets means they become "too good"
1b) allowing magic to boost pets create a money drain where you "need" to do it or the pets are percieved as underperforming

This makes no sense. Magic Fang is not a permanent enchantment. It is a temporary buff intended when the players feel casting it is worth it. Its effects are hardly overpowered.

The only logic I can agree to is "by having an improvable pet, you have increased the number of improvable sources of offense by one". But know what? That's the whole point of an animal companion!

Offering an animal companion but then stunting its progress menas the devs should just have shelved the entire idea, if they could not bear having it act like a regular party member...

2) if/when the pet's attacks are already magical, obviously the spell shouldn't stack with that. But there's no reason it shouldn't work at all!

Far simpler to allow you to cast the spell, and then just not have the various individual components stack. That is:

If you have two effects, one supplying AB and the other supplying AC then the resulting combo should be ABC (and not AABC and certainly not "error, can't cast AC on AB").

Again, every other solution comes across as hacky and cludgy.


2 people marked this as a favorite.

My gripe is with the overt restriction on these spells.

Let's say we're 2nd or 3rd level, running around with straight +1 weapons, as projected in the game's permanent items. That's an item bonus an Animal Companion probably isn't constantly receiving right now. And if the Animal Companion isn't cared for, it'll fall off in combat relevance shortly. (Hell, Familiars are already worthless for combat straight out of the gate! They might as well just hide and do nothing until their master dies, in which case they're free, or the encounter ends, in which case they can pop out and get another look at the world once more.)

Now, let's say someone has Magic Weapon memorized for when the big fights come and we need the damage to cut down on our losses. Normal rules would state that the Item Bonus from the spell wouldn't stack with any Item Bonus we got anyway, and having an additional dice from this spell doesn't stack with additional dice from Striking runes. But what's this? The target lines for these are non-magical items! So having a +1 weapon out is actually worse for big fights because now you can't benefit from the extra dice of the spell! Gonna have to switch to my back-up weapon just so I can actually do more overall damage, though I still might miss out due to it simply being a back-up weapon with less dice damage.

Even though the rules normally disallow stacking in the first place, the added target restrictions make it dumb to have +1 weapons in fights if you are expecting Magic Weapon/Fang/Whatever cast on you, even though normally, you want those magic items because they make your character more powerful (or more accurately, keep you up to snuff on the treadmill instead of being majorly behind). And the worst part is that the spell wordings disallow any shenanigans to begin with? Why the added restriction which creates these stupid situations of "Well, gotta use my light mace because my +1 longsword can't benefit from Magic Weapon because [reasons], that makes total sense, said no one ever," when the normal stacking rules already disallow people having +2 Greater Striking weapons by 5th level?


2 people marked this as a favorite.

The Animal Companions in my groups will continue to benefit from Magic Fang, this seems like an oversight.


This seems like an oversight. I think I will be adding a line to magic fang indicating it works on animal companions and PCs that shapeshift. Otherwise, it is a pointless spell.

Radiant Oath

2 people marked this as a favorite.

The problem with necromancy-ing old threads is that the information is often out of date. The Errata that came out the end of October last year changed Magic Fang to have "1 Willing Creature" as the target.

1 to 50 of 55 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / Rules Discussion / Magic Fang doesn't work with Animal Companion? All Messageboards

Want to post a reply? Sign in.