| The Ronyon |
Any of these creatures might potentially have a skill that could benefit from mundane equipment.
They might be commanded to perform an unskilled task that includes the use of equipment.
They might be more useful holding a tower sheild than they would be attacking.
There are specific rules that say they can't use equipment unless it has the proper trait, but a literal reading of them results in creatures with arms and hands that cannot pick up a bucket.
That would be stupid,but it might be case.
Is there a consensus on this?
| breithauptclan |
| 2 people marked this as a favorite. |
If you want to read the debates that have been had about it previously, those are here.
| The Ronyon |
Thank you.
I searched out the topic and found lots of arguments but no conclusion.
I did see people refer to a faq and at first I thought I must have overlooked it...
Weird hiw they deal with/fail to deal with these questions, especially since they have organized play.
Home games can lean on table rulings, but that doesn't work well in a league.
I imagine the players studiously avoid builds/actions that involve unanswered questions.
| YuriP |
| 1 person marked this as a favorite. |
Basically currently the things are:
Familiars: They can carry and sometimes interact (depending of the item usage complexity, familiar ability and GM interpretation) but not use/activate/wear items.
Companions: They can carry, sometimes interact (depending of the item, companion and GM interpretation) but not use/activate items but can wear items with companion trait or authorized by your GM yet they still can't activate them and can only receive speed and AC bonus (the AC is also restricted to +3 limit).
Eidolons: They can carry, sometimes interact but not use/activate items but can wear items with eidolon trait (and even activate it). There's a doubt currently if they are able to use non-magical itens (because the main rules only talk about magical itens while the trait doesn't specific this). So while Paizo doesn't make an errata about this there's some GMs that allows the usage/activation of non-magical itens, specially the use of skill's items, while others uses a more restrict interpretation that not allow anything without the eidolon trait.