In Pathfinder Society play at least, it had to be specifically ruled that familiar could swap in Extra Item Slot, as noted in the Additional Resources rules: Note: The Animal Magic Item Slots table found on the inside front cover of the book is not legal except under the following conditions. You can now use magic items in that slot. Special: Feats that are meant for familiars can be switched out for a familiar’s default feats (as listed in the familiar’s statistics) if the familiar meets the prerequisites. Im not too familiar with hero lab, but if you want to check it, pick a different familiar and check what it lets you do, maybe that's just something they forgot to take out or all familiars can do it and they haven't updated it. I for one think a dragon can grasp things, but only when on its hind legs of flying, so it might interfere if it walking unless it has quick draw. But if you have it.
Step One: Ability Scores
Your character has six ability scores that represent his or her most basic attributes. They are his or her raw talent and prowess. While your character will rarely roll a check using just an ability score, these scores, and the modifiers they create, affect nearly every aspect of your character's skills and abilities.
You receive a number of points to spend on increasing your character's basic attributes. All attributes start at a base of 10. You can increase an individual score by spending some of your points. Likewise, you can gain more points to spend on other scores by decreasing one or more of your character's ability scores. No score can be reduced below 7 or raised above 18 using this method.
Campain Type:
The campaign type determines the number of points you can spend on your ability scores. Check with your game master to see what campaign type he or she is using. A standard campaign lets you spend 15 points.
Points Spent: 0/0
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand combat, such as fighters. Strength also sets the maximum amount of weight your character can carry.
You apply your character's Strength modifier to:
Dexterity
Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons.
You apply your character's Dexterity modifier to:
Constitution
Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes.
You apply your character's Constitution modifier to:
Intelligence
Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways.
You apply your character's Intelligence modifier to:
Wisdom
Wisdom describes a character's willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics. If you want your character to have acute senses, put a high score in Wisdom.
You apply your character's Wisdom modifier to:
Charisma
Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. It is important for clerics, since it affects their ability to channel energy.
You apply your character's Charisma modifier to:
Step Two: Race
In fantasy roleplaying games, race is fundamental. It both provides a starting point for character creation and sets the tone for a character as it progresses. Race mixes biology and culture, then translates those concepts into racial traits. A race's traits, its history, its relations with other races, and the culture that all of these things imply—all of these frame your character. This is true whether you play to or against the stereotypes. To some players, choosing a race is simply a matter of finding which racial modifiers best fit a character's class. Yet there's so much more to race than that. By exploring the cultures and traditions of a character's race, we can better understand where she comes from and what makes her tick, thus immersing ourselves that much deeper in the campaign world.
Step Three: Class
In fantasy roleplaying games, race is fundamental. It both provides a starting point for character creation and sets the tone for a character as it progresses. Race mixes biology and culture, then translates those concepts into racial traits. A race's traits, its history, its relations with other races, and the culture that all of these things imply—all of these frame your character. This is true whether you play to or against the stereotypes. To some players, choosing a race is simply a matter of finding which racial modifiers best fit a character's class. Yet there's so much more to race than that. By exploring the cultures and traditions of a character's race, we can better understand where she comes from and what makes her tick, thus immersing ourselves that much deeper in the campaign world.
Standard Traits
Offensive Traits
Defensive Traits
Magical Traits
Skill Traits
Wizard
These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
Standard Class Features
Bonus Feat
A fighter gets to select a bonus combat feat during in addition to the other feat(s) gained at level one. This will be done during step five of this character creator.
Sneak Attack
The rogue's attack deals +1d6 extra damage anytime her target would be denied a Dexterity bonus to AC or when the rogue flanks her target.
Trap Finding
+1 to Perception skill checks made to locate traps and to Disable Device skill checks. A rogue can use Disable Device to disarm magic traps.
Deity
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity.
God of Justice and Honor
Godess of the Sun and Healing
Godess of Beauty and Art
Godess of Dreams and Travels
God of Alcohol and Freedom
Godess of Lust and Revenge
Domains
Select two of the domains belonging to your deity. Each domain grants a domain power, as well as a bonus spell. A cleric gains one domain spell slot. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
Chaos Domain
Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Domain Power
Touch of Chaos: You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charm Domain
You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Domain Power
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Arcane Bond
Pathfinder Magic Item Slots Sheet
Wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item.
Familiar
Cantrips
Pathfinder Familiar Magic Item Slots List
Cantrips are level 0 spells. Preprared cantrips can be cast unlimitted times each day. You can prepare three cantrips per day from the following list:
Best Magic Items Pathfinder
Abilities
Str: 10 (0)
Dex: 10 (0)
Con: 10 (0)
Int: 10 (0)
Wis: 10 (0)
Cha: 10 (0)
Dwarf
Languages
ommon, Dwarven, Orc
Traits
Hatred, Greed, Stonebreaker, Hardy, Surefooted
Not too long ago, Pathfinder Society released an update to the organized play campaign’s animal companion and familiar guidance and rules. That has recently made it onto the FAQ page. The Pathfinder Design Team also recently released–and then revised–an FAQ on calculating costs and multipliers for armor. This FAQ doesn’t mention animal companions, but they are the feature most immediately impacted by the changes as the base prices for large suits of mithral armor have increased drastically.
We haven’t dug into these rulings in detail until now for two reasons. In the case of the PFS rules, they were actively being clarified and updated over the course of a week, and in fact we are still awaiting word on how to interpret certain aspects of the new rules. For the Pathfinder FAQ, it was not immediately clear that the new rules would be final. Given the revision to the FAQ and the posting of the animal companion rules to the PFS FAQ page, now is as good a time as any to talk about the implications we know about, so let’s unpack them.
Oh, and one more thing–for those of you who try to stay up-to-date on Paizo’s FAQ releases, FAQ Friday has been moved to Tuesday. From here on out, all Pathfinder FAQs should be Tuesday releases. Since the materials pricing FAQ was a relatively major change (compared to the typical low impact of most FAQs), and as the design team was able to respond relatively quickly to the concerns instead of letting them simmer in the forums all weekend, it seems to have been a good decision.
Weapon and Armor Costs
Let’s start with the easy one: as of July 19th (although the date claims the 18th) we have a final decision on how to calculate weapon and armor costs.
What’s the question?
As anyone who remembers their middle-school math (and order of operations) knows, if you are going to both add and multiply in the same calculation, it matters which order you do it in. In Pathfinder, this comes into play when you are looking at cost multipliers for weapons and armor. The most common cost multipliers are for size, for unusual shape (in the case of armor; this usually refers to barding), and for cold iron (which doubles the cost). The most common cost additives are for masterwork quality (+150 for armor; +300 for weapons) and for many special materials like mithril, adamantine, and the like.
The rules don’t specify what order you should perform these operations in. Existing items published by Paizo have multiplied the base price first, and then added all the additives later, and most Pathfinder Society players (and many, if not most Pathfinder players) have used this calculation until now. So mithral chain-shirt barding for a large quadruped would be calculated like this:
(100 [base armor cost] x 2 [size] x 2 [shape]) + 1,000 [material] = 1,400 gp
What Changed?
The FAQ is half a clarification and half a change in the rules–it’s not exactly either, because we had a pretty good idea of what the rule was, even if the rulebook never precisely defined it. The new rule specifies that you determine the base price of the item first, including special materials. You then apply multipliers, and finally, the cost of making the item masterwork. The new calculation for mithral chain-shirt barding for a large quadruped looks like this:
(100 [base armor cost] + 1,000 [material]) x 2 [size] x 2 [shape] = 4,400 gp
Why was the FAQ revised?
The FAQ originally included the masterwork quality cost in with the materials cost, before the multiplier. We can’t say exactly why the design team changed their minds on that, but the arguments against the FAQ centered on that point:
- Cold iron doubles the cost, and this makes masterwork cold iron gear more expensive
- We have prices for cold iron weapons that do not conform to this (the original) FAQ
- The rules for calculating weapons do specify in a few places that masterwork costs are not doubled
What are the outstanding questions about this FAQ?
The FAQ appears to have been “finalized,” but there are a few outstanding questions for Pathfinder Society players. The first is over the use of the “Fitting” armor enhancement. The FAQ specifies a cost decrease for certain tiny armors, and for the moment it’s possible to use the fitting enhancement to make some types of armor cheaper than before, for medium and larger humanoid creatures. John Compton has stated that he is examining the future of fitting in PFS; although it may serve a purpose for some animal companions (for example, the mammoths that a mammoth rider rides) it is likely that fitting will be severely restricted if not outright banned. You should probably avoid its use until John has a chance to make a decision.
What about those new weapon and armor mods?
Adventurer’s Armory 2 included weapon and armor mods–modifications you can make to your weapons and armor that add a flat cost and a drawback in exchange for a benefit. Although as of this writing (July 2017) they are not legal in PFS, they are explicitly designed to be added after a weapon or armor has been created. As a result, their costs should clearly not be multiplied.
What do I need to do?
Your masterwork cold iron weapons are safe, but if you have a familiar, mount, animal companion, or other ally who wears armor, you should double check the calculated prices to see if you need to make any changes. John and the PFS team haven’t chimed in with any exceptions to the rebuild rules yet; those rules include selling back the item at full price. If you want, and can afford to, you can then purchase the same item (or a different one) at the new price with whatever money the character has, including the money from selling back the affected item. Large animal companion barding will undoubtedly cost more, as a result of this change; armor for tiny or smaller familiars will probably be cheaper.
Animal Companion and Familiar Rules
The new PFS FAQ on animal companions and familiars is also out. There are a lot of changes here, so make sure you read this thoroughly if you have an animal companion or familiar; the broad rules have not changed, but some of the edge cases have. There are also some unanswered questions. There are also a number of clarifications to the FAQ in the comment section of the associated blog post.
What’s the question?
Simply put, many of the rules for animal companions and familiars were written in forum posts. They are sometimes contradictory. The lists, both of what item slots were available and what familiars could activate magic items using Use Magic Device, were static lists that were not updated to account for new options.
What Changed?
The biggest changes include:
- The list of animal companions able to use wands has changed.
- Animal companions and familiars (especially familiars) that come with Weapon Finesse as a bonus feat no longer lose their ability to use dexterity to make attacks while tiny or smaller, if Weapon Finesse is traded out for another familiar feat. Normally, tiny creatures use Dexterity instead of Strength for melee attack rolls, Climb skill checks, and Swim skill checks. According to an older Mike Brock ruling, even though the Weapon Finesse feat was redundant to a tiny creature, it would use strength instead of dexterity on melee attack rolls if it had the feat by default and traded it out.
- Familiars do not get neck, belt, shoulders, or any other slots open by default. This includes improved familiars, which used to have all slots open and available by default.
- Familiars cannot use weapons unless they are on a specific list.
- Specific familiars, even those representing NPCs from specific scenarios, can still be “rebuilt”–for example, exchanging starting feats for familiar-specific feats. (Previously, it was understood that specific familiars came “as-is” and could not be rebuilt in any way.)
- You can use prestige to retrain other familiar and animal companion feats. (This is not necessarily a change, but is good to know whenever the slots available to a companion or familiar are changing.)
What don’t we know?
Pathfinder Magic Item Slots
At the moment, the combination of the FAQs and clarifications suggests that creatures whose body type lists an armor slot may wear nonmagical armor. However, they cannot wear magical armor unless they have the feat opening up the slot. This seems very strange, and there may be a clarification to this later.
Pathfinder Familiar Magic Item Slots Free Play
Another possible point of confusion is the ruling that no creature can wear a saddle unless it has a saddle slot. Exotic saddles are designed for creatures with unusual body types, and this ruling would seem to make exotic saddles useless. This aspect may be an unintentional consequence of the FAQ, but nobody knows for sure right now.
You can still ride a mount without a saddle, but with some not-insignificant penalties–a strange situation when there are some classes and archetypes (for example, the First Mother’s Fang nagaji cavalier archetype) that specifically provide a character with a mount that does not include a belt [saddle] slot. As with the mundane/magical slot discrepancy, there may be a clarification later.
What do I need to do?
Pathfinder Animal Item Slots
First, read the FAQ. Second, review your characters with companions to see what you need to do. Linda has stated that as a result of this ruling, you can freely rebuild your companions and familiars–for example, to add the extra item slot feat.
Best Magic Items In Pathfinder
If you currently have a mount with an exotic saddle and the mount does not have a belt [saddle] slot in the new list, you may be able to keep using it while the PFS team sorts out the FAQ. We recommend briefly explaining the situation to your GM, however, instead of assuming that your snake, trilobite, or turtle mount can freely wear their saddle.