• Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 + 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.
  • You are able to wear magic items more easily than other creatures of your kind. Prerequisites: Non-humanoid body shape. Benefit: Choose one magic item slot not normally available to creatures with your shape. 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.

Body Slot Wondrous Items The body slot consists of robes, vestments, and items that can be worn on or around the body. Anyone can use a body slot wondrous item unless specified otherwise by its description. These wondrous items are usually use-activated or triggered by a command word, but details vary from item to item.

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Categorization

Magic Items

This article might require cleanup.
Please help improve it if you can; the talk page might contain suggestions.

Although the following list is not exhaustive, generally an article about a magic item should be categorized according to:

General

All magic items should belong to Category:Magic items. Subcategories should also be included, as outlined below, but this general category should contain all articles on magic items within the project.

Pathfinder Familiar Magic Item Slots

Type

Pathfinder Familiar Magic Item Slots No Deposit

Magic items are divided up into types based on how they work mechanically. While game mechanics are generally not welcome in the bodies of articles, they function well as concrete definitions for categories. Every magic item should be categorized by its type, such as rings, rods, staves, and wondrous items. Using these examples, one would categorize an article in each group (respectively) as Category:Rings, Category:Rods, Category:Staves, and Category:Wondrous items.

Pathfinder magic item slots sheet

Caster level

As with type, caster level is an easy way to categorize magic items by relative power, similar to how creatures are categorized by challenge rating. If given in an item's writeup, its caster level should be noted through inclusion in a category. A sihedron medallion would thus be included in the Category:CL 5 magic items category. (Note that use of these categories is still the subject of debate, but should be included until such time as the community can come to a decision regarding their inclusion.)

Slot

Magic items should also be categorized by their slot on a wielder's body, such that an amulet would belong to Category:Amulets, bracers would belong to Category:Bracers, and a magic sword would belong to Category:Magic swords.

Pathfinder Familiar Magic Item Slots

Miscellaneous

Some magic items also belong to additional categories, such as artifacts (Category:Artifacts) and minor or major artifacts as subcategories (Category:Major artifacts and Category:Minor artifacts, respectively).

Unsure about Categories?

If you have written an article and are unsure about which categories to apply, or simply want your categories double checked, then please feel free to add this text at the bottom of your article in this format:

Familiar

This will flag to others that the article's categories need checking or adding. We hope that, soon thereafter, another wiki member will be along to help.

Retrieved from 'https://pathfinderwiki.com/mediawiki/index.php?title=Help:Categorizing_magic_items&oldid=47773'

Pathfinder Magic Items List

2014-11-04, 09:28 AM

Pathfinder Animal Item Slots

Familiar

Pathfinder Magic Item Slots Sheet

This came up in the Rules Q&A thread and we couldn't find anything that directly addresses this by RAW. Does anyone know of RAW that discuss this? So far I've found this third party page discussing it and this is material I will be addressing to make the case to my DM.
http://www.d20pfsrd.com/races/3rd-party-races/rite-publishing/dragon-taninim
Draconic Physiology: Taninim are quadrupeds, and have a number of rules modifiers based on their body shape. Quadrupeds are limited to using the following item slots: armor, belt (saddle only), chest, eyes, headband, neck, shoulders, and wrist. Armor for quadrupeds has double the cost of armor for a humanoid of the same size. Taninim also have the standard two ring slots due to their dexterous claws. Quadrupeds have a greater carrying capacity than humanoids, multiplying the carrying capacity value for their Strength as follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium x1 ½, Large x3, Huge x6, Gargantuan x12, Colossal x24. Quadrupeds also gain a +4 bonus to CMD against overrun and trip combat maneuvers from their extra legs.
Even though it's third party, I think it makes sense that dragons can at least grasp things for things like using a wand or staff, if not wear rings as a Compsognathus familiar explicity can (http://www.d20pfsrd.com/magic-items#table-magic-item-slots-for-animals). Presumably the dragon, being a quadruped, would need to be up up on it's haunches or flying to free up its forward claws for casting or manipulating items. FWIW, dragons and faerie dragons cast spells as sorcerers and do not have Still Spell as a feat, nor do they apparently have Eschew Components which implies that they need to be able to make somatic motions that animal bodies are incapable of and carry and manipulate components. Even if they did have Eschew Components, they are capable of casting spells with costly components like Stoneskin (http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic-red/red-dragon-great-wyrm) which require handling.
I'm a little reluctant to refer to Hero Labs because it still has a lot of bugs, but FWIW, my faerie dragon familiar was able to take skills like disable device and craft(traps) on top of already having innate UMD and access to the rest of the skill list for sorcerers. She was also able to take Scribe Scroll. It does at least attempt to and usually succeeds at blocking you from taking things that are not applicable. When I switch to a Silvanshee familiar, a magical cat that can speak multiple languages, it allows me to add languages for it's bonus Int but reds out all the skills that require manual manipulation like crafting, disable device, heal, etc.
So that's where I'm at so far on this. Thoughts?