Pathfinder Familiar Magic Item Slots

Posted By admin On 27/03/22

Pathfinder - A Tale of Flipped Scripts

  1. Pathfinder Familiar Magic Item Slots Slot
  2. Pathfinder Magic Items Sheet
  3. Pathfinder Familiar Magic Item Slots List
  4. Pathfinder Familiar Magic Item Slots Free Play
  5. Pathfinder Magic Item Slots

Slot: Most magic items can only be utilized if worn or wielded in their proper slots. If the item is stowed or placed elsewhere, it does not function. If the slot is listed as 'none,' the item functions while in the character's possession. Price: This amount is the cost, in gold pieces, to purchase the item, if it is available for sale.

Drake Companion

  • 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.
  • Pathfinder 2e doesn’t have item slots. It’s a very different game, but on some level, it shows that Paizo realized exactly what I’m saying here: it doesn’t work out as a meaningful balance mechanism, and winds up being nothing more than a “frustrating roadblock.” So they ditched them—magic items in PF2 are balanced in other ways.

Modified for class feature:

Starting stats

Size: Small

HD: D12

Alignment: any

Speed: 20 ft.

Attack: bite (1d4)

Ability Scores: Str 12, Dex 17, Con 12, Int 8, Wis 10, Cha 7

Natural Armor: +4

Languages: Draconic.

Darkvision: Drakes have darkvision out to a range of 60 feet.

Low-Light Vision: Drakes see twice as far as humans in dim light.

Immunities: Drakes are immune to sleep and paralysis.

Subtype: Each drake has an energy or elemental subtype, either aether, air, cold, earth, fire, or water, and gains a free drake power based on its subtype. When their charges reach 1st level, aether drakes gain magic attacks, air drakes gain flight, cold drakes gain breath weapon (cold), earth drakes gain burrow, fire drakes gain breath weapon (fire), and water drakes gain swim.

Glide: All drakes start with glide as a bonus power

Lesser Breath Weapon: Choose acid, cold, electricity, or fire. The drake gains a breath weapon that fires a tiny glob of energy, inflicting 1d6 points of the chosen energy type on a single target within 30 feet after making a successful touch attack. This power may be used at will, but must wait 1d4 rounds between uses. At fourth level, and every three levels thereafter, the lesser breath weapon increases its damage by +1.

Natural Armor: The drake’s natural armor bonus to its AC increases by 2 when the charge reaches 3rd level and every 3 levels thereafter.

Size Increase: The drake matures further and advances a size category when the charge reaches 5th level and every 4 levels thereafter. Each time this occurs, the drake’s natural armor bonus to its AC increases by 2, its natural attacks increase in damage based on the new size category, and it gains the following ability scores adjustments: Str +4, Dex –2, Con +2. When the drake reaches Medium size, its speed increases from 20 feet to 30 feet. Alternatively, the drake may forgo the size increase for a +10 increase to its base speed, and stat adjustment of +2 Str and +2 Dex.

Class skills: The following skills are class skills for a drake: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Equipment and Magic Items: Drakes are not proficient with armor but can take armor proficiency feats. Drakes have the following magic item slots: Armor, belt (saddle), chest, eyes, headband, neck, ring, wrist.

Personality: Drake companions often have strong personalities, and may need to be influenced with a successful diplomacy or intimidate check in order to coax them into taking actions that do not meet their approval.

Replacing Drake Companions: Drake companions are replaced following the normal rules for the animal companion/familiar that would normally be granted by the charge’s class.

New or Modified Drake Powers

Breath Weapon Powers All drakes start with the lesser breath weapon power. The other breath weapon powers use the same energy type as the lesser breath weapon (with the exception of fire and cold drakes, which must use their subtype element). Breath Weapon and it’s subsequent powers do 1d6 damage for every 2 levels (minimum 1), have a range of 60 ft and have a reflex save to halve damage (DC = 10 + 1/2 the drake’s Hit Dice + the drake’s Constitution modifier). The Drake must wait 1d4 rounds between uses of it’s Breath Weapon (this cooldown is separate from the lesser breath weapon cooldown). Breath weapon and it’s subsequent powers do not replace lesser breath weapon.

  • Breath Weapon has a 10 ft radius spread and is now usable twice a day.
  • Improved Breath Weapon has a 15 ft radius spread and is usable 5 times per day (requires 8th level)
  • Greater Breath Weapon has a 20 ft radius spread and is usable 9 times per day (requires 14th level)

Claws: The drake gains a pair of secondary claw attacks that do 1d3 damage at small size.

Flight Powers: All drakes gain the glide power at level 1. Air drakes receive Flight as a bonus power.

  • Glide: The drake is able to take ranks in Fly. It can slow its fall to 60 feet per round, and it takes no falling damage as long as it can take actions and succeeds at a DC 15 Fly check each round. As it falls, it can take a move action to move up to 30 feet horizontally in any direction, or two move actions to move up to 60 feet horizontally in any direction. The drake can’t gain height from gliding alone, it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a gliding creature to rise, it can take advantage of the updraft to increase the distance it can glide.

Pathfinder Familiar Magic Item Slots Slot

  • Flight grants a fly speed of 40 ft (clumsy) and no longer has a level requirement
  • Improved Flight grants a fly speed of 60 ft (average) and requires level 8
  • Greater Flight grants a fly speed of 80 ft (good) and requires level 11 and the air subtype

Grab: The drake’s claw attacks gain the grab quality. The drake’s charge must be at least 11th level to select this power.

Swim: The drake gains a 30-foot swim speed.

Swim, Improved: The drake’s swim speed improves to 60 feet, and it gains the amphibious quality. To select improved swim, a drake must have swim and the water subtype and its charge must be at least 5th level.

Tail: The drake gains a secondary tail attack that does 1d4 damage at small size.

Trip: The drake’s tail attack gains the trip quality. The drake’s charge must be at least 8th level to select this power

Mostly Unmodified Drake Powers

Aether Bite: The drake’s bite applies 1-1/2 × its Strength modifier to the damage dealt by its bite attack, and its bite attack deals full damage to incorporeal creatures. To select aether bite, a drake must have the aether subtype and the drake’s charge must be at least 5th level.

Blindsense: The drake gains blindsense out to a range of 10 feet. To select blindsense, a drake must have scent and the drake’s charge must be at least 11th level.

Burrow: The drake gains a burrow speed of 10 feet.

Burrow, Improved: The drake’s burrow speed improves to 30 feet. To select improved burrow, a drake must have burrow and the earth subtype and its charge must be at least 8th level.

Energy Bite: The drake’s bite deals 1d6 extra points of damage of the same energy type as its subtype. To select energy bite, a drake must have breath weapon and the cold or fire subtype and its charge must be at least 8th level.

Keen Mind: The drake’s Intelligence, Wisdom, and Charisma scores each increase by 2.

Magic Attacks: The drake’s attacks count as magic.

Mount: The drake allows its charge to ride it, as long as she is at least one size category smaller than the drake. While carrying a rider, the drake can’t burrow and it loses the benefits of the highest-level drake power it has from the following list (ordered from highest-level to lowest-level): greater flight, improved flight, flight, or glide. To select mount, a drake’s charge must be at least 5th level.

Slots

Mount, Improved: The drake accepts any rider of the charge’s choice who is at least one size category smaller than the drake (provided the rider remains in the drake’s good graces), and it no longer loses a flight-based drake power when carrying a rider. To select this power, a drake’s charge must be at least 11th level.

Scent: The drake gains the scent ability.

New Feats

Boon Drake: The abilities of your drake companion are calculated as though your drake granting class were 4 levels higher, to a maximum effective class level equal to your character level. Prerequisite: Drake companion class feature

Extra Drake Powers: Your drake gains an extra power. This feat can be taken multiple times. Prerequisite: Drake companion class feature, level 3

Potent Breath Weapon: The drake’s lesser breath weapon and breath weapon powers deal an additional 1d6 damage. Prerequisites: Drake, Breath Weapon Drake Power, BAB+5

And now the archetype revisions:

Silver Champion Paladin

Drake Mount: At 5th level, a silver champion gains a drake companion. The drake companion gains the mount drake power as a bonus power. At level 11, the drake gains smite evil 1/day (as though it had the simple celestial template), and resistance 10 to the energy type used by its lesser breath weapon. However, a silver champion doesn’t gain mercies at 6th, 12th, and 18th levels.

This ability replaces divine bond, channel energy and aura of righteousness, and alters mercy.

Dragon Magic: The silver champion adds the following spells to her spell list: animate rope, command, expeditious retreat, floating disk, longstrider, magic fang, align Weapon (good/law), animal trance, castigate, locate object, wood shape, draconic reservoir, fly, magic fang (greater), rebuke, stone shape, dimension door, dragon’s breath, holy smite, locate creature, minor creation, order’s wrath, and poison. A silver champion casts one fewer spell of each level than normal. If this reduces the number to less than 0, she can’t cast spells of that level.

This ability modifies the paladin’s spellcasting.

Draconic Druid

Drake Companion: A draconic druid gains a drake companion instead of an animal companion.

This ability replaces nature bond, wild empathy, and thousand faces.

Dragon Sense: A draconic druid studies dragons and their history. She gains a +2 bonus on Knowledge (arcana) and Knowledge (history) checks.

This ability replaces nature sense.

Resist Dragon’s Might: A draconic druid gains a +4 bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of dragons.

This ability replaces resist nature’s lure.

Dragon Shape: A draconic druid can’t use wild shape to change into any of the usual forms available to a druid.

Instead, at 4th level, she can use wild shape to change into a dragon-scaled version of herself with long fangs, gaining a natural armor bonus to her AC equal to 1 + 1/4 her druid level, and her choice of a bite attack appropriate for her size (1d6 points of damage for a Medium druid) or 2 claw attacks appropriate for her size (1d4 for a medium druid) but otherwise retaining her usual form.

At 8th level, she can spend two uses of wild shape to transform into a Medium dragon as per form of the dragon I, and at 12th level, she can spend two uses to change into a Large dragon as per form of the dragon II. Each time that a draconic druid uses wild shape counts as a separate casting of the spell for the purpose of refreshing her uses of her breath weapon.

Drake Rider Cavalier

Drake Mount: A drakerider gains a drake companion instead of a mount. The drake companion gains the mount drake power as a bonus power. She gains cavalier’s charge at 9th level instead of 3rd.

This ability replaces mount, tactician, greater tactician, and master tactician and expert trainer, and alters cavalier’s charge.

Approved Order: A drakerider can join only an order approved by its mount.

Drake Warden Ranger

Drake Companion: At 4th level, a drake warden gains a drake companion instead of an animal companion, but his effective charge’s level is equal to his ranger level – 3.

This ability replaces hunter’s bond, 2nd favored enemy, 2nd favored terrain, the 6th and 14th level combat style feats, and swift tracker.

Elemental Magic: At 5th level, and every two levels thereafter, a drake warden may add one spell from the sorcerer/wizard spell list to his ranger spell list. This spell must be of a level he can cast, and must have the descriptor matching his drake’s subtype (force for aether drakes) or lesser breath weapon element. A drake warden casts one fewer spell of each level than normal. If this reduces the number to less than 0, he can’t cast spells of that level.

This ability modifies the ranger’s spellcasting.

Draconic Shaman

Drake Companion: A draconic shaman gains a drake companion instead of a spirit animal, and she communes with the drake to prepare her spells just as other shamans commune with their spirit animals. Any ability granted by a spirit or wandering spirit that would normally affect a spirit animal (such as nature’s true spirit ability) has no effect for a draconic shaman.

This ability replaces spirit animal, and the hexes gained at 4th and 10th level.

Diminished Casting: Draconic shamans gain one less spell slot of each spell level they can cast. If this reduces the number of slots for a level to 0, they can only cast spells of that level using spirit magic or bonus slots granted by a relevant ability score.

Help contents
It is assumed that you are already familiar with basic wiki editing and that you know your way around a wiki.
Creating articles

Using templates
Infoboxes • Navboxes

Editing articles
Copyrights
Categorization

Magic Items

Pathfinder Magic Items Sheet

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.

Type

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 Familiar Magic Item Slots List

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.

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:

Pathfinder Familiar Magic Item Slots Free Play

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.

Pathfinder Magic Item Slots

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