Feather Tokens Rule and Use


Rules Questions


How does one actually activate a feather token? Is there a magic word that turns the feather into a tree or a boat? How does that work? I also have some fun ideas on how to use these, I was thinking of wrapping sling bullets in feather token anchor so I could essentially sling and anchor at the baddies. Further more Could I fletch arrows with feather token tree and have the arrows turn to trees? Thanks for your opinions and thoughs.


Im guessing he had Internet accident and presses submit few times. Tho yeah delete if your able,

Typically its a word to activate, usually supposed to be in your possession.
Im quite certain sling and fletching will not work.
Though up to gm, ive been allowes to try to activate a tree token inside the mouth of a extra big crazed barbarian. I just failed the roll to get it in the mouth haha

Activatinf , mafic itema is a standard action, stunting it requires gm coverage

Grand Lodge

The text for feather tokens doesn't specify, so it's a command word as a standard action.


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You must carry the item to activate it. Exceptions are part of the item description.

magic items wrote:
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.

This rule forbids all your ideas.


Sorry for the multiple post my internet was being stupid.


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Since the activation method is not specified it is a command word to activate.

CRB p458 wrote:
Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

You cannot throw or fire it and then activate it. It must be in your possession when you activate it.


Sorry to rehash, but for the purposes of using it as a weapon. This allows a low strength character to active the token some number of feet above a be my and LITTERALLY drop an anchor on their head. What kind of damage should be rolled for that? Attack role? Reflex save?
My instinct is to treat it like a trap because anchors can weigh anywhere between 5,000 to 60,000 lbs depending on the ship and the falling objects rules are based on size instead of weight. "Tiny tsp of black hole matter deals 1d3 damage? Medium boulder deals 2d6"?

Alternately one could rule since there is no ship to anchor when it is activated it in-fact creates no anchor at all.

Any thoughts on this type of. "Use as a weapon?"


Resido wrote:

Sorry to rehash, but for the purposes of using it as a weapon. This allows a low strength character to active the token some number of feet above a be my and LITTERALLY drop an anchor on their head. What kind of damage should be rolled for that? Attack role? Reflex save?

My instinct is to treat it like a trap because anchors can weigh anywhere between 5,000 to 60,000 lbs depending on the ship and the falling objects rules are based on size instead of weight. "Tiny tsp of black hole matter deals 1d3 damage? Medium boulder deals 2d6"?

Alternately one could rule since there is no ship to anchor when it is activated it in-fact creates no anchor at all.

Any thoughts on this type of. "Use as a weapon?"

Well, you could approximate by the weight of a Medium Boulder. A 5' cube of rock (assuming limestone which weighs about 175 lbs per cubic foot, though most other types of rocks are in same the ballpark) would weigh just shy of 11 tons (~21875 lbs, for those following along at home). So an anchor that weighs 1/4 of that would do scaled damage, since the mass is scaled. 2d6 averages to 7 damage, so we need an average of 7/4 = 1.75. Closest is either a d2 @ 1.5 or a d3 @ 2. So, not a lot of damage, if we do the math.

Honestly, getting hit by 11 tons should do horrendous damage, but we're in fantasy land here.


This question has been answered, if not directly, at least partially, before on the Forum.

A Feather Token does what it says it does. If you want a massive portable weapon of utter destruction you should pay for it. If you pay for an anchor, you get an anchor.

One thing is solving narrative knots with creativity, and another different one is confer magical properties -not explicitly expressed- to magical items that they did not have previously. I could say that my luminescent +1 long sword emits light which is very harmful to vampires, and slay them on a failed WILL ST, but the rule just states that this light is shed like the one by a regular torch.

Everyone can play the game as they feel suit, but that does not mean the game was designed to be played as they do.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

To my knowledge, it doesn't say anywhere that it actually creates a physical anchor, only that it anchors a ship in place. I've always considered it akin to a 24 hour hold person spell on the ship--it simply can't move, held by a magical force.

EDIT: Looks like I'm mistaken. Did it get changed from older editions?

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