Richard McGuffin |
Disable Dweomer is a brand new feat from the ACG. I like the flavor of a non-magic user like a rogue who is able to just mess with powerful magical items and just shut them off. However, the Feat itself is rather time consuming and more importantly I'm having trouble finding situations where it would be useful, or even applicable. I haven't played pathfinder much am mostly looking to use this in PFS scenarios.
Is this feat that I find so rich in flavor actually just impractical and going to be rarely used at best? What are some situations when this feat can really pay off?
Disable Dweomer
Prerequisite(s): Disable Device 5 ranks, Use Magic Device 5 ranks, trapfinding.
Benefit: You can use Disable Device to suppress the magic of a non-artifact magic item for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes non-magical for the duration of the suppression. Using Disable Device in this way takes 2d4 rounds, with a DC of 15 + the item's caster level.
ohako |
You could use it to really scare the crap out of an intelligent item.
You could use it to break a magic weapon easily (a non-magical weapon doesn't have the extra hardness/hit points).
Let's say you used it on the door to Moria: congratulations, you just turned a magic stone door into a stone wall? not so good...
You could kill a bunch of people on a flying carpet. Just make sure you have a snapleaf handy. Same thing with killing via pressure damage inside an apparatus of the crab. why am I suggesting this??
You might be able to enjoy the effects of drinking a potion, while using the action spent to drink it 1d4 rounds earlier. Or you might just waste a potion.
Oh, oh! You can use this to get rid of cursed items! That's cool, right?
You could kill someone's tattoo familiar, if you managed to do this while they're asleep.
there's got to be other crazy uses for it, I guess.
Hawktitan |
It's niche but here's my first thought - assuming you have a good Disable Device it would be really handy for the occasional cursed item that you come across and therefore can be far more liberal with using items that are picked up during scenarios.
Apart from that it would scenario specific and I'm sure it can be used for more creative purposes, especially when you run into various puzzles.
Hawktitan |
Seems more like a "let's get past this magical-thingy-generated force field" thing than a "let's disable the enemy's sword" thing.
The thing about PFS is that if you are supposed to get past it you generally will be able to in some way, and if you aren't supposed to there won't be anything of interest behind it anyway. That being said, it might make getting past the magical-field-generator EASIER, which isn't nothing.
Yure |
After my last post I realized I probably was not going to get an answer. Then as I sat here ready to bump this thread I realized exactly what this was. It was so simple that I did not see it. I was expecting this to be another feat beneficial to rogues, but it is in fact the opposite.
The Disable Dweomer Feat allows a character that does not have the trapfinding special ability to disable magic traps.
...and there you have it the reason why this Feat was made.
Never mind just saw the requirement is having trapfinding. Damn this is going to bug me all week trying to find a reason for this.