Two questions


Rules Questions

Silver Crusade

1 - What action is it to change amulet? I want to take natural armour but also i feel that in some situations i definitly will need swarmbane clasp.
2 -

in rules about magic weapons wrote:
A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.
and wrote:
Special Materials: Weapons or ammunition can be made of an unusual material.

As i see that weapons and ammunition are two different categories, so, if looking at first quote it says only about weapons, so ammunition doesn`t need to be +1 to get spetial qualities. Is it true?

Sovereign Court

1. One move action to remove it, another move action to put one on, assuming you are already holding the other necklace or can access it easily.

2. you are comparing magic abilities and special materials which are very different things, please rephrase the question.


For your second question :

Munitions have to be +1 before getting properties. Exactly as weapons.


In the case of a very situationally-specific item like a swarmbane clasp, I'd allow the "layered" approach to magic item slots.

Step 1: Put on amulet of natural armor. Gain a bonus to AC.
Step 2: Put on swarmbane clasp. Gain nothing since slot is in use.

Encountered a swarm?

Step 3: remove amulet of natural armor. Lose bonus to AC, gain benefits of swarmbane clasp.

I'd generally allow Step 3 as a move action. Depending on the specific items in question, I might discourage this tactic, depending on how cheesy the combo seemed to me, pointing at multiple amulets getting tangled up on your neck making it hard to get the right one off. But in the case of a player picking up an item which will almost never get used, I'd let them get it into play reasonably easily.

Silver Crusade

Elicoor wrote:

For your second question :

Munitions have to be +1 before getting properties. Exactly as weapons.

Oh, okay. But it is so damn useless and costy. Bow already will be +1 so +1 arrows just do nothing exept that costs so that is will be more succesfull to bribe enemy to not to fight.

Anguish wrote:

In the case of a very situationally-specific item like a swarmbane clasp, I'd allow the "layered" approach to magic item slots.

Step 1: Put on amulet of natural armor. Gain a bonus to AC.
Step 2: Put on swarmbane clasp. Gain nothing since slot is in use.

Encountered a swarm?

Step 3: remove amulet of natural armor. Lose bonus to AC, gain benefits of swarmbane clasp.

I'd generally allow Step 3 as a move action. Depending on the specific items in question, I might discourage this tactic, depending on how cheesy the combo seemed to me, pointing at multiple amulets getting tangled up on your neck making it hard to get the right one off. But in the case of a player picking up an item which will almost never get used, I'd let them get it into play reasonably easily.

Thanks for it! :D

Sczarni

Mr Oger wrote:
Elicoor wrote:
Munitions have to be +1 before getting properties. Exactly as weapons.
Oh, okay. But it is so damn useless and costy. Bow already will be +1 so +1 arrows just do nothing

Bad example.

Yes, +1 arrows and a +1 longbow don't do anything, but +1 flaming arrows and a +1 seeking longbow saves you 2k.

And the savings just increase from there.

Silver Crusade

Nefreet wrote:
Mr Oger wrote:
Elicoor wrote:
Munitions have to be +1 before getting properties. Exactly as weapons.
Oh, okay. But it is so damn useless and costy. Bow already will be +1 so +1 arrows just do nothing

Bad example.

Yes, +1 arrows and a +1 longbow don't do anything, but +1 flaming arrows and a +1 seeking longbow saves you 2k.

And the savings just increase from there.

But flaming arrows without +1 could be a lot more usefull. It`s very uncheap to shoot +2 arrows. =\

Silver Crusade

Hm... So... I think that these good arrows must be used for special situations. So there need special enchantments like bane or other. What can you advice to get?


Basically, if it's an effect you want on all projectiles you shoot, put it on the launcher. If it's for special purposes, put it on the ammo. Bane and Holy arrows would probably be first and foremost. Not to mention you might find yourself denied your enchanted bow and forced to rely on a mundane one. A +1 Flaming Arrow is still +1, even if fired from a non-magical bow.

Sczarni

Mr Oger wrote:
Hm... So... I think that these good arrows must be used for special situations. So there need special enchantments like bane or other. What can you advice to get?

If your GM allows you to purchase magical arrows in lots less than 50, stocking up on a handful of Holy or Planar arrows can be super useful.

I agree that spending 8k on 50 +1 Flaming Arrows probably isn't the best option.

In PFS there is a much sought after Convention Boon that allows you to purchase magical ammunition in lots of 10. If you were to ever make up a houserule about purchasing magical ammunition, that would be my recommendation.

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