paul Riggs |
1st aide gloves come from the the Pathfinder society primer page 24
The nice thing about these gloves is you do not have to make a use magic device roll to use the gloves.
The wearer as a standard action can cast any of the spells by permanently expending a number of sapphires equal to the spell level.
The way it is phrased any player class can use the gloves.
1. If you have an improved familiar with hands that uses wands can the familiar use 1st aide gloves?
2. If you have cast breath of live on your left hand glove and still have sapphires on your right can you spend partial money to replenish your left hands sapphires?
3. can you use breath of life on yourself if you are wearing the gloves when you die?
4. if you are wearing the gloves and die would another player be able to take off your gloves and use them in time to give you the breath of life in time?
5. if there are more limits put on familiars or animal companions using magic please send me a link.
Sior |
1. Arguably, yes.
2. No. They are bought as a set.
3. No, because you are dead.
4. Unlikely, since they would have to get to you (move action), remove your gloves (at least a move action, probably a standard to actually take them off your form), put them on (move action?), then use them (whoops, no actions are left).
5. Animal companions cannot activate magic items, though they can benefit from passive bonuses (amulet of natural armour, belt of physical perfection, etc).
BartonOliver |
1. As far as I can tell yes
2. No, unless a single glove appeared on a chronicle sheet you can't buy partial items.
3. No, you're unconscious you can't activate anything.
4. Sort of, the action economy on it though, is fairly debatable, and I think unlikely to work out to have enough time to actually make it.
BartonOliver |
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No, to the familiars. Improved Familiars cannot activate any magic items (passive items are fine) except a few specific ones can use wands.
Actually as much as I would like to disagree, (I first thought of activating the gloves like a wand) I'm going to have to agree with this.
As a note I'd like to disagree, because a 7 int 0 umd fighter can make them work, but a potentially smarter more magically inclined familiar can't.
BartonOliver |
I can see reasons for the ruling to be honest. I had forgotten about it until I was building an argument for it to work. It seems to me it prevents some GM variance/abuse especially for things like followers/companions/familiars where the will of the player and the will of the follower/companion/familiar in question may not match.