Who's afraid of First aide Gloves?


Rules Questions

Grand Lodge

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.

Sovereign Court

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).

Grand Lodge

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.

Grand Lodge

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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.

Grand Lodge

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Jeff Merola wrote:
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.

Grand Lodge

I wish it wasn't the case, but that's what Mike's ruling was.

Grand Lodge

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.

Liberty's Edge

(Imagine my icon is a paperclip.) So it looks like you don't want to die? Check out the Talisman of Life's Breath in occult adventures. Casts breath of life on you when you die.

Shadow Lodge

The gloves are a slotted magic item, and thus the familiar would still need access to that magic item slot in order to use them.

Grand Lodge

Add Wait wrote:
(Imagine my icon is a paperclip.) So it looks like you don't want to die? Check out the Talisman of Life's Breath in occult adventures. Casts breath of life on you when you die.

Or the determination armor enchantment.


Old-school aegis of recovery as well

Sovereign Court

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Psh. The best aegis of recovery is the one off of the GM star boons. Costs a downtime and requires you to have at least 2 stars, but it's slotless and heals more than an aegis of recovery.

But those talismans seem really interesting...

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