Lock of the Saved and / or Chains of Contrition?


Rules Questions

Scarab Sages

These are both Channel Foci from Adventurers Armory.

My questions are:

Can use Lock of the Saved on the lock for Manacles?

Furthermore, Can I apply the Lock of the Saved to the lock on the Chains of Contrition?

The key distinction lies in potential, as the Lock of the Saved can modify any lock, while the chains of contrition are a specific set of masterwork manacles with a good lock. Though, as written, they could theoretically apply the to same item (which would cost 2 channels to use, but create a monstrously confining set of manacles).

In example, assuming both are masterwork manacles with a good lock with
the channel focus charged, you'd have:

Normal Masterwork Manacles with Good lock (130gp): Break DC 28, Escape DC 35, Disable DC 30, Hardness 10, HP 10

Chains of Contrition (200gp): Break DC 33, Escape DC 40, Disable DC 35, Hardness 12, HP 14

Lock of the Saved on Masterwork Manacles with good lock(180 gp): Break DC 33, Escape DC 40, Disable DC 35, Hardness 12, HP 14

And together:

Chains of Contrition with a Lock of the Saved (250gp): Break DC 38, Escape DC 45, Disable DC 40, Hardness 14, HP 18

Although not described as such, they both basically add the same bonuses, so much of the question relates to if the effect be functionally stacked, even if it would be stacked by two different sources. There's nothing mentioned related to stacking the effects in the Channel Foci description and they are all untyped bonuses (which aren't even described as bonuses, just increases).

It is notable that the lock of saved is much cheaper in terms of applying this to the good lock on normal manacles, though I'd rather apply it to a superior lock if that can be done.

PS: these are PFS legal.

Here's the relevant quotes, pasted from Archives of Nethys:

Spoiler:

Quote:

Channel Foci

Holy symbols (and unholy symbols) represent a covenant between the mortal and the divine. They allow the most pious to call forth the power of the gods themselves. Whether used to smite enemies of the devout or to offer succor to the faithful, holy symbols erase all doubt that the gods have a plan for their mortal children. A channel focus is a garment or other object that incorporates a holy or unholy symbol, and has a special power when a member of that symbol’s religion channels energy through it.

Activating a focus is identical to channeling energy, but instead of directing the power outward, the cleric (or other appropriate character) directs it into the focus, expending one use of channel energy. This triggers the item’s ability; the channel does not have any of its normal effects (for example, a cleric channeling positive energy through her focus would not heal living creatures or harm undead in the area). The cleric must wear or hold the focus, as appropriate. She can still use channel energy in the normal way, even while wearing or holding a channel focus. An activated channel focus radiates faint conjuration (positive energy) or necromancy magic (negative energy). An unactivated focus is completely nonmagical—it is a channel for the magical positive or negative energy, but has no magic of its own.

Because a focus includes the holy symbol of a specific religion, in most cases a cleric cannot activate the focus of another faith (though your GM may rule that a member of an allied church can activate another religion’s focus). A cleric whose deity allows positive or negative channeling may use either type to activate a focus, though some foci may have different effects depending on what kind of energy activates them. The cleric can use the focus as a holy symbol (whether activated or not), though if it is a worn item rather than a held item she must touch the item with a free hand.

Quote:

Manacles

Price 15 gp (common), 50 gp (masterwork), 1,000 gp (mithral); Weight 2 lbs. (common), 2 lbs. (masterwork), 2 lbs. (mithral)

Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.

Most manacles have locks; add the cost of the lock you want to the price of the manacles.

For the same price, you can buy manacles for a Small creature. For a Large creature, manacles cost 10 times the indicated amount, and for a Huge creature, 100 times the indicated amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles, which cost at least 100 times the indicated amount.

Mithral Manacles: These bindings are more difficult to break than standard manacles and are particularly useful against lycanthropes. They have hardness 15, 30 hit points, and a break DC of 30. They are otherwise treated as masterwork manacles.

Quote:

Lock

Price 40 gp (average), 80 gp (good), 20 gp (simple), 150 gp (superior); Weight 1 lb. (average), 1 lb. (good), 1 lb. (simple), 1 lb. (superior)

This can be a padlock, an inset lock in a door or chest, or any other type of keyed lock. The DC to open a lock with the Disable Device skill depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).

Quote:

Lock of the saved

Price +50 gp; Weight 1 lb.
Deity Any

This sturdy lock may be of any quality; the cost of making it a channel focus is in addition to the normal lock cost. When activated, the lock’s Disable Device DC and the break DC for whatever it is locking (such as a door or chest) increase by 5; the lock gains +2 hardness and +4 hit points. The lock retains these bonuses for 24 hours or until it is forced open (including picking the lock).

Quote:

Chains of contrition

Price 200 gp; Weight 2 lbs.
Deity Any

Each carefully forged link of these masterwork manacles (with a good lock) contains a parable or other quotes excerpted from sacred texts. Activating the focus increases its Disable Device, Escape Artist, and break DCs by 5; its hardness increases by 2 and its hit points by 4. This effect lasts 24 hours or until the creature frees itself or is released.

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