Bracers of Merciful Knight + Insinuator Paladin


Rules Questions

Shadow Lodge

4 people marked this as FAQ candidate.

Yay or nay by raw? Concerning text in italics.

Bracers of The Merciful Knight:
These golden bracers are engraved with images of celestial creatures.

When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell.

Antipladin Relevant Text (for touch of corruption):
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Insinuator Antipaladin Archetype Relevant Text:
Selfish Healing (Su)

Beginning at 2nd level, an insinuator can heal his wounds by touch. This is treated exactly like the paladin's lay on hands class feature, except it can be used only to heal the insinuator and cannot be used on other creatures.

This ability replaces touch of corruption.


By Raw, no. Despite their same similarities, an anti-paladin is not a paladin, any more than a druid is the same as a cleric.

The operative clause is: "When worn by a paladin".


Quintain wrote:

By Raw, no. Despite their same similarities, an anti-paladin is not a paladin, any more than a druid is the same as a cleric.

The operative clause is: "When worn by a paladin".

What if the antipaladin tried to use it via a Use Magic Device (UMD) check, to emulate a class feature (namely, being a paladin)?

Dark Archive

That would work. Weird but it works.


It's not having the class feature that is the problem. It's that the bracers are restricted to being used by a certain class.

So you'd have to use UMD to simulate being a paladin first, which I don't believe is possible. The restriction isn't "those having lay on hands", it's restricted to paladins only.

These bracers have similiar text to a holy avenger, which is also restricted by class.

So, while I think you may be able to convince a GM that emulating a class feature might work, by RAW, it's not possible.

Shadow Lodge

Halek wrote:
That would work. Weird but it works.

That is clever. Annoying, but it would work.

It still seems strange to me though. Paizo clearly thought enough to indicate that an Antipaladin's revised LoH (Touch, or selfish) is the same as a Paladin's. Pretty much every (I think, needs verification) item/feat/spell involving smite, LoH, or channel could be used by an antipladin yet this one stands out. Personally I think it's just older item text that wasn't on the radar when this very new archetype came out.


Quintain wrote:

By Raw, no. Despite their same similarities, an anti-paladin is not a paladin, any more than a druid is the same as a cleric.

The operative clause is: "When worn by a paladin".

Unless they changed it, an Alternate Class is just a big archetype. A Ninja is a Rogue, a Samurai is a Cavalier and an Antipaladin is a Paladin, just as an Eldritch Scoundral is a Rogue, a Daring Champion is a Cavalier and a Sacred Servant is a Paladin.

Shadow Lodge

Quintain wrote:

It's not having the class feature that is the problem. It's that the bracers are restricted to being used by a certain class.

So you'd have to use UMD to simulate being a paladin first, which I don't believe is possible. The restriction isn't "those having lay on hands", it's restricted to paladins only.

These bracers have similiar text to a holy avenger, which is also restricted by class.

So, while I think you may be able to convince a GM that emulating a class feature might work, by RAW, it's not possible.

Yeah, good points. The bracers are, after all, bright frigging gold and engraved with celestial creatures. Maybe an antipaladin born into it wouldn't pick them up but perhaps one who fell.

Would Paizo's note on the antipaladin's relationship to the paladin class have any impact?

Paizo's AntiPaladin Description wrote:
"Note: The antipaladin is an alternate class for the paladin core class. Making use of and altering numerous facets of the paladin core class, this villainous warrior can’t truly be considered a new character class by its own right. By the changes made here, though, the details and tones of the paladin class are shifted in a completely opposite direction and captures an entirely different fantasy theme, without needlessly designing an entire new class. While a redesign of sorts, this alternate class can be used just as any of the other base classes."

Bolding emphasis mine.

Shadow Lodge

deuxhero wrote:
Quintain wrote:

By Raw, no. Despite their same similarities, an anti-paladin is not a paladin, any more than a druid is the same as a cleric.

The operative clause is: "When worn by a paladin".

Unless they changed it, an Alternate Class is just a big archetype. A Ninja is a Rogue, a Samurai is a Cavalier and an Antipaladin is a Paladin, just as an Eldritch Scoundral is a Rogue, a Daring Champion is a Cavalier and a Sacred Servant is a Paladin.

Yes, this was my thinking as well in regards to items.

Paizo on Alternate Classes wrote:
Alternate classes are standalone classes whose basic ideas are very close to established base classes, yet whose required alterations would be too expansive for an archetype. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class—a samurai cannot also be a cavalier, and vice versa.

Bolding mine


If your second quote above makes Anti-paladins just "Chaotic Evil Paladins per an archetype", then you could use UMD to emulate a class feature, and use it.

But "operates exactly as a base class" and "being a base class" aren't synonymous.

I'd look for a more definitive statement, personally.


ACG wrote:
Alternate Classes: Sometimes an archetype exchanges so many class features that it almost becomes a new class itself. In such cases, the class might warrant a representation of all of the class features, even those that it shares with its base class. While still technically an archetype, characters who play this class have all the tools they need to advance their character in one convenient location. The antipaladin, ninja, and samurai are all examples of an alternate class.

Alternate classes are, by definition, an archetype that trades out so much that it makes more sense and is more convenient for the player to consolidate all the class abilities (both those that are changed and those that remain the same as the base class) in a single spot so you don't need to keep flipping back and forth between the base class page and an archetype page. The statement that it "operates exactly as a base class" describes how you can reference it. Just as you can open to the Magus page and reference that as a self-contained class, you could open to the Anti-Paladin page and reference that as a self-contained class, save for the single exception that you can't also take levels in its parent class. Just as you can flip between the Magus page and a particular Magus archetype, you can flip between the Anti-Paladin page and a particular Anti-Paladin archetype to get the complete set of class abilities for your class/archetype combo. But, just as Cavalier orders are shared between both Cavalier and its alternate class Samurai, rules elements between Paladin and Anti-Paladin are equal-opportunity, provided they affect some class feature that the Anti-Paladin retains. Specifying that a piece of equipment works for a Paladin would still qualify it as working for an Anti-Paladin. And quite fitting that an Anti-Paladin would pervert a sacred relic ordinarily reserved for his antithesis and use it for his own corrupt purposes.

Shadow Lodge

Quintain wrote:


I'd look for a more definitive statement, personally.

Please FAQ then :)

Shadow Lodge

1 person marked this as a favorite.

OK so I did find a few relevant quotes from James Jacobs that may help clear up my initial question.

From this thread

Nathanial321 wrote:

The question everyone has been wondering is whether or not alternate classes are like archetypes in that they can use the feats, traits, etc. as the primary class even when the requirement has the primary class as a requirement as long as archetype/alternate class has the ability to utilize the feat, trait, etc? For example using the second question in my last post as an example.

James Jacobs wrote:
Alternate classes like the antipaladin, ninja, and samurai ARE essentially archetypes. They're just archetypes for which we went through and gave you the full level advancement chart for. And artwork too! So as long as they didn't give up a class feature that is a requirement for a feat or whatever... yup... they still can take that feat/trait/thing.

-------

From this thread

James Jacobs wrote:
Tambryn wrote:


What's the difference between an alternate class and a core class? I could have sworn I heard Erik Mona say at last year's Paizocon Banquet that the Magus would be the last new class for a while.
Someone please clarify this. Class glut is pretty worrisome to me as it seemed to be a huge contributor to the decline of 3.5 in popularity and focus during its last years.
Tam

It's a pretty subtle difference, really, that almost counts as a philosophical difference as much as it is a game design difference. But here goes:

BASE CLASS: This is a class that features at its heart a unique ability, power, or method of doing something. That can be the ability to cast arcane spells from a spellbook, the ability to do sneak attacks, the ability to use bardic music, the ability to do alchemy stunts, or whatever. With each base class we build, it becomes tougher and tougher to come up with a new mechanic that helps to set that class apart. As far as multiclassing works, you can multiclass between any base class without restriction, because each class has its own basic shtick. You can't multiclass into the same base class though; you can't be a 1st level rogue and then multiclass into rogue and therefore gain 2d6 sneak attack at 2nd level instead of gaining evasion. That might seem obvious, but it's important to keep in mind when we move on to alternative classes.

ALTERNATE CLASSES: In earlier editions of this game, we might have called these "sub-classes." An alternate class does NOT have a significant new core ability. It's basically just a glorified archetype. The antipaladin is a great example; looking at the antipaladin, you can see that it basically functions the same way as a paladin. It has a smite ability, it has an ability to channel energy with its touch, and has an ability to put "riders" on that touch ability. It's different than the paladin, but it's also obviously just a VARIANT paladin. Technically, we could stat up ALL of the archetypes as alternate classes... but since most archetypes only swap out a few abilities, that'd kinda be a waste of space. Also... you can't multiclass from a class into that class's alternate class; you can't multiclass from paladin into antipaladin, for example (even if you ignore the alignment restrictions, you still can't; it's the same class).

We've pretty thoroughly explored the concept of new base classes and archetypes by now... but we haven't explored the concept of an alternate class beyond the antipaladin. With Ultimate Combat, we're exploring the concept three times, with the samurai, the ninja, and the gunslinger. (The gunslinger, actually, might morph into a full base class; guns are new enough of a concept to the game that that MIGHT be enough to justify a whole new class—we'll see.)

So while the difference between a base class and an alternate class might seem pedantic... there IS a difference. Whether or not the game and its players will accept more alternate classes, or whether folks will just treat things as if there's no difference between base classes and alternate classes... that's what Ultimate Combat will tell us.


That seems to be pretty definitive. Use UMD and go for it.

Dark Archive

1 person marked this as a favorite.

If antipaladin counts as an archetype of a paladin wouldnt you be able to use it without the UMD? A hospitaler paladin is still a paladin. An antipaladin is still a paladin. No UMD required.


antipaladin iss an alternate to paladin, not an archetype, and as the name implies, it's not only not a paladin, it's the opposite of a paladin, ergo the need for UMD and simulating being a paladin.


Halek wrote:
If antipaladin counts as an archetype of a paladin wouldnt you be able to use it without the UMD? A hospitaler paladin is still a paladin. An antipaladin is still a paladin. No UMD required.

You may have a point here. While touch of corruption does say that it is able to be modified by la y on hands specific feats. Given it is the same effect (modifying a class ability) modified by different things, I dont see any reason why it shouldn't.


I note that Ninja have always been able to take Rogue archetypes they still qualify for (Antipaladins and Samurai would work the same way if any compatible ones existed, though for Antipaladin it would require it only change the proficiencies).


Pathfinder Adventure Path, Lost Omens Subscriber
Halek wrote:
If antipaladin counts as an archetype of a paladin wouldnt you be able to use it without the UMD? A hospitaler paladin is still a paladin. An antipaladin is still a paladin. No UMD required.

But an Antipaladin "swapped out" LoH for ToC, so UMD is necessary to emulate a class feature.

EDIT: I'm not familiar with the antipaladin archetypes, so I'm not sure what the OP wants to do works, but he does still need LoH to "use" the item, thus UMD comes into play. Just like if there was some magic belt that did something separate from Evasion but required Evasion to use the item, a rogue with an archetype that swapped out Evasion would need UMD to emulate the missing class feature.

Shadow Lodge

Maybe we just need to FAQ if UMD is required or not. At this point that seems to be the real debate, not whether or not the actual item could be used.


1 person marked this as a favorite.
Blake's Tiger wrote:
Halek wrote:
If antipaladin counts as an archetype of a paladin wouldnt you be able to use it without the UMD? A hospitaler paladin is still a paladin. An antipaladin is still a paladin. No UMD required.

But an Antipaladin "swapped out" LoH for ToC, so UMD is necessary to emulate a class feature.

EDIT: I'm not familiar with the antipaladin archetypes, so I'm not sure what the OP wants to do works, but he does still need LoH to "use" the item, thus UMD comes into play. Just like if there was some magic belt that did something separate from Evasion but required Evasion to use the item, a rogue with an archetype that swapped out Evasion would need UMD to emulate the missing class feature.

Anti-Paladin trades LoH out for ToC, but ToC specifically says it benefits from feats, abilities and effects that modify LoH. The bracers ability would be an effect that modify LoH so that's no problem. Anti-Paladin already counts as a Paladin due to being an alternate class so that's no problem. And, moreover, the Insinuator Anti-Paladin archetype trades ToC out for Selfish Healing (functionally, instead of trading LoH for ToC, you're trading LoH for Selfish Healing instead) which further states it works exactly like LoH, except you can only use it on yourself. You wouldn't need UMD for any of this to work; neither to use the bracers to beef up your ToC (a fitting bastardization of the item for a champion of evil and corruption), nor to use it to beef up your "I heal only those who are important... and I'm the only one who's important" ability.


Pathfinder Adventure Path, Lost Omens Subscriber

I see now.

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