Paladin of Iomedae

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The Nimble Shield Hand feat is a bit confusing to me as to what you can actually do with it.

Nimble Shield Hand wrote:
You are so used to wielding a shield that you can do so even while using the hand that’s holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can’t use it to wield a weapon). This benefit doesn’t apply to tower shields, which are still too cumbersome.

A quick read makes it seem as if you now might do anything with that shield hand that you could do with a buckler, in that is a now a free hand that can't hold a weapon. However, by RAW it appears it is only granting a free hand for holding objects and for the purposes of an Interact action, which severely limits it compared to a buckler when your other hand is holding a weapon.

Benefits of Nimble Shield Hand vs. Regular Shield (my interpretation based on the Interact action):

  • - Clerics could hold their holy symbol, no longer needing Emblazon Armament to cast spells like 3- action heal while using a shield and holding a weapon
  • - Open a door
  • - Draw/stow/retrieve items
  • - Use a potion (because their activation is an interact)
  • - Use a wand/read a scroll (because you can hold them in your hand while you use the Cast A Spell action)
  • - Gloves of Storing
  • - Others?

Benefits of a buckler that you don't get with Nimble Shield Hand (my interpretation):

  • - Grab an Edge (reaction)
  • - Disarm/Grapple/Trip/Shove use of free-hand
  • - Quick Alchemy
  • - Casting spells with Material components
  • - All the Fighter/Rogue feats that need a free hand
  • - Others?

In order for the Nimble Shield Hand to not be so restrictive c.f. what a buckler grants, it would have needed to grant the Free- Hand weapon trait and then modify it to not be able to wield a weapon.
Does the above sound correct?


Our group hasn't been able to come to a conclusion on this debate. Our Cleric has the Luck domain, so he can in theory re-roll anything and take the 2nd roll. The sorcerer also made a Fortunate Charm to get re-rolls on crafting wondrous items. However, is it permissible to do this in all occasions? Specifically, our DM has an issue with using it on week-long endeavors like Handle Animal or Spellcraft checks on Craft Wondrous Item. Good Fortune is similar to the Fortunate Charm in that respect, since one lets you re-roll any d20 and the other any skill or concentration check. RAW it seems we can use it on anything, so our DM is willing to allow it. (Note - we're not trying to stack them, just seeing if there is some rule that prevents us from using these abilities/items on crafting.)

Good Fortune:

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Charm, Fortunate:

Charm, Fortunate

Aura faint evocation; CL 5th
Slot neck; Price 3,000 gp; Weight -
DESCRIPTION

Once per day, this good luck charm allows the wearer to reroll a single skill check or concentration check after the success or failure of the original roll is known. The result of the reroll must be kept, even if it is worse than the original roll. The charm may not be used on a skill check that’s already been rerolled by some other means.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, divine favor; Cost 1,500 gp.


1 person marked this as FAQ candidate.

I'm having a discussion with another player over the interpretation of the description of the Gloves of Arrow Snaring and I'd like help getting a consensus / ruling. You may think I'm an idiot for asking this but it's subtle.

The argument comes down to the following: 1) either the gloves flat out grant you the ability to catch arrows and optionally throw them back twice per day, or 2) they allow you to do this if you already have the Deflect Arrows feat and you are essentially buying only the ability to use the last feat in the Snatch Arrows chain twice per day.

Gloves of Arrow Snaring:
Gloves of Arrow Snaring

Aura faint abjuration; CL 3rd

Slot hands; Price 4,000 gp; Weight —
Description

Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.
Construction Requirements

Craft Wondrous Item, shield; Cost 2,000 gp


Snatch Arrows:
Snatch Arrows (Combat)

Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit: When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat.


Initially it would seem obvious that you're meant to put them on and catch arrows twice per day regardless of dex and feat prereqs. But is that actually the case? Please play strict attention to RAW to help us on this, because the crux comes from Snatch Arrows explicitly saying that you can only catch ranged attacks when using the Deflect Arrows prerequisite feat. It appears that the critical decision is whether or not the gloves also grant Deflect Arrows (item text says you can use Snatch Arrows feat w/o the prereqs, not that you are treated as having the prereqs, which RAW should be two different things) or you must also have the Deflect Arrows feat to use this item. Is this a case similar to the specific overruling the general, as in an item description supersedes the feat description on a conflict?

I'd also appreciate it if you can reference any other items or rules where a feat in a chain is granted and you get the other feats as well.
Bonus - if a character with claws was wearing them, would they rip, or do all gloves work like Deliquescent Gloves in that they work over claws?