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Hello monks!

With the release of the Fist of the Ruby Phoenix, new monk weapons arrived, but some of them (if not all) are advanced.

But monks never get proficiency with advanced monk weapons and to do that, it would be necessary to take the general feat Martial Training 2 times and still just be trained with the weapon.

So, I have been thinking that one of two things happened:

1 - The designers never thought about advanced monk weapons when they created Monastic Weaponry and they might release a note or errata including them on the feat;

2 - They did it intentionally for monks not be able to use the weapon unless they are multiclassing and thus the Monk trait seems useless.

Monastic Weaponry: You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the monk trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well.

Weapon Training: You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice.

Special You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression.

Monk initial proficiences: Trained in simple weapons
Trained in unarmed attacks


I have searched through all the rulebooks and can't find a place with specific rules for breaking a magic item. If there is any change on hardness if the item is magic or even a place where I can use as a reference for determining the hardness of items not on the list.

Here is how I got to this question: in our weekly game, we are facing a Night Hag, and she comes with a heartstone that gives her extra power. We want to break it to get rid of that extra power, but we can't find information about hardness of gemstones or magic items. We had to stop our session until next week, to give time to all of us to search for an answer.


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I would like to hear an official position about this.


I would like to hear an official position about this.


KrispyXIV wrote:

I think that at a minimum, I'd require that a player know with absolute certainty where the item is in order to drain it.

That would mean on their person, or in actual line of sight.

There does not appear to be a range requirement though.

As a GM I would be ok with: line of sight and not in possession of an enemy.


Themetricsystem wrote:

The only hint I could find which relates to the Range is from the Bonded Focus Feat which stipulates that the Bonded Item must be "in your possession..." to benefit from the 2 Focus Point recovery mechanic.

To me this hints that this bit is more specific than any other rules that interact with the Bonded Item and suggests on a least a mild level that this is a restriction that is printed as a restriction above and beyond what you'd normally be dealing with in regard to the use of your Bonded Item.

As this feat specifies the need for possession, the Drain Bonded Item would have no requirement range-related... This is a good line of thinking.


Xenocrat wrote:
The range issue becomes VERY important if you have the familiar thesis and are a universalist. Does it have to be sitting on your shoulder to use the ability?

That is exactly from where my question came.


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This is the description for the Drain Bonded Item action granted to Wizards:

Requirements You haven't acted yet on your turn.

You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

My question is: There is no specification about distance requirements for draining my item, this way, I could have my item in my backpack, or maybe it was a dagger that I just throwed at some enemy, can I drain my item from a distance or it should be touching me somehow? Like in my hands, a ring or a sheathed weapon.

I'm looking for official positions here, not GM decides kind of question.


The Whirling Throw class feat allows you to grapple/throw larger creatures on a penalty (-2 for 1 category and -4 for 2+ categories)

The Titan Wrestler skill feat allows you to use some maneuvers on larger (up to two categories) creatures without penalties.

If a human monk have both, this means no penalty for throwing a large creature and would be able to throw a gargantuan creature with -2?

Or would not even be possible to use Whirling Throw in a large creature if you don't have the Titan Wrestler?


I'm building a Synthesist, but I have stuck in a few questions, like saving throws and weapons.

1) The eidolon have his own good and bad saves, in a Biped the goods are Fort and Will, and the summoner have only Will as a good save. in the case of a Fort throw, I should use the eidolon or the summoner base test? And what if the eidolon's Con is lower than the summoner's, the test is made using which Con modifier?

2) The eidolon uses the summoner feats, the Weapon Training evolution says:

Weapon Training (Ex): An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

and all summoners know how to use simple weapons, this means that the Synthesist's eidolon can use simple weapons while fused?

Thank you for the answers!