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What is unclear from these enchantment descriptions is if feats or class abilities apply to the enchanted items or how exactly they apply. What I mean is this:

  • Can you use the improved shield bash feat or any of the other feats involving shields with an animated shield?
  • Can you use the weapon focus feat or any other weapon based feat with a dancing weapon of the appropriate type?
  • How does the fighter’s class ability of armor training apply to an animated shield?
  • How does the fighter’s class ability of weapon training apply to dancing weapons?

And one question that is unclear to me is how exactly a dancing weapon works. Does it just dance on its own using the owner's BAB or does it take penalties for the owner not being proficient in said weapon?
Example: A wizard 10 finds a +1 dancing longsword. Would it have a +6 to hit when dancing (BAB +5, +1 magic) or a +2 to hit when dancing (BAB +5, +1 magic, -4 non-proficient)?


As it stands, bracers of armor require Craft Wondrous Item to make currently. Since they are a form of armor physically and magically, could you also use Craft Arms and Armor to make them?

If you can't, then how can you add in armor enchantments into the bracers?

And finally, can you only add armor enchantments or can you add shield enchantments as well?

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On a side note, how does the fighter's armor training work with bracers of armor?


I am running Pathfinder in my new campaign - a war with goblins (a carry-over from Spelljammer days). We rolled up new characters at level 1. This went smoothly with quite a few "Hey that's new" and other positive comments about the options. It is a party of four: a half-orc barbarian, a half-elf cleric, a human monk and an elf ranger. They have been assigned as skirmishers to harass the enemy behind the lines. To that end, they were very happy to get the racial modifiers to hit points as per the Designer Notes on page 14, especially the barbarian.

They have been in a several encounters where they have been out-numbered by goblins (from the 3.5 Monster Manual) 2-1 and 3-1 and were able to come out alive. They have also faced hobgoblins and a couple bugbears as well. I am using the slow advancement chart for experience, so they are just about ready to level up.

Things are running smoothly for everyone involved. The players like to combined skills and that there is no more cross-class penalties. The cleric and I like how Channel Energy works as opposed to Turn Undead as it is much more useful since they haven't run into any undead (yet <insert evil laugh here>). The orisons (divine cantrips) are nice because the player doesn't have to track how many times he's cast them and I (the DM) don't have to keep asking "How many of those have you cast that today?" as in previous games. The barbarian likes the rage points and how you can enter rage more than once per encounter. The monk and ranger are drooling over their new abilities and can't wait to level up.

I will report back when I run into anything that grinds the game to a halt.

I open the floor for questions ...


I posted this on a Rogue thread some time back and never got any feedback, so I figured I would post this feat here and the reasoning behind it. First here is the feat:

TRAPFINDING [GENERAL]
Benefit: To find traps in order to disarm them (see the Disable Device skill) in a 5 ft. square requires a successful Perception check. You must make another Perception check every 5 ft. square you search.
You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the nature of the trap and how well it is hidden. Finding a nonmagical trap has a DC of at least 10, or higher if it is well hidden (as determined by the DM). Finding a magic trap has a base DC of 25 + the level of the spell used to create it.
Special: Rogues (and those with the Trapfinding class ability) can use this feat to find magic traps.

Next is the actual class ability:
Trapfinding (Ex): A rogue adds half her level to Perception skill checks made to locate traps.
Swift Trapfinding (Ex): Beginning at 8th level, a rogue can move at her normal speed while using Perception to find traps without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while trapfinding.

Then there would be an addition to the skill as follows:
DISABLE DEVICE:
Special: Rogues, and only the rogue class, who beat a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

This keeps the Rogue in line with the Ranger, who is better than anyone else at tracking, and allows other classes to do the same with traps.

What do you folks think?