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Lintecarka wrote:

This is very relevant regarding magic items like the Deliquescent Gloves, which give weapons you wield the corrosive weapon special ability. Depending on how you read it this could mean you need to spend a standard action after drawing your weapon. This would be especially devastating for classes which can't simply carry their weapon all the time, time the warlock archetype for example.

Or is it safe to assume the granted ability is turned on by default?

I would always check with my GM, prefereably at the start of the campaign, how things like that will be handled.

For example in a campaign we're running right now where I'm playing a magus (who can give a weapon flaming, frost etc with arcane pool), when I brought it up before creating my character we decided on a house rule that in such cases it is activated by the same action that creates it. But that is very clearly a houserule. Something like that wuold most likely be no problem to agree to for your example too (as long as you're not playing in PFS or another strictly RAW environment).


Giving them the same command word would still not allow you to activate them with the same action, and then it would be a new command (command word activations are standard action, and I would be surprised to find a GM to allow the use of multiple standard actions at once jusdt because you claim to use the same phrasing).

On the other hand if you think the command is bound to the enchant and not the weapon, then it should work.
Personally I'd interpret the command word to be targeted to the weapon, and any new command word to the weapon would cancel any effects with a wording like the one on flaming on the target.


ckdragons wrote:

Is it possible, as per RAW, to add fiery and acid enchantments on the same +1 weapon, making it an effective +3 enchanted weapon?

You can add both, but not use them at the same time.

The enchants that add elemental damage to weapons need to be activated, and only one can be activated at a time.
See Flaming.


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How does the new FAQ work regarding Alignment Channel (and Elemental Channel)?
I've assumed (mostly based on discussions on the this forums and on other places) that a character who channels positive energy could choose to harm outsiders of the chosen subtype, but I guess it can only be used to heal now? Or is the damage from those feats not considered positive/negative energy?


Hi.
I'm trying to understand how the Void Kineticist defense talent "Emptiness" works with regards to accepting burn (or more specifically how many points can be accepted to increase the effect).
My problems probably comes from english not being my first language, since I haven't been able to find anyone else wondering this.
So the question:

Emptiness (Occult Origins) wrote:

...

By accepting 1 point of burn, you can increase the resistance to negative energy by 2, the chance to ignore critical hits and sneak attacks by 5%, and the bonus on Will saves against emotion effects by 1 until the next time your burn is removed. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow to a maximum of 100%.
...

Does this mean I can only ever accept 1 burn per day to increase the effect (for a total of 4 negative energy resistance, 10 % crit/sneak ignore and +2 Will saves versus emotion) no matter what?

The other defense talents indicate that you can take multiple points of burn to increase the effect, either by saying the effect stacks if taken multiple times (Force Ward) or by indicating how many points of burn can be used this way (the other four in Occult Adventures and Flesh of Wood from Occult Origins).
Since Emptiness doesn't have any text of that kind I would have assumed that only one point of burn could ever be taken to increase the Emptiness effect, but the comes this post from Mark Seifter, explaining that "it improves with burn, not with level".

The last sentence of the quoted part of the ability says it stacks with elemental overflow up to 100%, but you can still "theoretically" gain 100% crit/sneak immunity by having 18 points of burn, one of which is placed in emptiness (by having an impressive +15 con modifier and spending max burn).