Daddy B's page

Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


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I would also think it has to be out and not attached to use any of its abilities. Otherwise it's just a bump


I could see an argument for it being good for a normal set of thieves tools, but MW is far more specialized and besides, it takes multiple tools to do all this work for picking locks, disabling traps. That being said, it does say block AND tackle, two distinctly different parts of a set. Seems to me TAT was made to make it so you don't have to carry a ton of different equipment ie; shovel, block and tackle, grappling hook, crowbar, hammer, saw, etc etc. Not complicated things, because it specifically doesn't cover alchemist tools because they are more sophisticated.


This sounds to me like wishful grasping. The weapon i still the type it originally was, think of it as changing what part of the weapon you hit with to different damage. It even says that in the flavor, IE hitting with the flat of the blade or hilt to bludgeoning


Joe M. wrote:

Lots of helpful suggestions here. Thanks folks! :-)

For my particular situation, I'm playing PFS (so no custom items) and my character-build resources are all locked up (making an archer Investigator is pretty feat & talent intensive!, no room for dipping another class or spending an extra talent or feat), but I'd like to be able to ID items since I don't always know the party I'll be running with.

So the wand, the lantern, or the wayfinder are my best bets. I'll probably grab a wand for now and see how that lasts me, maybe get the lantern or wayfinder if I get enough gold/prestige earned up later.

From what i can tell, the problem with a wand is that it isn't a continuous cast, each caste is a round and you have to study continuously for several rounds to identify the item. That was the understanding i got from discussing with my PFS group. Im pretty new so i may be wrong, but if anyone can clear this up because i too want my investigator to be able to detect magic


Does the Arcane training alternate trait for half-elves effect how an investigator can use wands and the like, or does it only directly effect arcane spell casters?