Weapon enchantments


Rules Questions

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I've got 3 questions:

#1) Is it possible to add Flaming, Frost AND Shock abilities to a weapon?
Each is a +1 enhancement, so that would be 3d6 of extra damage for only $6000, which seems too affordable.

The rules say:
A single weapon cannot have a modified bonus higher than +10.
A weapon with a special ability must also have at least a +1 enhancement bonus.
Weapons cannot possess the same special ability more than once.

I've never heard of a "+1 Flaming Frost Shocking Longsword", but I don't see any rule against this, unless I'm overlooking it.

#2) On pg 468 of the Rulebook, the table says a +10 item costs $200,000.
How is this possible? All magic items must be at least +1 and cannot exceed +10.
So adding a +10 enchantment to a +1 item would make it a +11 item, which is impossible. Can somebody explain this to me?

#3) I need help house-ruling a special enchantment.
My players want three enchantments that will freeze, paralyze or catch their opponents on fire.
This is my idea so far: if a critical threat is confirmed with a roll of natural-20, the enchantments will freeze/paralyze/burn an opponent for 1d4 rounds.
These enchantments would be upgrades of Flaming, Icy and Shocking Burst.
What would be an appropriate price and CL for these enchantments?


Shadow13.com wrote:

I've got 3 questions:

#1) Is it possible to add Flaming, Frost AND Shock abilities to a weapon?
Each is a +1 enhancement, so that would be 3d6 of extra damage for only $6000, which seems too affordable.

The rules say:
A single weapon cannot have a modified bonus higher than +10.
A weapon with a special ability must also have at least a +1 enhancement bonus.
Weapons cannot possess the same special ability more than once.

I've never heard of a "+1 Flaming Frost Shocking Longsword", but I don't see any rule against this, unless I'm overlooking it.

#2) On pg 468 of the Rulebook, the table says a +10 item costs $200,000.
How is this possible? All magic items must be at least +1 and cannot exceed +10.
So adding a +10 enchantment to a +1 item would make it a +11 item, which is impossible. Can somebody explain this to me?

#3) I need help house-ruling a special enchantment.
My players want three enchantments that will freeze, paralyze or catch their opponents on fire.
This is my idea so far: if a critical threat is confirmed with a roll of natural-20, the enchantments will freeze/paralyze/burn an opponent for 1d4 rounds.
These enchantments would be upgrades of Flaming, Icy and Shocking Burst.
What would be an appropriate price and CL for these enchantments?

1) You can add multiple flags but you will probably be better served with a +5 longsword than a +1 flaming shocking freezing acidic longsword. +5 will overcome more DR, you'll hit more, the static number is multiplied on criticals, it isn't reduced by energy resistance/immunity.

2) You can't get over a +10 enhancement, so you could have a +5 holy speed weapon(+10) but not a +5 holy speed flaming weapon (+11) If you are adding to an existing weapon, take the new price, subtract the old price, and you have the cost of increase. So to increase your weapon from +1(2000GP) to +2 (8000 GP) it will cost you 8000-2000=6000 GP

3) Cool ideas but probably overpowered. If you really want to do it the opponent needs a chance to save, and look for other enhancements that do something similar and price accordingly. When you effects to weapon damage you can seriously upset the balance. Consider 3/day powers that take up a standard action which is in line with actions like throwing a tanglefoot bag etc.


Shadow13.com wrote:

I've got 3 questions:

#1) Is it possible to add Flaming, Frost AND Shock abilities to a weapon?
Each is a +1 enhancement, so that would be 3d6 of extra damage for only $6000, which seems too affordable.

The rules say:
A single weapon cannot have a modified bonus higher than +10.
A weapon with a special ability must also have at least a +1 enhancement bonus.
Weapons cannot possess the same special ability more than once.

I've never heard of a "+1 Flaming Frost Shocking Longsword", but I don't see any rule against this, unless I'm overlooking it.

#2) On pg 468 of the Rulebook, the table says a +10 item costs $200,000.
How is this possible? All magic items must be at least +1 and cannot exceed +10.
So adding a +10 enchantment to a +1 item would make it a +11 item, which is impossible. Can somebody explain this to me?

#3) I need help house-ruling a special enchantment.
My players want three enchantments that will freeze, paralyze or catch their opponents on fire.
This is my idea so far: if a critical threat is confirmed with a roll of natural-20, the enchantments will freeze/paralyze/burn an opponent for 1d4 rounds.
These enchantments would be upgrades of Flaming, Icy and Shocking Burst.
What would be an appropriate price and CL for these enchantments?

1) You certainly can make a +1 flaming frost shocking longsword if the crafter wishes, but this is a +4 weapon in terms of price The 3 enchantments cost 30,000 (32000 minus the 2000 for the +1)gp not 6,000

2) I think this is where your disconnect occurs. There is the straight +1, +2, +3,+4, and +5 magic weapons (the bonus to hit and damage). There is also the effective +x of a weapon which is maximum +10.

A +1 flaming longsword is +2 in terms of its price because flaming counts as a +1. A +3 flaming(+1), vorpal (+5) keen (+1) Greataxe is a +10 weapon and costs the price of a +10 weapon. You cannot add more then +5 to a weapon in generic bonus.

3) So you are saying that the player has to roll a critical threat (20, 19-20, 18-20 etc) and then on the confirmation roll if they roll a 20 again they get the bonus of the enhancement? Honestly I'd give that to them for almost nothing, its only going to happen once ever 300 to 400 rolls.

I would recomend something like vorpal, if the weapon rolls a natural 20 the effect happens, or something like disrupting where every hit there is a relatively low dc save (14 in the case of disrupting)

a +2 enhancement that when it hits a dc 14 reflex save or the subject is set on fire, paralyzed, or frozen

a +3 enhancement that does those things on a roll of a natural 20


here's a thought, if you can add flaming/frost/shock to a single weapon, you "should" be able to add shock/shock/shock to a weapon...

Scarab Sages

so in theroy
1+ short sword (M) with +9 stacking Flaming (+10 bonus)
10d6 per strike, 198k ?


Kolokotroni wrote:
You certainly can make a +1 flaming frost shocking longsword if the crafter wishes, but this is a +4 weapon in terms of price The 3 enchantments cost 30,000 (32000 minus the 2000 for the +1)gp not 6,000

Ah, so the enchantments are cumulative. I didn't know that. Out of curiosity, where do the rules explain that? I'd like to go back and reread that bit a little more carefully.

I've just been adding the individual prices for each enchantment, which means that my players got some pretty incredible deals on their weapons. Oops!

Kolokotroni wrote:


I would recomend something like vorpal, if the weapon rolls a natural 20 the effect happens, or something like disrupting where every hit there is a relatively low dc save (14 in the case of disrupting)

a +2 enhancement that when it hits a dc 14 reflex save or the subject is set on fire, paralyzed, or frozen

a +3 enhancement that does those things on a roll of a natural 20

Great idea!

Xaaon of Korvosa wrote:
here's a thought, if you can add flaming/frost/shock to a single weapon, you "should" be able to add shock/shock/shock to a weapon...

That would be cool, except the rules say you can't get the same enchantment more than once:

"Weapons cannot possess the same special ability more than once."

grasshopper_ea wrote:


you will probably be better served with a +5 longsword than a +1 flaming shocking freezing acidic longsword. +5 will overcome more DR, you'll hit more, the static number is multiplied on criticals, it isn't reduced by energy resistance/immunity.

Wouldn't the elemental damage also overcome damage resistance? I agree that a +5 would increase your accuracy, but +3d6 elemental damage seems much better than +5, unless you're dealing with spell resistance/immunity.

The Exchange

Shadow13.com wrote:


grasshopper_ea wrote:


you will probably be better served with a +5 longsword than a +1 flaming shocking freezing acidic longsword. +5 will overcome more DR, you'll hit more, the static number is multiplied on criticals, it isn't reduced by energy resistance/immunity.

Wouldn't the elemental damage also overcome damage resistance? I agree that a +5 would increase your accuracy, but +3d6 elemental damage seems much better than +5, unless you're dealing with spell resistance/immunity.

Think he's talking more about bypassing DR i.e. +5 weapon is effectively alignment, than overcoming it by sheer brute force like a +3d6 elemental damage would.

Contributor

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Xaaon of Korvosa wrote:
here's a thought, if you can add flaming/frost/shock to a single weapon, you "should" be able to add shock/shock/shock to a weapon...

Stacking rules suggest otherwise.

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

And 3d6 electricity damage is nice and all, right up until you fight something immune to it.


Shadow13.com wrote:
Kolokotroni wrote:
You certainly can make a +1 flaming frost shocking longsword if the crafter wishes, but this is a +4 weapon in terms of price The 3 enchantments cost 30,000 (32000 minus the 2000 for the +1)gp not 6,000

Ah, so the enchantments are cumulative. I didn't know that. Out of curiosity, where do the rules explain that? I'd like to go back and reread that bit a little more carefully.

I've just been adding the individual prices for each enchantment, which means that my players got some pretty incredible deals on their weapons. Oops!

Kolokotroni wrote:


I would recomend something like vorpal, if the weapon rolls a natural 20 the effect happens, or something like disrupting where every hit there is a relatively low dc save (14 in the case of disrupting)

a +2 enhancement that when it hits a dc 14 reflex save or the subject is set on fire, paralyzed, or frozen

a +3 enhancement that does those things on a roll of a natural 20

Great idea!

In the magic item section for weapons:

"Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once."


Kolokotroni wrote:

"Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once."

I interpret that to mean:

Returning, Ki Focus and Throwing enchantments are considered +1 enchantments and cost as much, but that doesn't mean they also add +1 ATK or DMG to your attack.


TriOmegaZero wrote:
And 3d6 electricity damage is nice and all, right up until you fight something immune to it.

Exactly. That's why you add Flaming, Frost and Shocking. Give 'em the triple whammy.


Shadow13.com wrote:
TriOmegaZero wrote:
And 3d6 electricity damage is nice and all, right up until you fight something immune to it.
Exactly. That's why you add Flaming, Frost and Shocking. Give 'em the triple whammy.

But don't forget you need to activate each one of the enhancements (a standard action for each one)... Your triple whammy costs 3 standard actions to get up and running from the get go (unless your DM allows you to run around with it always active, or be put in a sheath active, ours doesn't >.<).

As for the special abilities you were talking about, I'm pretty sure those things exist already (or something close at least). Go take a look at the Magic Item Compendium, there were all sorts of weapon abilties, almost 100% positive there was a paralyzation one and I seem to remember tiers of the elemental types too. Even if you don't plan on buying it you can probably leaf through and get a good idea on costs/CL/etc.


Skylancer4 wrote:
Shadow13.com wrote:
TriOmegaZero wrote:
And 3d6 electricity damage is nice and all, right up until you fight something immune to it.
Exactly. That's why you add Flaming, Frost and Shocking. Give 'em the triple whammy.

But don't forget you need to activate each one of the enhancements (a standard action for each one)... Your triple whammy costs 3 standard actions to get up and running from the get go (unless your DM allows you to run around with it always active, or be put in a sheath active, ours doesn't >.<).

As for the special abilities you were talking about, I'm pretty sure those things exist already (or something close at least). Go take a look at the Magic Item Compendium, there were all sorts of weapon abilties, almost 100% positive there was a paralyzation one and I seem to remember tiers of the elemental types too. Even if you don't plan on buying it you can probably leaf through and get a good idea on costs/CL/etc.

This abilities do not need to be activated.


Shadow13.com wrote:
Kolokotroni wrote:

"Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once."

I interpret that to mean:

Returning, Ki Focus and Throwing enchantments are considered +1 enchantments and cost as much, but that doesn't mean they also add +1 ATK or DMG to your attack.

Sorry, but it doesn't work that way.

Magic weapons, armor, and shields must have an enhancement bonus of at least +1 (and max of +5) before adding additional abilities. So you could have a +1 longsword and then add up to +9 in additional abilities. The total of the enhancement bonus + the additional ability enchants cannot be greater than +10. This total determines the market price of the item. If you have a +1 Flaming Longsword, and want to add Frost, you can. However, the market value of the weapon is treated as +3, not +1.

When adding abilities to a weapon/armor/shield, you only need to pay the difference in cost. In the above example, adding frost to your longsword would cost the difference between a +3 weapon and a +2 weapon, or (18,000 - 8,000 = 10,000).

Otherwise, there would be nothing keeping you from making a +1 keen, flaming, frost, shock, ghost touch, undead bane, defending, throwing, ki focus longsword for 20k instead of the 200k it should cost.

The Exchange Owner - D20 Hobbies

Shadow13.com wrote:

#1) Is it possible to add Flaming, Frost AND Shock abilities to a weapon?

Each is a +1 enhancement, so that would be 3d6 of extra damage for only $6000, which seems too affordable.

Yes and No

Bonuses stack, so a +10 weapon is a
+5 flaming shock frost keen acidic burst
+5 +1 +1 +1 +1 +1 = +10

Spell Resistance has nothing to do with non-spell things like Flaming weapon enchantment. But Fire Immunity does.


Cool. Thanks for taking a few moments to explain all this to me. I think understand how the upgrade pricing work now.

Skylancer4 wrote:

As for the special abilities you were talking about, I'm pretty sure those things exist already (or something close at least). Go take a look at the Magic Item Compendium, there were all sorts of weapon abilties, almost 100% positive there was a paralyzation one and I seem to remember tiers of the elemental types too. Even if you don't plan on buying it you can probably leaf through and get a good idea on costs/CL/etc.

Good call.

I've got an OCR version of the Magic Item Compendium, so I can probably run a search function to find exactly what I'm looking for.


heimdallsgothi wrote:

so in theroy

1+ short sword (M) with +9 stacking Flaming (+10 bonus)
10d6 per strike, 198k ?

In practise, no. No stacking.

But in theory... no. It's a +10 weapon, and thus costs 200k (plus 300 for masterwork, plus whatever the weapon costs).

Xaaon of Korvosa wrote:

here's a thought, if you can add flaming/frost/shock to a single weapon, you "should" be able to add shock/shock/shock to a weapon...

I can get Power Attack, Combat Expertise and Deadly Aim, so in theory I "should" be able to get Power Attack over and over again. :P


Xum wrote:

This abilities do not need to be activated.

Go read page 468 in magical item section again... Then read the Flame/Frost/etc abilities. Take note of the words "Upon command" immediately after Flame: and Frost:. Same goes for the burst abilities as they are stated to function as the other lesser abilities. So yes, they do need to be activated seperately.


Skylancer4 wrote:
Xum wrote:

This abilities do not need to be activated.

Go read page 468 in magical item section again... Then read the Flame/Frost/etc abilities. Take note of the words "Upon command" immediately after Flame: and Frost:. Same goes for the burst abilities as they are stated to function as the other lesser abilities. So yes, they do need to be activated seperately.

Sorry then, u r indeed correct. Was thinking it worked like Holy.


Xum wrote:
Skylancer4 wrote:
Xum wrote:

This abilities do not need to be activated.

Go read page 468 in magical item section again... Then read the Flame/Frost/etc abilities. Take note of the words "Upon command" immediately after Flame: and Frost:. Same goes for the burst abilities as they are stated to function as the other lesser abilities. So yes, they do need to be activated seperately.
Sorry then, u r indeed correct. Was thinking it worked like Holy.

For all practical purposes it does work like holy. I'll have to dig the thread up, but there is a thread somewhere in here where James clarifies that the activation clause is only there to shut it down while the weapon is held, for stealth or diplomatic reasons.

The weapon doesn't harm the wielder and the sheath is considerred part of the wielder and to be wielding even after the weapon is released so long as it is sheathed.

In essense, you get the weapon, you activate it, you sheath it. Sheath functions like a lightsaber button, you unsheath/push the button, the energy is there.


kyrt-ryder wrote:
Xum wrote:
Skylancer4 wrote:
Xum wrote:

This abilities do not need to be activated.

Go read page 468 in magical item section again... Then read the Flame/Frost/etc abilities. Take note of the words "Upon command" immediately after Flame: and Frost:. Same goes for the burst abilities as they are stated to function as the other lesser abilities. So yes, they do need to be activated seperately.
Sorry then, u r indeed correct. Was thinking it worked like Holy.

For all practical purposes it does work like holy. I'll have to dig the thread up, but there is a thread somewhere in here where James clarifies that the activation clause is only there to shut it down while the weapon is held, for stealth or diplomatic reasons.

The weapon doesn't harm the wielder and the sheath is considerred part of the wielder and to be wielding even after the weapon is released so long as it is sheathed.

In essense, you get the weapon, you activate it, you sheath it. Sheath functions like a lightsaber button, you unsheath/push the button, the energy is there.

uuuuhhh, good one. Find it! Cause in secind it was like that, that's why I got confused.


Xum wrote:
kyrt-ryder wrote:
Xum wrote:
Skylancer4 wrote:
Xum wrote:

This abilities do not need to be activated.

Go read page 468 in magical item section again... Then read the Flame/Frost/etc abilities. Take note of the words "Upon command" immediately after Flame: and Frost:. Same goes for the burst abilities as they are stated to function as the other lesser abilities. So yes, they do need to be activated seperately.
Sorry then, u r indeed correct. Was thinking it worked like Holy.

For all practical purposes it does work like holy. I'll have to dig the thread up, but there is a thread somewhere in here where James clarifies that the activation clause is only there to shut it down while the weapon is held, for stealth or diplomatic reasons.

The weapon doesn't harm the wielder and the sheath is considerred part of the wielder and to be wielding even after the weapon is released so long as it is sheathed.

In essense, you get the weapon, you activate it, you sheath it. Sheath functions like a lightsaber button, you unsheath/push the button, the energy is there.

uuuuhhh, good one. Find it! Cause in secind it was like that, that's why I got confused.

This what yer lookin for?

Hope that helps :)

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber
Randal wrote:
heimdallsgothi wrote:

so in theroy

1+ short sword (M) with +9 stacking Flaming (+10 bonus)
10d6 per strike, 198k ?

In practise, no. No stacking.

But in theory... no. It's a +10 weapon, and thus costs 200k (plus 300 for masterwork, plus whatever the weapon costs).

Actually, that weapon would fall under an epic ruleset if it were allowed and cost much more. Pre-epic weapons can only have a +5 enhancement bonus and a +5 equivalent bonus on it. For a total of a +10. This is to prevent people from having a +1 vorpal keen whatever weapon.


TriOmegaZero wrote:
Randal wrote:
heimdallsgothi wrote:

so in theroy

1+ short sword (M) with +9 stacking Flaming (+10 bonus)
10d6 per strike, 198k ?

In practise, no. No stacking.

But in theory... no. It's a +10 weapon, and thus costs 200k (plus 300 for masterwork, plus whatever the weapon costs).

Actually, that weapon would fall under an epic ruleset if it were allowed and cost much more. Pre-epic weapons can only have a +5 enhancement bonus and a +5 equivalent bonus on it. For a total of a +10. This is to prevent people from having a +1 vorpal keen whatever weapon.

Ok I agree with the first part (maximum +5 enhancement bonus), and the last part (maximum total of +10) but I can't find anything that limits you from having more than +5 on equivalents.

Other than the mandated +1 enhancement bonus and the +10 maximum limit there is nothing limiting you from having +9 worth of other enhancements on your weapon.


TriOmegaZero wrote:
Pre-epic weapons can only have a +5 enhancement bonus and a +5 equivalent bonus on it. For a total of a +10.

2 out of 3 ain't bad, right? You're right about the maximum of +5 enhancement and +10 total, but not about +5 "other". There's no restriction on non-enhancement enchantments aside from the weapon needing to be +1 to start with and the total bonuses not exceeding +10.

Quote:
This is to prevent people from having a +1 vorpal keen whatever weapon.

Vorpal and keen don't work together anyway, so there's no need to have extra rules preventing that combo.


kyrt-ryder wrote:


This what yer lookin for?

Hope that helps :)

While I like it and agree with it, the actual written rule doesn't give that as the "first impression" lol. If that is how it is supposed to work, the rules should be rewritten/updated to give a better explanation. I know quite a few people who if they were playing a 3.5 game would take issue with what James suggested as the written rules skirt on contradicting what he is saying and write it off as a houserule/3rd party rule.


Skylancer4 wrote:
kyrt-ryder wrote:


This what yer lookin for?

Hope that helps :)

While I like it and agree with it, the actual written rule doesn't give that as the "first impression" lol. If that is how it is supposed to work, the rules should be rewritten/updated to give a better explanation. I know quite a few people who if they were playing a 3.5 game would take issue with what James suggested as the written rules skirt on contradicting what he is saying and write it off as a houserule/3rd party rule.

That's something you have to get used to with Paizo. The "RAW" is alot more 'flexible' than it ever was with WotC.

It's alot more casual setting, and almost every GM rules things differently.

It's almost at the point where the core rules are less 'the rules' and more the 'core' of the rules the GM plays with.

Seriously, I can remember no less than 10 different places where the RAW is exceptionally flexible with multiple 'direct and accurate' interpretations.

PF isn't a game you can be a hardcore ruleslawyer with (I tried lol), it's a game that evolves from table to table.

The Exchange Owner - D20 Hobbies

kyrt-ryder wrote:

Paizo. The "RAW" is alot more 'flexible' than it ever was with WotC.

Seriously, I can remember no less than 10 different places where the RAW is exceptionally flexible with multiple 'direct and accurate' interpretations.

I love that about Paizo.

I've got a database of 783 (currently) issues with 3.5 WotC rules where there are multiple direct and accurate divergent interpretations of what exactly the rules say. Pretty much non of them have had WotC comments. Even when they are, on the WotC forums very few people cared what WotC commented.

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber
Abraham spalding wrote:
Other than the mandated +1 enhancement bonus and the +10 maximum limit there is nothing limiting you from having +9 worth of other enhancements on your weapon.

Huh, well, I guess I've been reading that wrong all along. Good to know.


TriOmegaZero wrote:
Abraham spalding wrote:
Other than the mandated +1 enhancement bonus and the +10 maximum limit there is nothing limiting you from having +9 worth of other enhancements on your weapon.
Huh, well, I guess I've been reading that wrong all along. Good to know.

No problem glad to help. This is the one place where archery really benefits over melee weapons. That greatsword is only going to get that +10 total.

A bow can have +5 Speeding Holy, then fire +1 flaming, shocking, frost keen axiomatic wounding bane Arrows to have a +5 speeding holy flaming shocking frost keen axiomatic wounding bane attack.

Granted this is expensive, but it should be considering you just got +19 bonus on a single weapon.

I could easily see some DM's limiting the whole idea in a manner you suggested however as a player I would want to know that upfront as it could affect some of my choices as the game progresses.


You *could* have a +1 flaming frost shocking sword, but it would be a massive waste of gold.

I am pretty sure I am right when I say you can only have one such ability active at a time. So a +1 flaming frost shocking sword would give you your choice of +1d6 lightning, cold, or fire damage depending on command word. It would NOT however, give you +3d6 damage (would NOT give 1d6 of each energy type).

Look up the flaming weapon property (or shock or frost if you prefer). It specifically states that it works on command, and it stops working when another command is given..... such as the command to activate Frost or shock.

+1 Holy and Flaming is fully legit though, a +4 weapon that deals an extra d6 fire and +2d6 holy vs evil creatures.


You can set all the enhancements to work on the same command word. If you had Flaming to activate on the word "Burninate", Frost to activate on the word "Chillout" and Shock to activate on "Shocking", then yes, you'd activate only one at a time and activating another would "turn off" the previously active one. On the other hand, if you set the activation word to "Overlord" for all 3 abilities, you can activate all 3 at once with a single action.


awp832 wrote:


Look up the flaming weapon property (or shock or frost if you prefer). It specifically states that it works on command, and it stops working when another command is given..... such as the command to activate Frost or shock.

I believe that means you can command it to activate and then give another command to turn it off, not that any other command turns it off.


Quote:
You can set all the enhancements to work on the same command word. If you had Flaming to activate on the word "Burninate", Frost to activate on the word "Chillout" and Shock to activate on "Shocking", then yes, you'd activate only one at a time and activating another would "turn off" the previously active one. On the other hand, if you set the activation word to "Overlord" for all 3 abilities, you can activate all 3 at once with a single action.

Kazaan: Are you suggesting that you can stack yourself full of say, 20 Command Word activated items, set all the command words to "Abracadabra" and activate 20 abilities in one action? Because I really don't think so!

Durngrun: It says the effect remains until another (any other) command is given.


awp832 wrote:
Quote:
You can set all the enhancements to work on the same command word. If you had Flaming to activate on the word "Burninate", Frost to activate on the word "Chillout" and Shock to activate on "Shocking", then yes, you'd activate only one at a time and activating another would "turn off" the previously active one. On the other hand, if you set the activation word to "Overlord" for all 3 abilities, you can activate all 3 at once with a single action.

Kazaan: Are you suggesting that you can stack yourself full of say, 20 Command Word activated items, set all the command words to "Abracadabra" and activate 20 abilities in one action? Because I really don't think so!

Durngrun: It says the effect remains until another (any other) command is given.

Where does it say that you can't? It says they're activated by a command word and it's a standard action to use the command word to activate the item. If they're all activated on "abracadabra", then one standard action activates all of them; for better or worse result. In that case, you have no capacity to segregate abilities and have no option, should you have need to, to activate only some but not all abilities.

Grand Lodge

I suppose if a command is given to your dog to heel, that would stop your Flaming weapon from dealing extra fire damage.

That is what we are suggesting right.

Nitpick until stupidity sets in, and nothing makes sense.

Also, using a commanding voice to say a word can stop our Flaming weapon.

Yep, I am sure that's how it works.


blackbloodtroll wrote:

I suppose if a command is given to your dog to heel, that would stop your Flaming weapon from dealing extra fire damage.

That is what we are suggesting right.

Nitpick until stupidity sets in, and nothing makes sense.

Also, using a commanding voice to say a word can stop our Flaming weapon.

Yep, I am sure that's how it works.

It only applies to different commands on the same weapon. If the weapon had "Burninate" for flame and "Chill Out" for frost, and one is active already, activating the other would deactivate the first. But commanding an animal or person or even another item would be a completely different matter. If I had Burninate for flame on my longsword and Chill Out for frost on my dagger, I could activate them both in sequence. The only question remaining, really, is what happens if the command word for two different items is the same? Does the word need to be "directed" at the item? Are they activated like Zanpakuto in Bleach and just saying the word doesn't mean a lick if it isn't "directed at the weapon"? Or could I have a pair of weapons, each with Flame activated on the command "Burninate" and I just intone the command once to activate both weapons?


Even though premade NPCs sometimes do not follow the rules, I remember at least 5 or 6 in the NPC codex that have multi-enchanted weapons of different elements, and in their offense it list everyone of them.

The one I remember in particular (not a 100% though) is one of the assassin's that has a fire,frost,shock throwing axe...I'll try to find it online if I can.

EDIT:I think one of the monk characters also has an AoMF that has multiple elements on it.

EDIT2:Found it

Quote:

Fatal Axe

CR 19

XP 204,800
Dwarf Rogue 10/Assassin 10
NE Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +25
DEFENSE

AC 24, touch 13, flat-footed 24 (+9 armor, +2 deflection, +1 insight, +2 natural)
hp 183 (10d8+10d8+90)
Fort +12, Ref +14, Will +12; +2 vs. spells and spell-like abilities; +7 vs. poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion, improved uncanny dodge, trap sense +3, +5 vs. poison
OFFENSE

Speed 25 ft.
Melee +1 flaming frost shock handaxe +20/+15/+10 (1d6+5/19–20/×3 plus 1d6 cold and 1d6 electricity and 1d6 fire)
Ranged +1 returning shock throwing axe +15 (1d6+5/×3 plus 1d6 electricity)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, angel of death 1/day, death attack (DC 26), quiet death, sneak attack +10d6, swift death 1/day, true death (DC 25)
TACTICS

Before Combat The assassin uses Stealth or Disguise to get close to her prey so she can study and strike with her death attack.

During Combat Using her fast stealth and boots of speed to rush into the fray, the assassin attacks the most threatening target using bleeding strike. Next, she moves out of melee to soften foes with throwing axe attacks before reentering melee.
STATISTICS

Str 18, Dex 10, Con 19, Int 22, Wis 14, Cha 6
Base Atk +14; CMB +18; CMD 31 (35 vs. bull rush or trip)
Feats Cleave, Combat Expertise, Fleet, Improved Critical (handaxe), Improved Feint, Improved Iron Will, Improved Vital Strike, Iron Will, Point-Blank Shot, Power Attack, Vital Strike, Weapon Focus (handaxe)
Skills Acrobatics +12, Bluff +21, Climb +16, Diplomacy +6, Disable Device +12, Disguise +11, Heal +7, Knowledge (dungeoneering) +14, Knowledge (engineering, geography, history, nature, nobility, religion) +11, Knowledge (local) +19, Linguistics +14, Perception +25 (+27 to notice unusual stonework), Sense Motive +25, Sleight of Hand +22, Stealth +22, Survival +12, Swim +16, Use Magic Device +21
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Terran
SQ hidden weapons, hide in plain sight, poison use, rogue talents (bleeding attack +10, combat trick, crippling strike, fast stealth, weapon training), trapfinding +5

Gear +5 chain shirt, +1 flaming frost shock handaxe, +1 returning shock handaxe, amulet of natural armor +2, belt of physical might +4 (Str, Con), boots of speed, cloak of resistance +2, dusty rose prism ioun stone, headband of vast intelligence +2, ring of protection +2, 2,138 gp

Well found one of them...there are more though


Talking is a free action, saying a command word is a standard action. This to me implies you must "Direct" your command at your item. Or there is otherwise more to it than simply saying a word, otherwise it would be a free action, like talking.

Quote:


If the weapon had "Burninate" for flame and "Chill Out" for frost, and one is active already, activating the other would deactivate the first. But commanding an animal or person or even another item would be a completely different matter. If I had Burninate for flame on my longsword and Chill Out for frost on my dagger, I could activate them both in sequence.

Agree 100%.

This paragraph seems supremely silly to me:

Quote:
a command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

I don't see how these can be true at the same time. Even if your command word is set to "THE", how can you accidentally preform a standard action? At the very least this seems stupidly exploitable. I run into battle and say "GET THE GOBLINS" and my sword activates? But I'm supposed to be spending a standard action.

Even though that paragraph on activating command words seems a bit odd, it's all I can find to go on. And it says activating a command word magic item is a standard action, not multiples. So I'm thinking that even if you had all your command words set to Abracadabra, this still means that commanding "Abracadabra" only activates one magic item.

As for the NPC codex, I don't own it so I was unaware of this. All I can say is I'm extremely surprised, and I am inclined to say that this is wrong and does not follow the rules that have been established.


again NPC's have been written with rules issues before, but I've always played with being able to have any/all of those going at once.

For my GM and all his players we have no issue, however, if you would like to make a separate thread to ask, I will clicky the FAQ :)


There is no problem with a weapon having multiple command activated energy types on it. The only question is does it take 1 round to activate each in turn before all of them are activated or only 1 round to activate some or all of them?

There is NOTHING that states activating one energy type deactivates another. Im really curious where people are getting that.

BTW, nice 3+ year Necro.

- Gauss


Gauss wrote:

There is no problem with a weapon having multiple command activated energy types on it. The only question is does it take 1 round to activate each in turn before all of them are activated or only 1 round to activate some or all of them?

There is NOTHING that states activating one energy type deactivates another. Im really curious where people are getting that.

BTW, nice 3+ year Necro.

- Gauss

prd wrote:

Flaming: Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.

Frost: Upon command, a frost weapon is sheathed in icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given.

Shock: Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.

BTW, nice 3+ being wrong.


Kazaan wrote:
Gauss wrote:

There is no problem with a weapon having multiple command activated energy types on it. The only question is does it take 1 round to activate each in turn before all of them are activated or only 1 round to activate some or all of them?

There is NOTHING that states activating one energy type deactivates another. Im really curious where people are getting that.

BTW, nice 3+ year Necro.

- Gauss

prd wrote:

Flaming: Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.

Frost: Upon command, a frost weapon is sheathed in icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given.

Shock: Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.

BTW, nice 3+ being wrong.

I don't think you guys are talking about the same thing here...


We are. He's saying that there's the possibility of activating Flaming on turn 1, Frost on turn 2, and Shock on turn 3 using 3 standard actions. He goes on to state that there's nothing that states activating one energy type deactivates another (because if they did, you could not activate them in sequence to have them all turned on). It says that restriction right under each energy enchantment description.


Kazaan, that phrase does not state that a command given for another property shuts it off. Commands are per property. So, you still have yet to provide proof that it does so.

Either:
A) commands are per property and not per object. Thus, they cannot be turned off by commanding a different property to activate.
OR
B) Commands are per object. Thus all three properties would activate simultaneously and all three would deactivate simultaneously.

So, do you have proof that a command activates all three or deactivates all three simultaneously?

One last note, your finally comment was snide and unnecessary. :)

- Gauss


I have to agree with Gauss, though I simply run activating it as a free action so it is a non-issue, though in some cases it could be beneficial to not inflict some energy damage (if your opponent is healed or hasted by some kind of damage perhaps).

I never considered them command activated items, just a command as in speaking a word which is a free action. One of those cases where English language mixes poorly with the meaning of terms in game. It might be either way but I find the way I handle it to be more sensible, requiring a standard action to activate is an unnecessary hindrance for this.


Well, Sean Reynolds did have this to say.

Quote:
If the monk20 has the choice of using his 2d10 unarmed strike or a +5 flaming frost shock quarterstaff for 1d6+5+1d6fire+1d6cold+1d6electricity, I think that's a fair choice.

And for what its worth, the 3.5 FAQ agrees its possible. (It also says its possible to activate all 3 with a single command)

Quote:
There’s nothing illogical about a flaming, frost, shock weapon (at least not within any framework that allows weapons to generate energy in the first place), and there’s no rule against such weapons (think of the weapon as having fiery, frosty, shocking flames). The character creating such a weapon decides how it can be activated. Most such weapons probably are made so that the wielders can activate all three powers simultaneously, or activate them one at a time, as desired.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm with Gauss on this one: you may have multiple energy damage effects active on a single weapon at once. I remember when this came up in 3.x, and the answer to the whole issue was that you can switch them on individually or have them tied to a single command, wielder chooses at the time of giving the command.

Since (as people constantly mention) Pathfinder is not 3E, the question technically remains unanswered, but I'm going to keep running it that way.

Please note that a +1 flaming, frost, shock weapon at 32,000 is way too much if only one of the special properties can be active at any one time (and wasn't there a 3.x special property that allowed the activator to pick an energy type on activation, change it with a command word, all for only a +2 enhancement price?).


The effect remains (the effect is active) ...until (indicating reversal of the previous situation) ... another command is given. Now if it stated something like, "The effect remains until the command is given again," that would be completely different and it would work just like what's being proposed; Burninate activates Flaming which stays active until Burninate is commanded again. Then, activation and deactivation of each ability are completely insulated from each other. But it doesn't say that. You can fill in some of the implications to make it a little more clear beyond the terse statement they had to use to save on printing space; "The effect remains until another command is given [to the object]." But it's pretty clear-cut; if the effect is only active until another command is given to it, that means it deactivates when another command is given to it. If it didn't, then the previous effect would still be in effect.

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