Quick question on magic weapons


Rules Questions


if you say have a flaming/shock sword can you have both active at once?

Scarab Sages

cryosphinx wrote:

if you say have a flaming/shock sword can you have both active at once?

Yep. If you have flaming/frost/shock, you can have all three active as well.


Yap. If you have Flaming/frost/shock/corrosive, you can have all four active as well


Oliver McShade wrote:
Yap. If you have Flaming/frost/shock/corrosive, you can have all four active as well

Since a command word is need to activate (i.e. turn on) the special ability of weapon. If all 4 abilities were turned off, it would take four command words (standard actions) to active all four. Correct?


Don't see a rule for it. I would assume the command word would turn all four on. For flavor, you can have a different command word for each combination. Of course for flaming/frost/shock/corrosive that's 10 words to memorize... will your big dumb fighter be able to handle that? :)

Grand Lodge

Since they are all independent enhancements, yes. But since there is no duration on them and the energy types do not harm the wielder, in most cases, the PC will just activate all said enhancements immediately upon entering the dungeon/wilderness/whatever and leave them on unless a specific situation requires otherwise.


TwilightKnight wrote:
Since they are all independent enhancements, yes. But since there is no duration on them and the energy types do not harm the wielder, in most cases, the PC will just activate all said enhancements immediately upon entering the dungeon/wilderness/whatever and leave them on unless a specific situation requires otherwise.

I never turn mine off.


We hand wave the activation of enchantments like that in most of my games (whether I PC or DM)

Grand Lodge

Quantum Steve wrote:
I never turn mine off.

LOL, this is the contention of all front-liners. Although, sheathing a flaming sword to go to bed can be a bit destructive to the container. The rogue in my home group "forgot" to douse his flaming rapier once. Made his stealth checks a bit more difficult. Of course, our GM can be a bit harsh at times.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Quantum Steve wrote:
TwilightKnight wrote:
Since they are all independent enhancements, yes. But since there is no duration on them and the energy types do not harm the wielder, in most cases, the PC will just activate all said enhancements immediately upon entering the dungeon/wilderness/whatever and leave them on unless a specific situation requires otherwise.
I never turn mine off.

I'll remember that the next time you do one of those PFS adventures which take you into the sewers of Absalom which ALWAYS has an explosive gas pocket or two lurking about.


TwilightKnight wrote:
Quantum Steve wrote:
I never turn mine off.
LOL, this is the contention of all front-liners. Although, sheathing a flaming sword to go to bed can be a bit destructive to the container. The rogue in my home group "forgot" to douse his flaming rapier once. Made his stealth checks a bit more difficult. Of course, our GM can be a bit harsh at times.

What's a "sheath"? I sleep with my sword in my teeth!


Quantum Steve wrote:
What's a "sheath"? I sleep with my sword in my teeth!

Win! Sleeps like a boss!

I like the idea of a command word for every combination of effects. If there's a pattern, they'd be easy to remember.

Flamming= Fu
Frost = Ost
Corrosive = Ac (Acid)
Shock = Sh

All four together = Fustshac!
If you loan your sword to someone, be sure to tell them all of the words so you can listen to them yell gibberish before each fight:)


remember that a command word is just that. so if a player draws his flaming, shocking, ice, corrosive long sword he can speak a command word and 3 of his allies next to him can utter the other command words... ;)


Blueluck wrote:
Quantum Steve wrote:
What's a "sheath"? I sleep with my sword in my teeth!

Win! Sleeps like a boss!

I like the idea of a command word for every combination of effects. If there's a pattern, they'd be easy to remember.

Flamming= Fu
Frost = Ost
Corrosive = Ac (Acid)
Shock = Sh

All four together = Fustshac!
If you loan your sword to someone, be sure to tell them all of the words so you can listen to them yell gibberish before each fight:)

Sounds like a B-52's song

Fustshac, Baby! That's where it's at!

I really hate my brain sometimes.


Or just have one command work to rule them all

Grand Lodge

Kierato wrote:
We hand wave the activation of enchantments like that in most of my games (whether I PC or DM)

I do this in most of my campaigns as well. Activating the special enhancements from a weapon seems like it should be special, and follow different rules than typical activation items. I think it should be a swift action.

Scarab Sages

There was a post from Jason, I think, about how the elemental properties don't damage the sheathe that a weapon is placed in. The post also mentioned keeping all the properties active and only deactivating an enhancement when it was not beneficial for a particular fight. I.E. turning fire off when the enemy heals from fire damage. Too lazy to look it up right now :)


I have a related question. I'm using a Flaming, Merciful, Longsword +1. Does my strike deal:
A) 1d8+2d6 nonlethal damage
B) 1d8+1d6 nonlethal damage and 1d6 fire damage
C) 1d8+1d6 nonlethal damage and 1d6 nonlethal fire damage
D) Other

Grand Lodge

By RAW, "...and all damage it deals is nonlethal damage." (emphasis mine) It appear that all damage, including the fire is considered nonlethal. Sounds weird, but that's what it says. I would rule option "A"


Blueluck wrote:


I have a related question. I'm using a Flaming, Merciful, Longsword +1. Does my strike deal:
A) 1d8+2d6 nonlethal damage
B) 1d8+1d6 nonlethal damage and 1d6 fire damage
C) 1d8+1d6 nonlethal damage and 1d6 nonlethal fire damage
D) Other

I would rule option C, there is such a thing as nonleathal fire and cold damage.

Grand Lodge

Kierato wrote:
I would rule option C, there is such a thing as nonleathal fire and cold damage.

My mistake, you're correct. You would have to distinguish the damage types in case there was any DR or resistances that needed to be applied. I merely totaled the damage. Sorry for any confusion.


TwilightKnight wrote:
Kierato wrote:
We hand wave the activation of enchantments like that in most of my games (whether I PC or DM)
I do this in most of my campaigns as well. Activating the special enhancements from a weapon seems like it should be special, and follow different rules than typical activation items. I think it should be a swift action.

As a GM, i have allowed "smart weapons" that activate all the abilities that were active last time the weapon was drawn, and a it puts it self out when it is sheathed. A standard command action is still required to turn off/on abilities individually.


i appreciate all teh responses it helps my case but my friends swear there is a rule preventing it. i guess my only option is to email support to get a response direct from paizo


cryosphinx wrote:
i appreciate all teh responses it helps my case but my friends swear there is a rule preventing it. i guess my only option is to email support to get a response direct from paizo

no e-mail needed. per RAW under magic weapons for properties its a standard action to activate a weapon property via a command word.

1)if the weapon is found it's the GM job to decide what the command
word is.

2)If the weapon is created it's the creators decision or what he's
instructed to make it.

3) when a weapon is created it must be given a command word and it
cannot be changed.

4) when another weapon property is added there is nothing preventing
that property from sharing the same command word as another property
and hence activating multiple abilities at the same time. there are
however some advantages and serious disadvantages to doing this!

4A) the only advantage is you could activate multiple properties
as a standard action.

4B) There is nothing in the rules and hence RAW that states there
is a separate command word to deactivate a property. And
references only refer to (such as researching the command word
through identifying a magic item)A(singular) command word NOT
commands WORDS so this fact seems reinforced. which means the
command word that activates a weapon property is the SAME command
word that deactivates it. this could have DIRE consequences, if
multiple properties are given the same command word, see below.

4C) if command words are the same for each property and there is any
power/instance that could deactivate one property and leave
another active then you just effectively lost the ability to turn
both on at the same time. you utter the command word and one
would turn off and another on until you could figure out a way to
correct it!

4D) If the properties share a command word then you could ever only
turn ALL the properties off or on, you couldn't pick and choose.

Thats RAW, whether you want to houserule it is up to you or the GM. No need to spam support. thats your choices per RAW. pick your poison wisely.

Scarab Sages

cryosphinx wrote:
i appreciate all teh responses it helps my case but my friends swear there is a rule preventing it. i guess my only option is to email support to get a response direct from paizo

I would suggest telling your friend to find the rule himself, that you've exhausted your resources and can't find anything that prevents it from working. Let him deal with the headache of the search.


In Pathfinder...if you get a +1 sword for a medium-sized creature, can it be re-forged into a +1 sword for a small-sized creature w/o loosing its enhancement or the spell has to be re-casted? I do not assume magic weapons automatically resize themselves as rings and clothing. Is this correct?

THX

Grand Lodge

Magic weapons don't resize themselves.

A GM might allow minor modifications that don't change the weapon's form or statistics much, such as altering the hilt and balance of a +1 Medium longsword to make it into a +1 Small bastard sword.


Starglim wrote:

Magic weapons don't resize themselves.

A GM might allow minor modifications that don't change the weapon's form or statistics much, such as altering the hilt and balance of a +1 Medium longsword to make it into a +1 Small bastard sword.

THX


RunebladeX wrote:
remember that a command word is just that. so if a player draws his flaming, shocking, ice, corrosive long sword he can speak a command word and 3 of his allies next to him can utter the other command words... ;)
Or the wielder can say all 4 command words in succession. The weapon abilities don't specify that it takes any kind of action to activate the magical properties. It just says "Upon command," and
Quote:
In general, speaking is a free action that you can perform even when it isn't your turn. Speaking more than a few sentences is generally beyond the limit of a free action.

Sczarni

Holy thread Necro!

Command activation is a standard action. It is not the same as free action soliloquy.


Nefreet wrote:

Holy thread Necro!

Command activation is a standard action. It is not the same as free action soliloquy.

Hmm. Didn't see that. Thanks. That'll cause a few problems for my players, then....

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Quick question on magic weapons All Messageboards

Want to post a reply? Sign in.