reefwood |
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?
TwilightKnight |
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.
Quantum Steve |
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.
TwilightKnight |
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.
LazarX |
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.
Quantum Steve |
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!
Blueluck |
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:)
Quantum Steve |
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 = ShAll 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.
TwilightKnight |
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.
Magicdealer |
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 :)
Kierato |
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.
Elven_Blades |
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.
RunebladeX |
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.
Magicdealer |
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.
Kartissa |
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
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.