Command Word - Standard action?


Rules Questions


If I an reading the rules right, activating a magic sword with the flaming ability takes a standard action.

Flaming Ability:
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.

A standard action for a command word?

Grand Lodge

Yes, that's right.

If it helps, maybe it takes the magic item a few seconds to activate fully before you can do anything with its ability.


PRD - Magic Items - Weapons wrote:
Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.

The first sentence applies only to continuous abilities of weapons, such as the attack and damage bonuses of a +1 Sword.

Because Flaming specifically calls out that it must be "activated" then yes, it would require a standard action and remain Flaming until deactivated.

Paizo Employee Developer

Cheese point. It's a Standard action to speak a command word.

Let's say you've crafted all your items yourself and you have some of them keyed to the same command word. Can you activate multiple items with one action if that action is speaking the command word that they're all keyed to?

I am against this in principle. It's also hard for me to explain it away, save for requiring all items to have different nonsensical words to activate, which of course is nowhere in the rules, and the rules seem to indicate the crafter can choose any command word.

Any help reigning this in? Or do people feel it's fine?


Guess I'll never turn it off then.


That will probly make sheathing it difficult, or sleeping unless you leave it propped on rocks or something :)


Alorha wrote:

Cheese point. It's a Standard action to speak a command word.

Let's say you've crafted all your items yourself and you have some of them keyed to the same command word. Can you activate multiple items with one action if that action is speaking the command word that they're all keyed to?

I am against this in principle. It's also hard for me to explain it away, save for requiring all items to have different nonsensical words to activate, which of course is nowhere in the rules, and the rules seem to indicate the crafter can choose any command word.

Any help reigning this in? Or do people feel it's fine?

Standard actions usually denote a single thing. I can perform a single task, grab a single item, etc. I'd say even if they all did have the same command word, they'd have to be activated separately.

I could reconsider if the item(s) were identical, but I think a Full Round action to activate multiple weapons or items (within reason) would be more appropriate. Reason for me is something like 3.


Mojorat wrote:
That will probly make sheathing it difficult, or sleeping unless you leave it propped on rocks or something :)

Why? It only does the damage on an attack. Having it sitting on a table wouldn't burn the table, for example. Sheathing it likewise wouldn't cause problems for the sheath. It's magic.


the prd says this:

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 say this:

the first and last sentence are in conflict. i think one doesn't accidentally use a standard action by speaking the command word unintentionally. would be pretty silly, since any word "could" be a command word costing you a standard action every time you open your mouth ;)

i believe the standard action constitutes "directing" the effect, e.g. making a touch attack, determining targets or what not. after all you surely wouldn't be able to determine those factors when you speak the command word by accident.

so what happens when you don't direct the effect? it just goes off with those factors determined randomly i'd say. while effects like fireball could bring about undesirable results, effects where you don't have to make any decisions would just work like they always do. the consequences of this might not appeal to everyone, as it might allow some instant buffing e.g. shield, divine favor etc.


Nigrescence wrote:
Mojorat wrote:
That will probly make sheathing it difficult, or sleeping unless you leave it propped on rocks or something :)
Why? It only does the damage on an attack. Having it sitting on a table wouldn't burn the table, for example. Sheathing it likewise wouldn't cause problems for the sheath. It's magic.

A flaming sword on the table, would set the table on fire. If you play in one of my games.

A flaming sword on the rock, is still doing fire damage to the rock every round. If the rock is immune or resistance to fire, then it would work. But a normal rock, might take damage, get hot, and be destroyed or melt over time.

When the sword is not in use, one normal turns it off.

When one, is about to inter a cave of monsters, a hunted house, or knows that they will be fighting soon. One normal turns it on, before the battle begins, and keeps the sword held in hand, till done with fight/adventure.

Sovereign Court RPG Superstar 2011 Top 32

Oliver McShade wrote:


When one is about to inter a cave of monsters,

I'm assuming this is a spelling typo, but I want to point out that it's an awesome one that reflects normal adventuring activities and brought me much joy.


ryric wrote:
Oliver McShade wrote:


When one is about to inter a cave of monsters,
I'm assuming this is a spelling typo, but I want to point out that it's an awesome one that reflects normal adventuring activities and brought me much joy.

What was the spelling typo ??


Oliver McShade wrote:
ryric wrote:
Oliver McShade wrote:


When one is about to inter a cave of monsters,
I'm assuming this is a spelling typo, but I want to point out that it's an awesome one that reflects normal adventuring activities and brought me much joy.
What was the spelling typo ??

Inter is a verb meaning "to bury", usually implying in a tomb. I assume he figured you meant "enter".


ok, ya spell check would not catch that.

Oh well, enter the cave... assuming they will come out.
or Inter the cave... assuming they will not come out.

hehehe, oh well my mistake.


Oliver McShade wrote:

ok, ya spell check would not catch that.

Oh well, enter the cave... assuming they will come out.
or Inter the cave... assuming they will not come out.

hehehe, oh well my mistake.

Well, if you interred a cave, you'd bury it in a crypt. That would be pretty cool :)


Oliver McShade wrote:
A flaming sword on the table, would set the table on fire. If you play in one of my games.

I'm For It! Can I set my enemies clothes on fire? Certainly they'll catch easier than a table.

Quote:
A flaming sword on the rock, is still doing fire damage to the rock every round. If the rock is immune or resistance to fire, then it would work. But a normal rock, might take damage, get hot, and be destroyed or melt over time.

Well, a rock has a hardness of 8. 1d6 fire will never, ever damage a rock.


Quantum Steve wrote:


I'm For It! Can I set my enemies clothes on fire? Certainly they'll catch easier than a table.

Well, a rock has a hardness of 8. 1d6 fire will never, ever damage a rock.

Yes, yes you can. I as DM, would allow you a chance to set the enemies cloth on fire, if you do fire damage from any source, if you ask for a Saving Throw Check and the target fails it saving throw.

......

True a rock has a hardness of 8, and a single attack from a flaming sword would not damage a rock. On the other hand, as DM, if you stick a flaming sword next to a rock for a hour.. i would, depending on the type of rock, allow the sword to do damage to the rock.

The rules are a guide line. I will still apply common sense to the rule, for circumstance the rules were not designed for.


Oliver McShade wrote:


Yes, yes you can. I as DM, would allow you a chance to set the enemies cloth on fire, if you do fire damage from any source, if you ask for a Saving Throw Check and the target fails it saving throw.

......

True a rock has a hardness of 8, and a single attack from a flaming sword would not damage a rock. On the other hand, as DM, if you stick a flaming sword next to a rock for a hour.. i would, depending on the type of rock, allow the sword to do damage to the rock.

The rules are a guide line. I will still apply common sense to the rule, for circumstance the rules were not designed for.

Why?

If you toss that same rock into a campfire where it would take 1d6 damage every round (the same as the sword) it will not damage the rock (though it will heat it and make it hot to the touch).


Oliver McShade wrote:
Nigrescence wrote:
Mojorat wrote:
That will probly make sheathing it difficult, or sleeping unless you leave it propped on rocks or something :)
Why? It only does the damage on an attack. Having it sitting on a table wouldn't burn the table, for example. Sheathing it likewise wouldn't cause problems for the sheath. It's magic.

A flaming sword on the table, would set the table on fire. If you play in one of my games.

A flaming sword on the rock, is still doing fire damage to the rock every round. If the rock is immune or resistance to fire, then it would work. But a normal rock, might take damage, get hot, and be destroyed or melt over time.

When the sword is not in use, one normal turns it off.

When one, is about to inter a cave of monsters, a hunted house, or knows that they will be fighting soon. One normal turns it on, before the battle begins, and keeps the sword held in hand, till done with fight/adventure.

Yeah, well, that's a house rule. Don't pretend that it isn't. YOU may house rule this, but it's not RAW, and don't act as if it is. Even a Fireball is limited in what it burns. A flaming weapon only does the damage on an attack.

A scabbard sheathing a flaming weapon might get warmer than usual, but that's about it, and only if you insist that a flaming weapon does this house-ruled effect.

The way I see it, the weapon may be flaming, but the only circumstance where the flames can actually do appreciable damage is if the weapon itself hits the enemy via an attack. Otherwise it's just warm/hot.


Nigrescence wrote:


Yeah, well, that's a house rule. Don't pretend that it isn't. YOU may house rule this, but it's not RAW, and don't act as if it is. Even a Fireball is limited in what it burns. A flaming weapon only does the damage on an attack.

It's quite open for interpretation, actually.

pfsrd wrote:
Upon command, a flaming weapon is sheathed in fire
pfsrd wrote:
Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.

It's magic, it's a fire, there's RAW support to letting stuff catch on fire for it. However, there are no rules for unattended objects catching fire... Still, that falls into the same realm as no rule stating the sun provides sunlight.


In any case, Flaming weapons specifically do not harm the wielder or, by logical extension, her equipment.
So as long as you keep it in the sheath, and the sheath on your person, or otherwise attended by you, you should be just fine.

Sovereign Court

Ughbash wrote:


Why?

If you toss that same rock into a campfire where it would take 1d6 damage every round (the same as the sword) it will not damage the rock (though it will heat it and make it hot to the touch).

Ever went camping man? sticking rocks in a fire is a safety hazard (after half an hour or so I've seen rocks explode and cause injury). There's a reason why rocks in a firepit are around the fire and not underneath it.


Bah! Found this thread while doing some searching, typed out my reply and then forgot which thread I was meant to post in. Troubling case of necromancy, please disregard this post.


Purple Dragon Knight wrote:
Ughbash wrote:


Why?

If you toss that same rock into a campfire where it would take 1d6 damage every round (the same as the sword) it will not damage the rock (though it will heat it and make it hot to the touch).

Ever went camping man? sticking rocks in a fire is a safety hazard (after half an hour or so I've seen rocks explode and cause injury). There's a reason why rocks in a firepit are around the fire and not underneath it.

That's due to other substances in the rock (like water), becoming heated and expanding.

Also note that sitting IN a campfire would be considerably hotter than, say, having the flaming end of a torch resting on a stone.


Thought I'd chime in for the guy house ruling flaming setting stuff on fire. Divide energy damage by 2, unless the object in question is specifically vulnerable to it, then subtract hardness. Wood is hardness 5. Assuming you count ALL wood as vulnerable to fire, regardless of how dry it is, or if it is coated in anything, that is a 50/50 chance to do between 1 and 4 points of damage.

However, a shealth, coated in a fire retardent (or even just lined with metal in the interior) is not going to care about the 1d6 damage. At all. No matter how many times the GM secretly rolls the 6.

Moreover, however, given that saying a command word in conversation can trigger a command word object, and speaking is a free action, it is implied by that that activating without directing any active effect is not a standard action - otherwise a smart player will create lots of 500 gp command word items, keyed to common words, and carry them around. Stuff that just glows. An NPC they encounter says something and they risk burning a standard action just from speaking the command word accidentally.

You know, for when you want to use a GMs "rules are teh rules" dickiness against him.

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