UMD and Gloves of the Duelist


Rules Questions


If you've got a character who uses UMD to emulate the Weapon Training class feature with the Gloves of the Duelist, do they end up getting a +2 to hit and damage? I'd seen as much suggested on the forum, but after checking the rules-as-written it seems like that wouldn't work, since the gloves work by enhancing Weapon Training and even with UMD the character has no Weapon Training to enhance.

So, can you get +2 to hit and damage from the Gloves by using UMD?


Nope. This is one of those cases where you have to have the class feature.


It could be argued both ways. There are some special items that say add +# to your class level for purposes of X ability. In those cases it's a clear no, because faking the ability doesn't actually grant you it's benefits. But, Gloves of Dueling (not gloves of the duelist as my internet search has lead me to find) says it gives +2 to your bonus. So, it could be argued, if you emulate the ability, it doesn't grant you any bonus, but since the gloves give a +2 bonus, you get the +2.

Whether that's what should be allowed or not, I don't know. I don't THINK I'd allow it at a game I GM'd, but that's the possible argument as I could see it. If you don't think it's game breaking, let it go. If you do, say no.


Chengar Qordath wrote:


So, can you get +2 to hit and damage from the Gloves by using UMD?

Nope, nor more than you can get 2d6 channeling by wearing the phylactery.

UMD fools the item into activating. You succeed you've fooled the item. The gloves aren't activated, they just augment an ability.

You can't UMD them to give you +2 to hit/damage anymore than an undead can UMD a belt of CON +2 into giving them a CON score.

-James

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