Oracle's Haunted Mystery and a Handy Haversack


Rules Questions

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The Oracle's Haunted Mystery says:

"Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known."

And the Handy Haversack says:

"When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does."

So which one takes precedence? If an Oracle reaches into her Handy Haversack to pull out an item, does it take a Standard Action or a Move Action? RAW, I'd like to know what the answer actually is.


Standard action that doesn't provoke attacks of opportunity, when in doubt major class feature trumps cheap magic item ;)


Phasics wrote:
Standard action that doesn't provoke attacks of opportunity, when in doubt major class feature trumps cheap magic item ;)

This. An oracles curse can only be removed or dispelled by a deity, and I'd argue that the curse cannot be lessened without deific intervention, either.


Move action. The properties of magic items supersede a character's the normal limitations.

Liberty's Edge

The oracle's curse actually moves items out of reach of the oracle. I would assume the curse beats the magic item in my game.


handy haversack bring the item to the top the malevolent spirits push it back down and bring something else to the top ;)

Grand Lodge

Yes, the curse overrides the magic item. I believe that there is a FAQ entry on the subject.

Liberty's Edge

It actually might be fun or annoying to have some random element to this... maybe there's a 50% chance that the magic of the bag can trick the spirits on any given grab.. it would be kinda nice because the character couldn't count on what was going to happen.


Blackfoot wrote:
It actually might be fun or annoying to have some random element to this... maybe there's a 50% chance that the magic of the bag can trick the spirits on any given grab.. it would be kinda nice because the character couldn't count on what was going to happen.

only if 50% of the time the player grabs the item and it might be the wrong item so they'd then need to drop that item and try again.

that way you've got the option
standard action 100% of getting the item you want and no AoO
move action 50% of getting the item you want but if you fail the check you pickup another random item in your bag instead and are now holding that.

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