Abusing the Sipping Jacket


Advice

Liberty's Edge

It is getting to the point where entire parites are equiping themselves with sipping jackets and potions of invisibility. The party moves, attacks, casts spells, and then takes a sip of their potion after every action. Rediculous levels of BS. How do we stop this abuse?

Permanent Glitterdust?
Tremor sense with every encounter?
Dead magic zones?
Torrential downpour? Fill the jacket with water!


1 person marked this as a favorite.

You could always bring it to their attention that the Potion of Invisiblity technically has a minute-based duration which in turn makes it an illegal choice for the sipping jacket which states the following:

Sipping Jacket wrote:
The coat absorbs only potions with instantaneous or round-based durations...


2nd batch of enemies, the actually tough ones, show up after 2nd round of encounter.
Creatures that can see invisibility.
Creatures with blind-fight feat. With their tactic, the enemies always known what square they are in.
Area attacks with monsters that are resistant/immune to the damage.
Let them run out of money. Potions aren't cheap and by the time they are cheap, greater invisibility is a viable PC strategy (though maybe not on entire parties), so you'll need to be ready for invisible PCs anyway.

Shadow Lodge

Hanzou wrote:

You could always bring it to their attention that the Potion of Invisiblity technically has a minute-based duration which in turn makes it an illegal choice for the sipping jacket which states the following:

Sipping Jacket wrote:
The coat absorbs only potions with instantaneous or round-based durations...

Quoted for truth.

Shadow Lodge

Well, it still works for potions of Vanish. Which would even be cheaper.


Sesharan wrote:
Well, it still works for potions of Vanish. Which would even be cheaper.

This is true, yet its not nearly as game breaking. Considering you can only imbue the Sipping Jacket once per day with a potion, a Potion of Vanish gives them round/s (Max 5 rounds, 10 if they buy an extended potion) as opposed to minutes per day to turn invisible with this jacket.


What we have here is ambiguous terminology. The ambiguity arrises because durations of seconds, minutes, hours, days, years all equate to one another. But the description does limit potions to "round-based" potions.

One can read the description as incomplete and use the "measured in rounds" to mean "defined in rounds" meaning that it can be sipped a round at a time because the sipping use is actually "measured in rounds". But to minute-based or hour-based potions can be sipped a minute or hour at a time. QED. That doesn't negate the problem that you can't pour in minute-based or any other based potions.

One can read the descrition exactly as stated. You can pour a potion into the jacket.

Literrally, any duration (common English) of any length can be "measured in" any units.

A measurement of a thing has a "units of measurement" of the appropriate type. Type being duration, distance, force, etc. Minute, second and hour are not a type "of measurement".

So a description of something "measured in minutes" means that the action of measurement is being done in the minutes unit of measurement. However, anything measured in minutes can be measured in seconds or years, and all duration units of measure equate to one another.

If the intent was that the sipping jacket should allow sipping any incremental amount as DEFINED BY (not measured in) the potion's duration units of measure, (i.e. the example of round-based potions should be extenderd to minute-based potions to be sipped a minutes at a time, and hour-based potion can be sipped an hour at a time, etc), then it would not have limited the jacket to only instantaneous or round-based potions.

The term "measured in [unit-of-measure]" has a very different meaning than the term "defined in [unit-of-measure]". But the jacket still can't be used with duration potions defined with a duration other than rounds.


well that fighter cant be wearing armor with it, so that is something. It takes up the chest slot. So let him do that, and then let someone cast glitterdust or whatever on him and then

SPLAT

Sovereign Court

Check page 459 of the core book. Chest is a slot and Armor is a slot. They are not the same slot.


well ill be a monkeys...

just when u think u know something


Not gonna lie... I would probably allow them to use it in my games. It is eating up a slot and gives them an option besides Combat to bypass encounters.


ScrollMasterRob wrote:

It is getting to the point where entire parites are equiping themselves with sipping jackets and potions of invisibility. The party moves, attacks, casts spells, and then takes a sip of their potion after every action. Rediculous levels of BS. How do we stop this abuse?

Permanent Glitterdust?
Tremor sense with every encounter?
Dead magic zones?
Torrential downpour? Fill the jacket with water!

Enemies ready actions to attack the jacket when they reappear. Start destroying the magic item with the potions inside.

Dark Archive

2 people marked this as a favorite.

Light necro-thread,

Going back and reviewing the new items in the Ultimate Equipment guide trying to find something to add onto my Feral Ranger to up his survivability (Natural Weapon build) since we still have a few slots empty on him and a large stash of cash to burn when I ran across this.

At first I couldn't see any possible use for this item to justify the cash until I remembered my favorite paladin spell of all time Righteous Vigor.
Potions of this spell are a measly 400GP a piece with a minimum caster level of 4 so for 4 rounds per day/per jacket.
This combo on a 2wep-fighting or natural Attack build should rapidly overcome all the to hit penalties these builds usually have as well as giving you a nice buffer for in-coming damage.
Throw on a Vicious Enchant and you can pretty much ignore the damage from that enchant as well.

This should pretty much take you off the healers list to watch and let you end every fight at or near max HP.
I like it.


The problem is the HP disappear the moment you stop draining Charges from the Jacket.

Dark Archive

1 person marked this as a favorite.

No, they stop the round after you stop draining charges. Remember each charge you drain gives you the benefit of the spell until the beginning of your next turn.
Also, if you are using a vicious weapon the most important point is letting the vicious damage come from the Temp hit points instead of your normal hit points.

Really this trick is designed to EFFECTIVELY give you 20 points of extra damage absorbing HP's each round.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Abusing the Sipping Jacket All Messageboards

Want to post a reply? Sign in.