
Neal Litherland |
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I've put together two posts on this before, but as we all know there's just so many rules in Pathfinder a few of them are bound to slip through the cracks. Some of them really shouldn't though, either because you run into them every game session (how many times have you had to remind the monk that she's flat-footed?), or because they're really useful (spell criticals anyone?) So this third installment has 6 more rules we tend to either forget about or overlook entirely.

Stikye |
as a DM I tend to hand wave a lot of stuff. Yes, the wizard prepared his spells, yes, the rogue ate breakfast, yes, the fighter put on his armor, etc. There are a LOT of things that can be nit picked that get hand waved with the line " I/we set up camp for the night" The first night or so, I may point out things like, do you sleep in your armor, do you set a camp fire, do you set a watch etc, but night after night after night, it gets handwaved as routine.

Neal Litherland |
Does #1 even matter? Who goes adventuring alone? And isn't it just easier to assume someone helps you put it on?
I mean, I know it's a rule, but I've never once had it matter.
I learned this rule the hard way when my fighter/cleric of Gorum was adventuring. First jaunt out and he didn't know these people. So he refused to let them anywhere near him or his armor. He especially wouldn't let them behind him, particularly after seeing their performance on the field. It gave me a -1 to my AC for three sessions before the rogue earned his trust, but it was something I wasn't aware I'd have to deal with.

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claudekennilol wrote:I learned this rule the hard way when my fighter/cleric of Gorum was adventuring. First jaunt out and he didn't know these people. So he refused to let them anywhere near him or his armor. He especially wouldn't let them behind him, particularly after seeing their performance on the field. It gave me a -1 to my AC for three sessions before the rogue earned his trust, but it was something I wasn't aware I'd have to deal with.Does #1 even matter? Who goes adventuring alone? And isn't it just easier to assume someone helps you put it on?
I mean, I know it's a rule, but I've never once had it matter.
If the DM was doing that to you without your knowledge that's because the DM was a dick not because you didn't know the rules. Did you explicitly tell your GM that you were taking the armor off every night? Because if not, you would have had worse penalties to deal with.

Neal Litherland |
2 people marked this as a favorite. |
Said cleric was taking off his armor and caring for it every night, laying it aside. He would put it on the next morning after cleaning and caring for it as part of his prayers. I was actually informed by another player that he couldn't put it on properly alone. So I looked it up, agreed that said player was right, and decided that it was an entrenched character flaw that no one he considered unworthy would be allowed to dress him for battle. So I took the -1 and kept on going.
It wasn't game ending, and it didn't render the character useless, but I was definitely glad when one other party member proved competent enough that he'd deign to allow their assistance. Being the tank and the healer is no easy gig as folks know, and I technically needed all the help I could get.

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I think you did this one already, but 20s are only automatic yeses for attacks and saves--just as 1s are auto-fails for those. For skill and ability checks 1s and 20s don't matter, just the total.
Going back over your previous posts you made an error. Not all magic items are "standard action"-activated. Most notably being your example of activating a flaming sword.
Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.
Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character's possession (meaning on his person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed in such a case.
Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item's activation is subsumed in its use and takes no extra time use, activation is not an action at all.
Use activation doesn't mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such as from drinking a potion or swinging a sword.
You could go into more detail about how touch spells give you a free touch to deliver the spell during the round that you cast the spell and not just as part of the casting of the spell. Meaning you can cast, move, touch in one round.
Acrobatics used for jumping can send you further than your intended goal if you succeed by too much. It's the only skill where over-succeeding can lead to failure.
You can't add any skill ranks to fly unless you have access to a source that let's you fly (per its skill description).
Ability drains cannot reduce the ability score below 1. If I have 10 str. Am hit with a 10 point drain, my str is now 1. Likewise, if I already have a 10 point drain, am hit with 1 point of str damage, my str is still one because drain can't drop it below 1.

Yiroep |
3 people marked this as a favorite. |

Acrobatics used for jumping can send you further than your intended goal if you succeed by too much. It's the only skill where over-succeeding can lead to failure.
I don't agree with that logic at all. So, if someone has +80 in Acrobatics, they are an expert jumper. If they roll a 2, that's an 82 Acrobatics check. Can they NEVER make a 5 foot jump anymore because they are "too good"?

HowlingWolf |

Acrobatics used for jumping can send you further than your intended goal if you succeed by too much. It's the only skill where over-succeeding can lead to failure.
So a high level monk or rogue with a high acrobatics cannot pass a 10 foot jump? I would think high ranks in the skill would mean you know how to control how far you can jump, not that you automatically travel x ft on each jump.

Sniggevert |

Going back over your previous posts you made an error. Not all magic items are "standard action"-activated. Most notably being your example of activating a flaming sword.
Actually, it was right. Go to the weapon rules in the PRD...
Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by wielding (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.
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.
Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus.

Alzrius |
A few more about magic items:
Enhancement bonuses can defeat material- and alignment-based damage reduction. According to a table that's found only in the Glossary of the Core Rulebook (under the "Damage Reduction" entry, larger enhancement bonuses can overcome DR as per cold iron/silver (+3), adamantine (+4; but does not overcome hardness), and any alignment (+5).
Enhancing a double weapon requires each end to be enchanted separately. So when enhancing that quarterstaff, you'll need to pay double for it to be a +1/+1 item.
Enhancement bonuses on ranged weapons and ammunition don't stack, but (most) special abilities do. Many of the magic weapon abilities for ranged weapons have a notation saying that they bestow that property on ammunition that they fire. Given that this is bestowed, it's not subject to the total +10 limitation that a magic weapon can have.
So if you have a +5 holy longbow of speed, and you fire a +1 thundering shocking burst flaming burst bane (outsiders) arrow at an enemy, it's going to be a +5 holy thundering shocking burst flaming burst bane (outsiders) arrow, which has an effective bonus of +13!

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Yup, activating a command word power on a sword can be a tempo loss by the PC.
Sheathing a still flaming sword does seem like it would slowly destroy the scabbard (assuming hardness 5 vs D6) - as well as being unbearably hot next to your body.
What action is required if the sword has multiple powers (e.g. flaming and frost and shock)? Standard for each?
What sort of action is deactivating a command word item?
BTW That blog is very hard to read. Light gray text and dark blue text on a variable light and dark background? Is there an easy to read version?

CLufaS |

A few more about magic items:
Enhancement bonuses can defeat material- and alignment-based damage reduction. According to a table that's found only in the Glossary of the Core Rulebook (under the "Damage Reduction" entry, larger enhancement bonuses can overcome DR as per cold iron/silver (+3), adamantine (+4; but does not overcome hardness), and any alignment (+5).
This is precisely why the Furyborn weapon quality is under appreciated IMO. If you've got multiple attacks then in 2 rounds you've got about as much DR penetration as reasonably possible to expect.

DrDeth |

Shane LeRose wrote:Wait. Can I sheath a flaming sword or is that going to mess up my scabbard?There is no provision in RAW allowing a flaming sword to start fires. I have seen this used against players more than once. By strict RAW, you can safely sheathe a flaming sword.
There's this, under Web:"The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs."

CLufaS |

Generally speaking I treat activation and deactivation as standards, there's no reason you shouldn't have to use the same process to turn something off as on. That said I usually wave the standard action deactivate when someone goes to sheathe. It's a move action to put it away already and that's good enough for me. It shouldn't take a full round to put a flaming sword back in your belt.

Neal Litherland |
Yup, activating a command word power on a sword can be a tempo loss by the PC.
Sheathing a still flaming sword does seem like it would slowly destroy the scabbard (assuming hardness 5 vs D6) - as well as being unbearably hot next to your body.
What action is required if the sword has multiple powers (e.g. flaming and frost and shock)? Standard for each?
What sort of action is deactivating a command word item?
BTW That blog is very hard to read. Light gray text and dark blue text on a variable light and dark background? Is there an easy to read version?
ZomB, I actually went through and re-set the background. Do you find it easier to read now?

FrozenLaughs |

Shane LeRose wrote:Wait. Can I sheath a flaming sword or is that going to mess up my scabbard?There is no provision in RAW allowing a flaming sword to start fires. I have seen this used against players more than once. By strict RAW, you can safely sheathe a flaming sword.
I've always been under the impression that once the weapon leaves your hand its special abilities shut off.
Otherwise for example, disarming the Big Bad of his Flaming Shock Longsword, the sword would still be active on the ground and when picked up could offer a significant bonus to the players during the combat.
Have I been doing it wrong all this time?

Keep Calm and Carrion |

Certain spells and abilities give players the option to add the Flaming property et al to weapons in the middle of combat. The Magus arcane pool class ability, for example.
By this RAW, it would seem that in addition to whatever action it is to add the property, a character then has to command the weapon to activate as a standard action. Which, if true, is a huge downside to such powers.

Sniggevert |

Certain spells and abilities give players the option to add the Flaming property et al to weapons in the middle of combat. The Magus arcane pool class ability, for example.
By this RAW, it would seem that in addition to whatever action it is to add the property, a character then has to command the weapon to activate as a standard action. Which, if true, is a huge downside to such powers.
No...if you add/activate the properties from a class ability, then the specific rules on that class abilities action requirement would override the general rules of activation of the property by my understanding.

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I've always been under the impression that once the weapon leaves your hand its special abilities shut off.
Otherwise for example, disarming the Big Bad of his Flaming Shock Longsword, the sword would still be active on the ground and when picked up could offer a significant bonus to the players during the combat.
Have I been doing it wrong all this time?
Kinda, it depends on the abilities and their source. A magus who enchanted his blade to be Flaming and Shocking via arcane pool and is then disarmed is not handing his for a Flaming and Shocking blade since those powers shut off once it leaves his hands.
Similar for many domains that grant weapon abilities or bloodlines.
An enlarged (or reduced) weapon that is disarmed returns to normal size, thus not handing the party a large bastard sword.
However, if the sword is on when disarmed and not empowered by the above, it should not just shut off when disarmed. Additionally, if the players do pick it up, the sword's original owner should be able to shut it off with the command, even if not in his hands.

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Artanthos wrote:There's this, under Web:"The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs."Shane LeRose wrote:Wait. Can I sheath a flaming sword or is that going to mess up my scabbard?There is no provision in RAW allowing a flaming sword to start fires. I have seen this used against players more than once. By strict RAW, you can safely sheathe a flaming sword.
That is a case of specific > general.

Zathyr |
Enhancement bonuses on ranged weapons and ammunition don't stack, but (most) special abilities do. Many of the magic weapon abilities for ranged weapons have a notation saying that they bestow that property on ammunition that they fire. Given that this is bestowed, it's not subject to the total +10 limitation that a magic weapon can have.
So if you have a +5 holy longbow of speed, and you fire a +1 thundering shocking burst flaming burst bane (outsiders) arrow at an enemy, it's going to be a +5 holy thundering shocking burst flaming burst bane (outsiders) arrow, which has an effective bonus of +13!
Has there been an official ruling on that I missed? Last I checked that was still a debated topic if the effective bonus of weapon+ammo could pass +10.

Neal Litherland |
I for one didn't know how power attack worked till a month ago. I thought you added half your strength to the attack in addition to the bonus damage when two handing. But not really, you add 50% more bonus damage instead. At least, that's how I think it works now. If not, feel free to correct me.
Power Attack adds a specific amount of damage to your attacks based on your BAB, listed under the feat descriptions. It will do more damage if you're using a two handed weapon or a one handed weapon wielded in both hands, though.

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Alzrius wrote:Has there been an official ruling on that I missed? Last I checked that was still a debated topic if the effective bonus of weapon+ammo could pass +10.Enhancement bonuses on ranged weapons and ammunition don't stack, but (most) special abilities do. Many of the magic weapon abilities for ranged weapons have a notation saying that they bestow that property on ammunition that they fire. Given that this is bestowed, it's not subject to the total +10 limitation that a magic weapon can have.
So if you have a +5 holy longbow of speed, and you fire a +1 thundering shocking burst flaming burst bane (outsiders) arrow at an enemy, it's going to be a +5 holy thundering shocking burst flaming burst bane (outsiders) arrow, which has an effective bonus of +13!
I'd allow it. Firing 6+ arrows per round enchanted like that is going to get stupid expensive stupid fast.

Arnwyn |

I've put together two posts on this before, but as we all know there's just so many rules in Pathfinder a few of them are bound to slip through the cracks. Some of them really shouldn't though, either because you run into them every game session (how many times have you had to remind the monk that she's flat-footed?), or because they're really useful (spell criticals anyone?) So this third installment has 6 more rules we tend to either forget about or overlook entirely.
Huh. I thought all those except the full plate armor one were commonly known and commonly used...

Neal Litherland |
Neal Litherland wrote:Huh. I thought all those except the full plate armor one were commonly known and commonly used...I've put together two posts on this before, but as we all know there's just so many rules in Pathfinder a few of them are bound to slip through the cracks. Some of them really shouldn't though, either because you run into them every game session (how many times have you had to remind the monk that she's flat-footed?), or because they're really useful (spell criticals anyone?) So this third installment has 6 more rules we tend to either forget about or overlook entirely.
At some tables I'm sure that they are. When it comes to the tables I wind up at though it seems at least half the table has a case of book allergy. Everyone wants to play, but no one wants to find out what the actual rules they have to abide by are. Which drives me to post blogs like this one.

blahpers |

Zathyr wrote:I'd allow it. Firing 6+ arrows per round enchanted like that is going to get stupid expensive stupid fast.Alzrius wrote:Has there been an official ruling on that I missed? Last I checked that was still a debated topic if the effective bonus of weapon+ammo could pass +10.Enhancement bonuses on ranged weapons and ammunition don't stack, but (most) special abilities do. Many of the magic weapon abilities for ranged weapons have a notation saying that they bestow that property on ammunition that they fire. Given that this is bestowed, it's not subject to the total +10 limitation that a magic weapon can have.
So if you have a +5 holy longbow of speed, and you fire a +1 thundering shocking burst flaming burst bane (outsiders) arrow at an enemy, it's going to be a +5 holy thundering shocking burst flaming burst bane (outsiders) arrow, which has an effective bonus of +13!
Same here, if for no other reason than not having to deal with the headache of figuring out which properties and enhancements stay and which don't.

Aelryinth RPG Superstar 2012 Top 16 |

1) If you enchant an item as armor and as a weapon, they are considered two completely separate enchantments and are added up normally. No +50% penalty, either.
Thus, a magic staff of fire enchanted as a +2 weapon simply adds the cost of the +2 weapon to that of the staff of fire.
This applies to armor with spikes, bashing shields and staves notably. It is entirely possible to get items into the 300-400k range by getting double duty from them like this.
2) It's generally only a high level worry, but spells and class abilities cannot raise the effective enhancement bonus of an item above +10. IF it would do so, part of the bonus is instead overridden/replaced, or the extra magic simply fails.
This stops the paladin with the +1 Holy Vorpal Axiomatic weapon from getting a CL20 Greater Magic Weapon and then dumping Brilliant from his Sword Bond onto it for effectively a +18 Weapon.
Also as noted above, this does not apply to bows firing ammunition, which CAN stack above +10 with their inherent bonuses. But note that class abilities or spells will still not raise the abilities of the ammo or bow above +10.
So, you could get a +1/+5 bow, throw a CL 20 GMW on it, have it effectively +5/+5, AND shoot a +1/+9 arrow, and you'd end up with a +5/+14 arrow.
If the bow is +1/+9 and the arrow is +1/+5, however, throwing the GMW on the bow either does NOTHING or replaces +4 of the extra effects from the bow with a straight enhancement bonus, it doesn't 'pass over' to the arrows magically just because there is room.
3) Many armor enhancements cost coin, but not +10 bonuses. You can go way over the 100k 'armor limit' if you like with these pure cost enhancements. Armor is not restricted to a value of 100k.
Do note that most items over 200k are considered legendary or artifacts, especially if they are dealing with powerful magic...but if you want a +10 shield that's also a +10 weapon, and has Greater Fire Resistance on it for 330k, it's totally permissible under the rules, and doesn't break any Epic Pricing holdovers because you're still using mundane arts and standard item costs.
==Aelryinth

FrozenLaughs |

claudekennilol wrote:Acrobatics used for jumping can send you further than your intended goal if you succeed by too much. It's the only skill where over-succeeding can lead to failure.So a high level monk or rogue with a high acrobatics cannot pass a 10 foot jump? I would think high ranks in the skill would mean you know how to control how far you can jump, not that you automatically travel x ft on each jump.
Theres an entire thread (probably more) a few pages back dedicated to the absurdity of RAW for Jump total. My character has +30 to jump, but lacks the control to chose how far he needs? It's ridiculous and hopefully Unchained updates some wording on skill wackiness like this.

FrozenLaughs |

1)
3) Many armor enhancements cost coin, but not +10 bonuses. You can go way over the 100k 'armor limit' if you like with these pure cost enhancements. Armor is not restricted to a value of 100k.Do note that most items over 200k are considered legendary or artifacts, especially if they are dealing with powerful magic...
Where is this listed? I've never seen a "100k armor limit"?

blahpers |

HowlingWolf wrote:Theres an entire thread (probably more) a few pages back dedicated to the absurdity of RAW for Jump total. My character has +30 to jump, but lacks the control to chose how far he needs? It's ridiculous and hopefully Unchained updates some wording on skill wackiness like this.claudekennilol wrote:Acrobatics used for jumping can send you further than your intended goal if you succeed by too much. It's the only skill where over-succeeding can lead to failure.So a high level monk or rogue with a high acrobatics cannot pass a 10 foot jump? I would think high ranks in the skill would mean you know how to control how far you can jump, not that you automatically travel x ft on each jump.
Cite for this rule?

Joana |

For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.
No proviso allowing you to travel a distance less than the result of your Acrobatics check. That's new language in Pathfinder; the 3e SRD simply indicates success when you meet the DC.

Joana |
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As far as I can see in the RAW, only failed checks for running jumps have you land short based on the result. If you pass, you simply land where you want. Unless I've missed something again...?
"For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump"
The failed check is a separate clause separated by a parenthesis. So if your Acrobatics check is +20, you can't, by RAW, jump less than 20 feet in a running jump (or 10, in a standing jump).
RAI, obviously, is as wraithstike says. But that's not what the rules actually say.

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Okay, another good rule not enough people know about?
Cover and Attacks of Opportunity: You can't execute an attack of opportunity against an opponent with cover relative to you.
This has all kinds of uses. For example, suppose PC 1 is already in combat with an enemy with a Polearm, and PC 2 wants to join him; but he doesn't want to suffer an AoO.
P_
1_
__
Now PC2 first moves up behind PC1;
P_
1_
_2
And then moves out from behind PC1;
P_
12
Since the square PC2 left was covered by PC1, PC2 doesn't get AoO'ed.
Hey, what's that you say? Whyfore was that square covered anyway? Because of this:
To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).
...
When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.
Now, let's get a bit more devious, shall we? Suppose your wizard ended up in this position; an adjacent enemy, but also a hard-cornered wall:
__E
#W#
Now, you can just cast a Burning Hands at the enemy, using the "diagonal" direction cone, which will originate from the top-right corner of your square. Your enemy has no cover from it, so he doesn't gain a Reflex bonus to his save. However, you do have cover from your enemy, so he can't threaten an AoO.
Huh, how come you have cover?
When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target's square goes through a wall (including a low wall).

Aelryinth RPG Superstar 2012 Top 16 |

Aelryinth wrote:Where is this listed? I've never seen a "100k armor limit"?1)
3) Many armor enhancements cost coin, but not +10 bonuses. You can go way over the 100k 'armor limit' if you like with these pure cost enhancements. Armor is not restricted to a value of 100k.Do note that most items over 200k are considered legendary or artifacts, especially if they are dealing with powerful magic...
It's an outgrowth of Epic Rules and some DM's take a hard line on values of objects. i.e. +10 Armor of Greater Fire Resistance suddenly becomes Epic because it's over 100k, and stuff like that.
100k and 200k are taken as 'hard limits' by a lot of people, and it just isn't true.
==Aelryinth

blahpers |

blahpers wrote:As far as I can see in the RAW, only failed checks for running jumps have you land short based on the result. If you pass, you simply land where you want. Unless I've missed something again...?"For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump"
The failed check is a separate clause separated by a parenthesis. So if your Acrobatics check is +20, you can't, by RAW, jump less than 20 feet in a running jump (or 10, in a standing jump).
RAI, obviously, is as wraithstike says. But that's not what the rules actually say.
Hey, there it is. Awesome.

Trimalchio |

Shane LeRose wrote:Wait. Can I sheath a flaming sword or is that going to mess up my scabbard?There is no provision in RAW allowing a flaming sword to start fires. I have seen this used against players more than once. By strict RAW, you can safely sheathe a flaming sword.
That's not strictly true,
Catching on Fire
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.
But you can still sheath a flaming sword,
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.