Ioun Stones and Weather


Rules Questions


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Hello, all!

I have a question on how Ioun Stones are meant to function in relation to weather and severe winds. If a stone is active and floating around your head, can something like wind knock it off? I know that a person can swat it off and the like and that's why the wayfinder's compass is useful, but can weather do the same thing?


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Wind, I would say no, even strong wind. I think the magic makes it pretty weather resistant unless a form of wind specifically says it can dislodge even ioun stones. Now, if the wind is blowing something else, like a sign or a roof shingle or a Tiny creature blown about, then that could certainly knock an ioun stone away...
... but, how that roll to determine that it hit the stone, rather than just the PC, would be pure GM discretion. Or they rolled a Natural 1 on a save and the ioun stone was determined to be a likely piece of equipment struck.

Liberty's Edge

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AoN wrote:
When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner.

AFAIk, taking an Ioun Stone from a character requires a Combat Maneuver, Steal. Weather that equate that would do a constant Bull Rush on you, and the Ioun Stone will still constantly try to return to its position. I don't think it will be a problem unless the GM wants to do a scenario about extreme weather conditions.

Silver Crusade

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They can be embedded in a PC for a small price and minimal con damage. I have always loved it for the flavor, but that is a practical use!


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Ghoster wrote:
... how Ioun Stones are meant to function in relation to weather and severe winds. If a stone is active and floating around your head, can something like wind knock it off?...

No

Winds Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.
Wind rules with Blown Away etc.
There's nothing about losing personal items to the wind.
A Tornado does (6d6) dmg per round and your GM may ask for a Reflex save to keep your ruby slippers.

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