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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Can all wizards use all impliments?
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<blockquote data-quote="DracoSuave" data-source="post: 4549687" data-attributes="member: 71571"><p>You also don't see class features that give them 4 hit points every time they gain a level, proficiency in cloth, daggers, and the quarterstaff, +2 to their Will, or say they get the Arcane skill and three others from a fairly explicit list.</p><p></p><p>However, you'll note, those are -very much- rules that determine the class traits. </p><p></p><p>Of course, reading the section entitled 'Implements' says, explicitly:</p><p></p><p>"A wizard wielding a magic orb, staff, or wand can add its enhancement bonus to the attack rolls and damage rolls of wizard powers, as well as wizard paragon path powers, that have the Implement keyword."</p><p></p><p>There's your rule. </p><p></p><p>It's reiterated under 'Arcane Implement' under Adventuring Gear on page 221.</p><p></p><p>"Wizards use Orbs, staffs, or wands as focus items for their spells, while warlocks use rods or wands. Using a nonmagical implement confers no benefit. You can purchase a magic implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers."</p><p></p><p>So, here's the way to look at it, specific breaking generic fashion.</p><p></p><p>Generic: Implements do nothing for you.</p><p>Specific: If your class explicitly permits it, you can use an implement's enhancement bonus for your attack and damage rolls on powers of -that- class, and only if they have the Implement keyword.</p><p></p><p>Lastly, so you never need to worry about it, this is the complete list of implements, and the classes that use them. In order to use an implement, the power must have the Implement Keyword, and you must be of that power's class, or receive permission from that class's multiclass feat.</p><p></p><p>Holy Symbols (including weapons that have the property of being a holy symbol): Cleric, Paladin</p><p>Wands: Artificer, Warlock, Wizard</p><p>Staves: Wizard, Artificer</p><p>Rods: Warlock, Artificer</p><p>Orbs: Wizard, Artificer</p><p>Pact weapons: Warlock</p><p>Light Blades: Swordmage</p><p>Heavy Blades: Swordmage</p><p></p><p>There is no current Implement in the rules for Spellscarred implement powers, as far as I am aware.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4549687, member: 71571"] You also don't see class features that give them 4 hit points every time they gain a level, proficiency in cloth, daggers, and the quarterstaff, +2 to their Will, or say they get the Arcane skill and three others from a fairly explicit list. However, you'll note, those are -very much- rules that determine the class traits. Of course, reading the section entitled 'Implements' says, explicitly: "A wizard wielding a magic orb, staff, or wand can add its enhancement bonus to the attack rolls and damage rolls of wizard powers, as well as wizard paragon path powers, that have the Implement keyword." There's your rule. It's reiterated under 'Arcane Implement' under Adventuring Gear on page 221. "Wizards use Orbs, staffs, or wands as focus items for their spells, while warlocks use rods or wands. Using a nonmagical implement confers no benefit. You can purchase a magic implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers." So, here's the way to look at it, specific breaking generic fashion. Generic: Implements do nothing for you. Specific: If your class explicitly permits it, you can use an implement's enhancement bonus for your attack and damage rolls on powers of -that- class, and only if they have the Implement keyword. Lastly, so you never need to worry about it, this is the complete list of implements, and the classes that use them. In order to use an implement, the power must have the Implement Keyword, and you must be of that power's class, or receive permission from that class's multiclass feat. Holy Symbols (including weapons that have the property of being a holy symbol): Cleric, Paladin Wands: Artificer, Warlock, Wizard Staves: Wizard, Artificer Rods: Warlock, Artificer Orbs: Wizard, Artificer Pact weapons: Warlock Light Blades: Swordmage Heavy Blades: Swordmage There is no current Implement in the rules for Spellscarred implement powers, as far as I am aware. [/QUOTE]
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Can all wizards use all impliments?
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