9.2 Using Items
9.2.1 Manipulating Objects
There are two ways to determine how difficult an object is to interact with: its weight, and how it is contained. Use the slowest action type from among the both methods. You can only manipulate objects as a free action once per round. However, you can use a minor action or a standard action in place of a free action for this purpose, allowing you to manipulate up to three objects per round.
These object manipulation rules are intended to cover interactions that take some amount of time and effort, such as drawing a weapon or opening a door. Simply dropping an object in your hands is so trivial that it does not count against your one free action object manipulation per round. Other similarly simple interactions may not count against that limit at the GM’s discretion.
Some objects have special rules that indicate how much time they take to interact with, such as Heavy weapons. Those rules override these general guidelines.
- Containment: If the item is freely accessible, interacting with that item is a free action. Drawing or sheathing an item from a dedicated container for that item, such as a weapon sheath, is normally a minor action. Withdrawing an item from a disorganized heap, such as a bag or backpack, requires a standard action.
- Weight: If an item’s weight category is no heavier than your carrying capacity, interacting with that item is a free action (see Weight Limits). Pushing or dragging something that exceeds your carrying capacity requires a standard action.
9.2.2 Moving Items Between Hands
In general, you can move weapons and similar handheld objects between your hands freely, as long as you are strong enough to hold their combined weight in one hand. For example, if you were holding two short swords, you could quickly hold them both in one hand to open a door or cast a spell, and then return to holding one in each hand. Likewise, you can reload a longbow without worrying about when you are holding the longbow (and string) with both hands or holding it in one hand while retrieving an arrow from a quiver with the other hand. Since shields are more cumbersome to don and remove, this does not allow you to use your shield hand as a free hand in the same way.
9.2.3 Storing Items
A character can only store a limited number of weapons in locations that are easy to access in combat. Generally, a humanoid creature can carry no more than five ordinary weapons or shields on their body. For each additional weapon or similar item stored in a convenient location, you increase your encumbrance by 1. Items carried outside of easy reach in combat, such as in a backpack, are ignored for this purpose.
A Heavy weapon takes up twice the space of an ordinary weapon, and a Light weapon takes up half that space. Compact weapons do not take up a meaningful amount of space, and can be ignored for this purpose. Ammunition is typically stored in a quiver or pouch. Treat ammunition storage as a separate Light item that can hold an unlimited quantity of any ammunition other than lances.
For example, you could carry up to ten Light weapons, four normal weapons and a standard shield, or two Heavy weapons plus a normal weapon.
9.2.4 Magic Item Activation
Some magic items have to be explicitly activated to have unusual effects. For example, the seven league boots can be activated to teleport you across great distances. Other magic items constantly have magical effects. For example, a ring of protection passively grants you a defense bonus.
The description of a magic item effect will specify what mechanical actions must be taken, if any, to activate the effects of the item. For example, a belt of healing requires a standard action to activate. However, the item description will not specify the exact nature of the action. Different items, even if they have the same effect, can have different physical actions that are required to activate the item. These activation actions can come in one of the following forms:
- Command word: You must speak a specific word that the item will hear and react to. For example, you may need to say the word “healing” in Elven to activate an item that heals you.
- Mental command: You must mentally direct the item to activate, such as by visualizing the item or thinking a particular word. For example, you may need to imagine a warm blanket around you to activate an item that protects you from cold damage or environmental effects.
- Physical motion: You must perform a specific physical motion, usually involving the item in some way. For example, you may need to rapidly stomp one foot on the ground to activate an item that allows you to move faster.
9.2.5 Magic Item Limitations
There are three restrictions on your ability to use magic items. First, you cannot equip two apparel items that take up the same physical location on your body. For example, you cannot equip two different gauntlet sets and gain the effects of both, but you could equip several amulets or up to ten rings.
Second, all magic items require you to attune to them to gain their effect unless they indicate otherwise in their description. You can attune to a magic item with the item attunement ability, below.
Third, you cannot attune to two items with the same name, or if one is simply an upgrade of another one.
Item Attunement
As a standard action, you can use the item attunement ability to attune to items. This is a magical ✨ ability.
Item Attunement | Attune |
Usage time: Standard action.
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Choose a magic item you are touching. Any abilities the target has that require attunement become active, allowing you to use its full potential.
Shared Item Attunement: Multiple creatures can attune to the same item simultaneously. Since most items only function while worn or wielded, this does not usually allow multiple creatures to gain the benefits of the item. However, the creatures can swap the item between them without having to reattune to it each time.
Magic Item Power
The power of an item is equal to twice its rank. An item’s power also affects its defenses. Its Fortitude and Mental defenses are equal to 5 + its power. Its Armor defense and Reflex defense are not affected by its power, and are solely determined by its size and shape.
9.2.6 Removing Magic Items
Unless otherwise noted, magic items that have effects on the creature using the item must continue to be worn or held as long as the effect lasts. If a magic item has an ability with a duration, removing the item also ends the ability. Items which are consumed when used or which do not affect their user are unaffected by this rule.