Farstrike Bracers +1: Difference between revisions
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If the base melee weapon already has normal reach, or inclusive reach, this stacks with the magically added reach. If you have even more reach due to feats, properties, or any other ability, it all stacks. The GM adjudicates any unusual circumstances, as always. | If the base melee weapon already has normal reach, or inclusive reach, this stacks with the magically added reach. If you have even more reach due to feats, properties, or any other ability, it all stacks. The GM adjudicates any unusual circumstances, as always. | ||
While this a remarkably potent ability all by itself, more powerful versions of Farstrike Bracers are 'even better'. Such items can, as a free action, change the type of damage inflicted by the weapon. Note that this change does not stack with the damage types lent by [[Melee Magic Properties]]. If you have a Magic Property that can be used to inflict Fire damage, for example, and a Farstrike Bracer | While this a remarkably potent ability all by itself, more powerful versions of Farstrike Bracers are 'even better'. Such items can, as a free action, change the type of damage inflicted by the weapon. Note that this change does not stack with the damage types lent by [[Melee Magic Properties]]. If you have a Magic Property that can be used to inflict Fire damage, for example, and a Farstrike Bracer that can change the weapon damage into Drilling damage, then you can use one, or the other, following the relevant rules and spending the appropriate action to activate each damage type. In practice, users typically pick a damage type and stick with it. See the writeup of each item for particulars. | ||
Latest revision as of 17:31, 28 August 2019
Farstrike Bracers +1
- Cost: 5,000 gp
- Weight: 4 lbs.
- Family: Farstrike Bracers
Farstrike Bracers are usually fairly large but lightly made wrist-pieces, of leather, iron, or gold, which seem to seethe with their constrained power. They have the effect of duplicating and manifesting the power of melee weapon attacks and/or some Combat Maneuvers made by an attuned wearer, letting them attack at a short distance. This does not make the attacks into a ranged attack. Instead, it adds one or more squares of the Inclusive Reach (Quality) to the base melee weapon being wielded.
If the base melee weapon already has normal reach, or inclusive reach, this stacks with the magically added reach. If you have even more reach due to feats, properties, or any other ability, it all stacks. The GM adjudicates any unusual circumstances, as always.
While this a remarkably potent ability all by itself, more powerful versions of Farstrike Bracers are 'even better'. Such items can, as a free action, change the type of damage inflicted by the weapon. Note that this change does not stack with the damage types lent by Melee Magic Properties. If you have a Magic Property that can be used to inflict Fire damage, for example, and a Farstrike Bracer that can change the weapon damage into Drilling damage, then you can use one, or the other, following the relevant rules and spending the appropriate action to activate each damage type. In practice, users typically pick a damage type and stick with it. See the writeup of each item for particulars.
The owner of this magic item must wear it continuously for 24 hours to attune it to their aura, and until that time has passed, it provides no benefits to the wearer.
- Creation: Creator (Feat), Bailiwick Check (DC 22 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 2,500 gp (minus cost of symbolic item).