Farstrike Bracers +1: Difference between revisions

From Epic Path
Jump to navigation Jump to search
(Created page with "{{Magic-Item-Parent <!-- USE THIS TEMPLATE TO CREATE THE FIRST ITEM IN A FAMILY, AND DESCRIBE THE FAMILY --> <!-- FOR EACH CHILD ITEM AFTER THE F...")
 
No edit summary
 
Line 44: Line 44:
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 than 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.
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

Farstrike Bracers +1

CL 6 Wrists Slot Item • Weak Evocation
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.

A set of Farstrike Bracers +1, once attuned to their owner, grants them +1 square of Inclusive Reach on one melee attack per round. This reach follows all the rules of normal melee attacks, requiring line of effect and inflicting all effects and powers normally usable with an unaugmented melee weapon. This extra reach also allows many Combat Maneuvers to be used with reach. The GM adjudicates all unusual circumstances.

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).