Shawl of Life-Keeping or Quickrunner's Shirt?


Advice


I got enough gold tonight to buy one, but not the other. we're in a low-income game, and i'm playing a STR-based human Warpriest.
Which one would better serve me?


You are likely to need to take hits, and the unlucky crit could easily land you in deadly waters, thereby making the Shawl of Life-Keeping a life saver even if it is more or less a banked heal.
It honestly depends on if you have issues with your mobility or staying alive.
One option is that if you have a meat tank who absorbs damage without issues then he could put his HP into the shawl and give it to you. Be warned however that the penalties might be disastrous for a front line character, but then again his sheer bonuses to saves might cancel them out.


Excellent advice, thank you!


I'd say "depends on level and build". If getting a full attack matters, the shirt will be useful every session.

Grand Lodge

If you are playing PFS they have banned the quick runner shirt.
This is in in player additional resources.
The ability to move is cool and can get you out of bad situations.
The shawl of life keeping can keep you alive by extra hit points.
The only down side of the shawl is it takes the same slot as
a cloak of resistance. IF your in a non PFS see about adding
the cloak of resistance to your shawl of life keeping.
There is one other Item to give hit points it is the martyrs Tear
page 310 of Ultimate equipment. the tear allow you to store
18 hit points. It is more spendy $6000 but is slotless


Shawl of Life-Keeping wrote:

This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost.

While the shawl is storing a creature's life energy, it retains a connection to that creature. If another creature holds the shawl in hand, the creature whose life energy is stored in the shawl takes a –2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl.

Given the bolded part, all you're doing is putting off at-best 10 hit points until you're somehow knocked unconscious. It makes you 10 hit points weaker in order to keep you from dying by bleeding out should you be hit. That's the best case scenario.

The worst case scenario is it gives enemies a reason to sunder/steal the item and make you a complete weakling subject to their every whim. I highly suggest you don't take this item for these exact reasons.

It hardly amounts to an item that allows you to take a Movement Action as a Swift Action 1/day, something which can arguably be enhanced for even more uses per day.


Darksol the Painbringer wrote:

Given the bolded part, all you're doing is putting off at-best 10 hit points until you're somehow knocked unconscious. It makes you 10 hit points weaker in order to keep you from dying by bleeding out should you be hit. That's the best case scenario.

The worst case scenario is it gives enemies a reason to sunder/steal the item and make you a complete weakling subject to their every whim. I highly suggest you don't take this item for these exact reasons.

It hardly amounts to an item that allows you to take a Movement Action as a Swift Action 1/day, something which can arguably be enhanced for even more uses per day.

You misunderstand the item. Here's how it works: You put in 10 HP. You then heal 10 HP from some other source. You're at full HP, down one or two cure light wounds. Then, when you get hit (but don't die), you get healed for 10 points without anyone spending an action.


Pupsocket wrote:
Darksol the Painbringer wrote:

Given the bolded part, all you're doing is putting off at-best 10 hit points until you're somehow knocked unconscious. It makes you 10 hit points weaker in order to keep you from dying by bleeding out should you be hit. That's the best case scenario.

The worst case scenario is it gives enemies a reason to sunder/steal the item and make you a complete weakling subject to their every whim. I highly suggest you don't take this item for these exact reasons.

It hardly amounts to an item that allows you to take a Movement Action as a Swift Action 1/day, something which can arguably be enhanced for even more uses per day.

You misunderstand the item. Here's how it works: You put in 10 HP. You then heal 10 HP from some other source. You're at full HP, down one or two cure light wounds. Then, when you get hit (but don't die), you get healed for 10 points without anyone spending an action.

Also, just to add to this, because you have received at least 1 point of magical healing you are automatically stabilized.

If you come into one and worry about your allies not stabilizing you then you can bank 1 hp in it each day to ensure you don't bleed to death, well, at least the first time.


Pupsocket wrote:
Darksol the Painbringer wrote:

Given the bolded part, all you're doing is putting off at-best 10 hit points until you're somehow knocked unconscious. It makes you 10 hit points weaker in order to keep you from dying by bleeding out should you be hit. That's the best case scenario.

The worst case scenario is it gives enemies a reason to sunder/steal the item and make you a complete weakling subject to their every whim. I highly suggest you don't take this item for these exact reasons.

It hardly amounts to an item that allows you to take a Movement Action as a Swift Action 1/day, something which can arguably be enhanced for even more uses per day.

You misunderstand the item. Here's how it works: You put in 10 HP. You then heal 10 HP from some other source. You're at full HP, down one or two cure light wounds. Then, when you get hit (but don't die), you get healed for 10 points without anyone spending an action.

Except that's not how it reads.

Shawl of Life-Keeping wrote:
Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points).

The bolded part suggests you have to spend your own hit points to power up the Shawl. It also mentions the word "transfer," meaning you take something from one subject and apply that to another one. There's no "life energy" statistic, and since it gives a direct example of what we're transferring (up to 10 hit points), it makes sense. Unless Hit Points aren't a direct mechanical representation of life energy (with effects that bypass that subject entirely), this implies that you have to give up your own hit points in order to power the item.

Not to mention that once you do transfer your hit points, mechanically symbolizing your "life energy," to the shawl, people can steal/disarm the item from you, and once they do they basically got you by the jewels.

Quick Runner's Shirt gives you something much more important and much harder to obtain that other subjects (Action Economy), has straight-forward mechanics, and isn't a questionable subject that leads to the item being a pile of fecal matter, all for the same cheap price.


If the hit points that were transfered were maximum hit points then the item would fall under the "cursed" listing. Because it doesn't say that it gives them back after the 24 hour period. It says that they "last 24 hours." So if you were storing maximum HP, you'd be slowly killing yourself. Or actually, doing it rather quickly! Most diseases don't even rob people of 10 mhp / day.

Clearly the intent was that you'd be storing current hit points, not maximum (storing maximum hp wouldn't even be mechanically beneficial, if you think about it).


Draco18s wrote:

If the hit points that were transfered were maximum hit points then the item would fall under the "cursed" listing. Because it doesn't say that it gives them back after the 24 hour period. It says that they "last 24 hours." So if you were storing maximum HP, you'd be slowly killing yourself. Or actually, doing it rather quickly! Most diseases don't even rob people of 10 mhp / day.

Clearly the intent was that you'd be storing current hit points, not maximum (storing maximum hp wouldn't even be mechanically beneficial, if you think about it).

I never even mentioned max HP. You sacrifice current HP to store into the Shawl. I said you store Hit Points (your life energy) into the Shawl; people were saying the Shawl hit points just sprout out of thin air, which is hardly the intent of the item. Ironically enough, following that same intent just makes the item absolutely pointless to have. You're essentially 10 hit points less from your maximum every time just so you can get a slight heal, and many people try to use it as a free "Oh, I'm stabilized" thing (which may instead put you back up to positive hit points and bring you back to square 1).

Is that headache, risk, and intently-assumed pointlessness really worth 1,000 gold, over an item that's guaranteed to work properly in an area hard to improve and pulls out much better results?

The Exchange RPG Superstar 2010 Top 16

1 person marked this as a favorite.

"...people were saying the Shawl hit points just sprout out of thin air, which is hardly the intent of the item."

That's not what I was reading. Rather, that hit points stored in the shawl can be healed by some other means, while the shawl is active. (So, have it leech 10 hit points, and then have the party's sorcerer cast infernal healing on you. You're good as new, with an additional bank of 10 "emergency hit points" in the shawl.)

Darksol, I understand the rules to allow healing of the damage while wearing the shawl. I can appreciate your ruling otherwise, but I think you're stretching flavor-text to cover rules cruft. In any case, it would appear to be an open question, at least in some people's interpretation. The OP should ask for a GM ruling.

"...a complete weakling subject to their every whim." Because of a -2 modifier to two saving throws? That strikes me as a bizarre over-reaction.


Darksol the Painbringer wrote:
I never even mentioned max HP. You sacrifice current HP to store into the Shawl. I said you store Hit Points (your life energy) into the Shawl; people were saying the Shawl hit points just sprout out of thin air, which is hardly the intent of the item. Ironically enough, following that same intent just makes the item absolutely pointless to have. You're essentially 10 hit points less from your maximum every time just so you can get a slight heal, and many people try to use it as a free "Oh, I'm stabilized" thing (which may instead put you back up to positive hit points and bring you back to square 1).

No one said that hitpoints sprout from thin air...

Quote:
You misunderstand the item. Here's how it works: You put in 10 HP. You then heal 10 HP from some other source. You're at full HP, down one or two cure light wounds. Then, when you get hit (but don't die), you get healed for 10 points without anyone spending an action.

Silver Crusade

Magda has worn a Shawl of Life Keeping through about 40 PFS adventures. The 10 HP of emergency healing has brought her back from being unconscious twice (both times it happened). No actual verified saves-from-death, although one of those negative-HP incidents might have resulted in death.

If Quick Runners shirt were PFS legal it would be the better option, especially at high levels. That's probably why it was banned from PFS play.

The way to use the Shawl is to drain 10 HP into it at bedtime, heal yourself back to full, then sleep and regain powers. The next day you have 10 HP emergency healing.


Draco18s wrote:
Darksol the Painbringer wrote:
I never even mentioned max HP. You sacrifice current HP to store into the Shawl. I said you store Hit Points (your life energy) into the Shawl; people were saying the Shawl hit points just sprout out of thin air, which is hardly the intent of the item. Ironically enough, following that same intent just makes the item absolutely pointless to have. You're essentially 10 hit points less from your maximum every time just so you can get a slight heal, and many people try to use it as a free "Oh, I'm stabilized" thing (which may instead put you back up to positive hit points and bring you back to square 1).

No one said that hitpoints sprout from thin air...

Quote:
You misunderstand the item. Here's how it works: You put in 10 HP. You then heal 10 HP from some other source. You're at full HP, down one or two cure light wounds. Then, when you get hit (but don't die), you get healed for 10 points without anyone spending an action.

The "some other source" isn't properly defined anywhere, nor is it expanded upon differently in the item description, so it's something "sprouted from thin air" if you state otherwise, because it's made up and doesn't follow the RAW regarding the item description, which says you "transfer some of [your] life energy into the shawl," mechanically clarified as "up to 10 hit points."

Chris Mortika wrote:
That's not what I was reading. Rather, that hit points stored in the shawl can be healed by some other means, while the shawl is active. (So, have it leech 10 hit points, and then have the party's sorcerer cast infernal healing on you. You're good as new, with an additional bank of 10 "emergency hit points" in the shawl.)

Never said you couldn't restore hit points you lose from transferring them into the shawl. What I said is that each time you use this item you start off 10 hit points less (from your total). Even if you try to reimburse it, that still costs spell slots, despite how low they may be, and to be honest, at the levels you can first get this item, it takes up a good chunk of your hit points (Warpriest only gets D8, so average 4.5 health per level), and spell slots are extremely precious. By the time you can use this item on a fairly regular basis, the 10 hit points won't make that much of a difference when you're getting downed by a Critical or a Save/Die spell.

If you think people complaining about having a -2 modifier to saving throws is an overreaction, you'd have a field day with the other forum people saying Fighters can't function without investing into Iron Will feats. It adds up, and can make or break survival and dying, so it's nothing to scoff at.

@ Magda: I didn't realize the OP specified this to be a PFS game? I assumed since he has the choice of getting one or the other that it wasn't.

Of course, if an item is only useful on an average of 1 out of 20 battles, whereas the Quick Runner's Shirt would be useful in just about every battle (okay, perhaps a bit too useful given it's 1/day usage, but it's not like you can't spend more money to get more uses/day out of it), it's quite obvious which item would serve you the most, and the best.

If we want to bring in subjects that should be banned from PFS play, why not all full-BAB classes, since apparently Crane Wing is OP, but spells of all levels that one-shot entire encounters is okay.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Shawl of Life-Keeping or Quickrunner's Shirt? All Messageboards

Want to post a reply? Sign in.