Dimminsy |
1 person marked this as FAQ candidate. |
There are 6 threads mentioning this item on the forum and none of them that I saw cleared up the question.
Source Ultimate Equipment pg. 273
Aura moderate abjuration; CL 8th
Slot wrist; Price 8,000 gp; Weight 2 lbs.
Description
Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 deflection bonus to AC while the wearer is wielding a double weapon or two weapons (not including natural weapons or unarmed attacks). In addition, once per round, when attacking with an off-handed weapon, the wearer can reduce any penalties on attack rolls made with that weapon by 2.
If one had taken the full TWF feat tree, gaining 3 offhand attacks, would this item negate a -2 from all the offhand attacks or just one of them? "Once per round" and "reduce any penalties on attack rolls" is enough ambiguity to make me wonder. This item is PFS legal and I'm looking to ensure my attacks usually land.
Thanks in advance!
Dimminsy |
I am using a double weapon so my offhand will always be the same weapon. I originally thought it only applied to one offhand attack per round but then I looked at the Cracked Pale Green Prism that gives a +1 to all attacks for half the price. That's a slotless typed bonus while Duelist Vambraces are slotted with a penalty reduction (basically untyped bonus) and only apply to at max half your attacks for double the price but double the benefit on a niche item.
Kind of interesting that the attack bonus on my offhand will/would be greater than my mainhand. If I were to take Double Slice it would be better to make my "offhand" my better enchanted weapon when not hasted.
Owen K. C. Stephens Modules Overlord |
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This is not an official answer.
Since it says once per round, I'd say you only get it for one attack. However, it is possible for a single attack to get multiple attack rolls, such as when confirming a critical threat. In that case you get to reduce the penalty to all attack rolls associated with that single attack.
Umbranus |
This is not an official answer.
Since it says once per round, I'd say you only get it for one attack. However, it is possible for a single attack to get multiple attack rolls, such as when confirming a critical threat. In that case you get to reduce the penalty to all attack rolls associated with that single attack.
Good point. Did not think about this.
Dimminsy |
I'll already be adding 6-10 damage from Risky Striker vs Large+ enemies or Medium+ if I'm Tiny and I'll be using Arcane Strike with my swift actions to add another 3-5 on each hit. Plus things with acid resist (while not common) would basically negate it since the damage is not multiplied on a crit. I did really consider those gloves though.
What made me decide against those gloves was I'll be attacking with 7-8 attacks myself with haste and then another 4-5 with my An.C. with haste. With that many dice I don't want to add another d6 to each of my attack rolls for the sake of convenience.
Dimminsy |
Huh, I just noticed. The Deliquescent Gloves use up the hand slot while the Duelist's Vambraces use the wrist slot so they can be combined. I thought they used the same slot so I might just end up using both. Pretty cheap for what they do. Longarm Bracers could also be an option for those times I don't want to provoke as much from an enemy.
Umbranus |
They are very situational. You have to confirm a crit and forgo the damage to create the mark which then adds a moral bonus to hit and damage vs. that creature.
The combat has to last for a while for them to be better than the Deliquescent Gloves. Except when fighting acid resistant foes. Then the new ones are better. But in the same way you could argue that the gloves of marking are worse if someone already has something to give out moral bonuses. Like the flagbearer feat.
shroudb |
They are very situational. You have to confirm a crit and forgo the damage to create the mark which then adds a moral bonus to hit and damage vs. that creature.
The combat has to last for a while for them to be better than the Deliquescent Gloves. Except when fighting acid resistant foes. Then the new ones are better. But in the same way you could argue that the gloves of marking are worse if someone already has something to give out moral bonuses. Like the flagbearer feat.
a single crit (and with 6+ attacks while twf...) will give the WHOLE PARTY +2 attack, +2 damage and may inflict -2attack -2saving throws -2 skill check -2 ability check, with a scaling DC based on your main attack stat.
vs 1d6 acid damage.
i fail to see why they aren't leaps and bounds better.
even if the shaken wasn't even there, the +2attack +2damage is >1d6 acid, and it needs a single crit for a whole minute. and it is for the whole party.
edit: you also forgo only the EXTRA damage of a crit. you do the normal attack damage.
Dimminsy |
I believe the Gloves of Marking would be good for rogues that are trying to help boost a ranged Bard's damage or be a team player or something else along those lines. It's more of a team support item for TWF fighters that have several martials in the group. The reason I say TWF is because the player has more attacks to succeed, more attacks to benefit from the bonus to-hit and damage, more likely to be Dex based, and could mark multiple enemies for a followup character to clean up. Also, rogues don't benefit nearly as much from crits compared to Strength based martials so that would boost its use even more. Morale bonuses aren't all that common after all.
However, I do agree for my particular build it's not as useful as another item but that's because I'm a Str Barbarian (even though I am TWFing). I'll keep the item in mind the next time I try out a character with sneak attack. Thanks for the info!