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nephandys |
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![Goblin](http://cdn.paizo.com/image/avatar/PZO1114-GoblinDressup_90.jpeg)
I hadn't noticed this before but Handwraps have the invested trait. This seems weird to me because they're basically just allowing monks to have an upgradeable weapon in the form of their fists or the weapon equivalent of Explorer's Clothing. Obviously, it's not a big deal, but I found it interesting and was curious about other people's thoughts.
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Ruzza |
![Golden Goblin Statue](http://cdn.paizo.com/image/avatar/c_golden_goblin_statue_fina.jpg)
To the best of my knowledge, weapons aren't invested as they're part of the required math of the game. It saves people from making choices like "belt of giant's strength or my weapon."
EDOT: Misread, handwraps DO have invested. Is that an AoN typo? That seems wrong.
FURTHER EDIT: If I have to defend invested on handwraps, I'd note that plenty of Attack maneuvers could be enhanced by having the handwraps. In a sense giving someone like a free-hand fighter a skill enhancer item. I don't love that explanation, but it's the only one I've got.
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HammerJack |
![Automaton Master Mold](http://cdn.paizo.com/image/avatar/PZO9545-Automaton_500.jpeg)
It isn't conceptually weird, since the handwraps are a magical item that carries the effects of the runes to any part of your body that you strike with, not just a contact surface that holds runes for itself and goes over your fist. So I wouldn't look at it and think "this must be an error"
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nephandys |
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![Goblin](http://cdn.paizo.com/image/avatar/PZO1114-GoblinDressup_90.jpeg)
FURTHER EDIT: If I have to defend invested on handwraps, I'd note that plenty of Attack maneuvers could be enhanced by having the handwraps. In a sense giving someone like a free-hand fighter a skill enhancer item. I don't love that explanation, but it's the only one I've got.
I don't think attack maneuvers get any item bonus from handwraps. They only benefit attack rolls and they don't have any of the maneuver traits so based on my understanding they wouldn't benefit.
It isn't conceptually weird, since the handwraps are a magical item that carries the effects of the runes to any part of your body that you strike with, not just a contact surface that holds runes for itself and goes over your fist. So I wouldn't look at it and think "this must be an error"
I don't think it's an error, but I do think it's weird. It's merely giving users of unarmed attacks their equivalent of an upgradeable weapon which is required given the game's math.
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Pixel Popper |
![Chuffy Lickwound](http://cdn.paizo.com/image/avatar/PZO9500-5-Chuffy.jpg)
Ruzza wrote:FURTHER EDIT: If I have to defend invested on handwraps, I'd note that plenty of Attack maneuvers could be enhanced by having the handwraps. In a sense giving someone like a free-hand fighter a skill enhancer item. I don't love that explanation, but it's the only one I've got.I don't think attack maneuvers get any item bonus from handwraps. They only benefit attack rolls and they don't have any of the maneuver traits so based on my understanding they wouldn't benefit.
Monk's Wolf Stance, Wolf Jaw attack has the Trip trait which would allow applying the Striking rune item bonus to Trip attempts with Handwraps invested. And there are other unarmed attacks with maneuver traits that also benefit even though the handwraps themselves do not have any maneuver traits.
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nephandys |
![Goblin](http://cdn.paizo.com/image/avatar/PZO1114-GoblinDressup_90.jpeg)
It's not strange, doubling rings also have invested and they are required for dual wielding to work.
Thanks for pointing that out. I didn't consider that this basically includes doubling rings simultaneously applicable to all your unarmed attack rolls regardless of which is used.
nephandys wrote:Monk's Wolf Stance, Wolf Jaw attack has the Trip trait which would allow applying the Striking rune item bonus to Trip attempts with Handwraps invested. And there are other unarmed attacks with maneuver traits that also benefit even though the handwraps themselves do not have any maneuver traits.Ruzza wrote:FURTHER EDIT: If I have to defend invested on handwraps, I'd note that plenty of Attack maneuvers could be enhanced by having the handwraps. In a sense giving someone like a free-hand fighter a skill enhancer item. I don't love that explanation, but it's the only one I've got.I don't think attack maneuvers get any item bonus from handwraps. They only benefit attack rolls and they don't have any of the maneuver traits so based on my understanding they wouldn't benefit.
Oh yeah! Totally didn't think about that.
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Paradozen |
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![Eyeball](http://cdn.paizo.com/image/avatar/eye.jpg)
Mechanically handwraps do have a slight advantage for some builds because they work on all unarmed attacks while a magic weapon only works on that weapon. So if you grab a ranged unarmed attack from ancestry, a piercing or slashing unarmed attack from a stance, and a backup fist attack for when you need bludgeoning damage, one weapon enhances all of these instead of needing to get your main magic weapon, your magic bow, and your backup magic weapon. Not sure it's a huge boon, but it is an advantage for some characters.
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Cydeth RPG Superstar 2012 Top 32 |
![Calistria](http://cdn.paizo.com/image/avatar/Calistria_final.jpg)
I'm not sure that it's unintentional. It allows you to buy one item that applies to all of your unarmed attacks, even if you have several options, which I think is neat.
...I may have been looking at how I could do a cat-themed automaton rogue with the eye ray and natural attacks all using a single set of handwraps. >_>
Edit: And beaten to the point.
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oholoko |
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![Churgri of Vapula](http://cdn.paizo.com/image/avatar/PZO9542-Churgri_90.jpeg)
Not I. Because my Animal Barbarian still needs to enhance his skills with item bonuses same as any weapon-wielder.
Note that doubling rings allow a character to save money, but the handwraps are required : there is zero alternative.
Armor is invested and is required. Also unnarmed attacks are an oddity in itself, can't be disarmed, some are always draw even in casual conversation.
I would rather they release more options instead of making handwraps not invested as they are kind of greater doubling rings for every unnarmed weapon you are using.
I would rather see more like the berserker cloak and keep the handwraps as they are.
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Kyrone |
![Rokova](http://cdn.paizo.com/image/avatar/PF20-05.jpg)
I would rather they release more options instead of making handwraps not invested as they are kind of greater doubling rings for every unnarmed weapon you are using.
I would rather see more like the berserker cloak and keep the handwraps as they are.
Like a tattoo? Working exactly like the handwraps but engraved on the body.
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oholoko |
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oholoko wrote:Like a tattoo? Working exactly like the handwraps but engraved on the body.
I would rather they release more options instead of making handwraps not invested as they are kind of greater doubling rings for every unnarmed weapon you are using.
I would rather see more like the berserker cloak and keep the handwraps as they are.
Oh yeah a tattoo would be awesome. But I was thinking more on the lines of boxing gloves, mouthpieces.
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The Raven Black wrote:Not I. Because my Animal Barbarian still needs to enhance his skills with item bonuses same as any weapon-wielder.
Note that doubling rings allow a character to save money, but the handwraps are required : there is zero alternative.
Armor is invested and is required. Also unnarmed attacks are an oddity in itself, can't be disarmed, some are always draw even in casual conversation.
I would rather they release more options instead of making handwraps not invested as they are kind of greater doubling rings for every unnarmed weapon you are using.
I would rather see more like the berserker cloak and keep the handwraps as they are.
Armor fundamental runes do not have the Invested trait.
Even if they did, the only way to benefit from a Resilient rune would then be through the invested armor. Whereas benefitting from a Striking rune only requires investment for unarmed attacks. So, yes, it is an investment tax.
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Onkonk |
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Alchemic_Genius |
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![Desna](http://cdn.paizo.com/image/avatar/Desna_final.jpg)
Just my 2 cp:
Weapons lacking the invested trait is basically there so that you can freely swap between weapons for the types of players that like to "golf bag" and carry multiple weapons (this playstyle is very popular at my table). Handwraps are probably invested because they hit all of your unarmed attacks and not just one, and it's pretty easy to get 2-3 unarmed attacks if you're pursuing that route. Armor isn't likely to be changed during combat, except maybe for a light armor character to don armor during a night ambush.
Imo, I'm not a huge fan of the investment system as it is, but it does have some internal consistency here
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oholoko wrote:The Raven Black wrote:Not I. Because my Animal Barbarian still needs to enhance his skills with item bonuses same as any weapon-wielder.
Note that doubling rings allow a character to save money, but the handwraps are required : there is zero alternative.
Armor is invested and is required. Also unnarmed attacks are an oddity in itself, can't be disarmed, some are always draw even in casual conversation.
I would rather they release more options instead of making handwraps not invested as they are kind of greater doubling rings for every unnarmed weapon you are using.
I would rather see more like the berserker cloak and keep the handwraps as they are.Armor fundamental runes do not have the Invested trait.
Even if they did, the only way to benefit from a Resilient rune would then be through the invested armor. Whereas benefitting from a Striking rune only requires investment for unarmed attacks. So, yes, it is an investment tax.
As noted by another poster, armor gains the invested trait when it has runes: Presumably, they didn't want to give runes the invested trait because it is only one investment slot for the entire armor regardless of how many runes it has.
Beyond that, I believe the point other posters are trying to make is that the gloves (and to a lesser extent the rings) are a 'tax' on a specific build, while magic armor is a tax on literally everyone and therefore reasonably fair (unless you are sacrificing one of your top level spell slots every day for a Mage Armor spell, everyone has 9 slots to play with after equipping their armor, while unarmed attack builds only get 8 to play with after equipping their mandatory handwraps).
On a practical level, this really doesn't seem like a significant issue: 10 investment slots is generally plenty.
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Pixel Popper |
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Note that doubling rings allow a character to save money, but the handwraps are required : there is zero alternative.
Doubling Rings cost 50 gp. in addition to the price for 2+ weapons and one set of runes. Handwraps of Mighty Blows +1 costs 35 gp., the price of a Potency Rune +1. For unarmed attacks, you are literally only paying the price for the runes, including property runes that apply to all unarmed attacks, plus an invested item slot.
In that context, the lack of an alternative isn't a concern IMO. I'm more concerned with the expense of runing weapons with Doubling Rings and needing multiple Potency Runes on different weapons to get the use of different Property Runes Returning on my Starknife and Corrosive on my Rapier, for instance.
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The Raven Black wrote:Note that doubling rings allow a character to save money, but the handwraps are required : there is zero alternative.Doubling Rings cost 50 gp. in addition to the price for 2+ weapons and one set of runes. Handwraps of Mighty Blows +1 costs 35 gp., the price of a Potency Rune +1. For unarmed attacks, you are literally only paying the price for the runes, including property runes that apply to all unarmed attacks, plus an invested item slot.
In that context, the lack of an alternative isn't a concern IMO. I'm more concerned with the expense of runing weapons with Doubling Rings and needing multiple Potency Runes on different weapons to get the use of different Property Runes Returning on my Starknife and Corrosive on my Rapier, for instance.
The doubling rings allow you to swap weapons so that you can hit weaknesses based on damage type or special material. Sword and board even use them with runes on a shield boss or spikes so they can enjoy this benefit. Handwraps does not get you this. And the difference in price is spare change pretty quickly.
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thewastedwalrus |
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![Mathezic](http://cdn.paizo.com/image/avatar/PZO9542-Mathezic_500.jpeg)
Whatever the answer, it would be nice to also know for paizo the reason.
I mean, I don't really care whether being able to apply it to all maneuvers would be worth an "invested" slot, but if that's the reason or anything else.
Eventually, a typo.
Kinda off giving unarmed characters a one less slot.
It seems pretty evident that handwraps are invested because they're a worn item instead of a held item. Virtually all worn items are invested and all held items are not.
Breaking consistency there just because it works similarly to a weapon doesn't seem worth the effort and complexity cost. Even something like a necklace of fireballs has the invested trait.
And in the end, it's just one of ten potential invested items anyways.
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nephandys |
![Goblin](http://cdn.paizo.com/image/avatar/PZO1114-GoblinDressup_90.jpeg)
HumbleGamer wrote:Whatever the answer, it would be nice to also know for paizo the reason.
I mean, I don't really care whether being able to apply it to all maneuvers would be worth an "invested" slot, but if that's the reason or anything else.
Eventually, a typo.
Kinda off giving unarmed characters a one less slot.
It seems pretty evident that handwraps are invested because they're a worn item instead of a held item. Virtually all worn items are invested and all held items are not.
Breaking consistency there just because it works similarly to a weapon doesn't seem worth the effort and complexity cost. Even something like a necklace of fireballs has the invested trait.
And in the end, it's just one of ten potential invested items anyways.
It could be due to them being worn but I think it's more likely the application of runes to all unarmed attacks. If it's solely due to being worn then why aren't Gauntlets invested items? Knuckle Dusters? What is and is not worn could devolve into a game of semantics but I think it's the greater benefits provided by the hand wraps rather than their worn nature.
I always assumed it's the case, but does Explorer's Clothing with Runes gain the Invested Trait considering it's not armor?
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graystone |
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HumbleGamer wrote:Whatever the answer, it would be nice to also know for paizo the reason.
I mean, I don't really care whether being able to apply it to all maneuvers would be worth an "invested" slot, but if that's the reason or anything else.
Eventually, a typo.
Kinda off giving unarmed characters a one less slot.
It seems pretty evident that handwraps are invested because they're a worn item instead of a held item. Virtually all worn items are invested and all held items are not.
Breaking consistency there just because it works similarly to a weapon doesn't seem worth the effort and complexity cost. Even something like a necklace of fireballs has the invested trait.
And in the end, it's just one of ten potential invested items anyways.
If you're going to hang your hat on worn or not, why not look at the closest item, a weapon that's worn. Do gauntlets and spiked gauntlets need investing because they are worn?
For unarmed attacks, you are literally only paying the price for the runes, including property runes that apply to all unarmed attacks, plus an invested item slot.
Take a look at Eldritch Nails once: you can enchant your nails with the exact same restrictions, effects, and cost of handwraps but only for the claws... So they think the price is fine for a single unarmed attack.
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thewastedwalrus |
![Mathezic](http://cdn.paizo.com/image/avatar/PZO9542-Mathezic_500.jpeg)
thewastedwalrus wrote:If you're going to hang your hat on worn or not, why not look at the closest item, a weapon that's worn. Do gauntlets and spiked gauntlets need investing because they are worn?
It seems pretty evident that handwraps are invested because they're a worn item instead of a held item. Virtually all worn items are invested and all held items are not.Breaking consistency there just because it works similarly to a weapon doesn't seem worth the effort and complexity cost. Even something like a necklace of fireballs has the invested trait.
And in the end, it's just one of ten potential invested items anyways.
A weapon with the free-hand trait is technically not a 'worn item', rather a wielded weapon that leaves your hand free to do anything else. The worn item vs held item invested difference is very much between the definitions of those terms by the rules of the game.
For what it's worth, I find the lack of exceptions to this unwritten rule makes tracking investment easier during play.
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graystone |
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A weapon with the free-hand trait is technically not a 'worn item'
They are described as worn. Gauntlet "A pair of these metal gloves comes with full plate, half plate, and splint armor; they can also be purchased separately and worn with other types of armor."
Worn Items "This section includes magic items you wear."
Held Items "These items need to be held to use them."
Free-Hand "
This weapon doesn't take up your hand, usually because it is built into your armor."
Under the definitions, free hand weapons have more in common with the handwraps than they do with the average held weapon: that was the only point I was making.
For what it's worth, I find the lack of exceptions to this unwritten rule makes tracking investment easier during play.
There are though: for instance Snowshoes of the Long Trek are worn but not invested while a Deepdread Claw is an invested weapon. There are more on BOTH sides too.
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thewastedwalrus |
![Mathezic](http://cdn.paizo.com/image/avatar/PZO9542-Mathezic_500.jpeg)
thewastedwalrus wrote:A weapon with the free-hand trait is technically not a 'worn item'They are described as worn. Gauntlet "A pair of these metal gloves comes with full plate, half plate, and splint armor; they can also be purchased separately and worn with other types of armor."
Worn Items "This section includes magic items you wear."
Held Items "These items need to be held to use them."
Free-Hand "
This weapon doesn't take up your hand, usually because it is built into your armor."Under the definitions, free hand weapons have more in common with the handwraps than they do with the average held weapon: that was the only point I was making.
To be fair here though, you do invest gauntlets if they're worn as part of a magic suit of armor. You just don't have to invest them if they're only used for the attack.
thewastedwalrus wrote:For what it's worth, I find the lack of exceptions to this unwritten rule makes tracking investment easier during play.
There are though: for instance Snowshoes of the Long Trek are worn but not invested while a Deepdread Claw is an invested weapon. There are more on BOTH sides too.
Yeah, I went with 'virtually' because I figured there had to be a few items out there I wasn't familiar with. Thanks for pointing out those few, I'd be interested in any more if you know them.
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graystone |
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To be fair here though, you do invest gauntlets if they're worn as part of a magic suit of armor.
Only is it's full plate, half plate, and splint armor: you can wear magic scale mail with them not invested.
Yeah, I went with 'virtually' because I figured there had to be a few items out there I wasn't familiar with. Thanks for pointing out those few, I'd be interested in any more if you know them.
Deepdread Claw, Gearblade and Nightmare Cudgel are invested weapons and Manacles of Persuasion, Diviner's Nose Chain, Razmiri Wayfinder, Hat of Many Minds and Snowshoes of the Long Trek are non-invested worn items. Red-Rib Gill Mask is a non-invested worn consumable, so it's understandable why it's not invested.
PS: also, if you look at specific weapons of gauntlets, they have "Usage worn", Heedless Spurs on the feet and Cinderclaw Gauntlet on a hand.
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thewastedwalrus wrote:To be fair here though, you do invest gauntlets if they're worn as part of a magic suit of armor.Only is it's full plate, half plate, and splint armor: you can wear magic scale mail with them not invested.
thewastedwalrus wrote:Yeah, I went with 'virtually' because I figured there had to be a few items out there I wasn't familiar with. Thanks for pointing out those few, I'd be interested in any more if you know them.Deepdread Claw, Gearblade and Nightmare Cudgel are invested weapons and Manacles of Persuasion, Diviner's Nose Chain, Razmiri Wayfinder, Hat of Many Minds and Snowshoes of the Long Trek are non-invested worn items. Red-Rib Gill Mask is a non-invested worn consumable, so it's understandable why it's not invested.
PS: also, if you look at specific weapons of gauntlets, they have "Usage worn", Heedless Spurs on the feet and Cinderclaw Gauntlet on a hand.
Most of these are probably misprints (except the manacles, which wouldn't really work if the wearer could just choose to not invest them).
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graystone |
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Most of these are probably misprints (except the manacles, which wouldn't really work if the wearer could just choose to not invest them).
What's the point of saying "Most have the invested trait" if we assume every one has it and if it doesn't, it's an error. Wouldn't that mean the phrase "Most have the invested trait" is then the error?
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Taja the Barbarian wrote:Most of these are probably misprints (except the manacles, which wouldn't really work if the wearer could just choose to not invest them).What's the point of saying "Most have the invested trait" if we assume every one has it and if it doesn't, it's an error. Wouldn't that mean the phrase "Most have the invested trait" is then the error?
There is a general (if unwritten) rule:
Weapons are not invested.Consumables are not invested.
Worn Items (that are not Weapons or Consumables) are invested.
Of the worn items you listed:
- Manacles of Persuasion (Gods and Magic) - this definitely makes sense as an exception since the 'wearer' doesn't actually want to activate this item.
- Diviner's Nose Chain (PFS Guide) - Gives you an extra sense without occupying an 'item slot' so it's just a free scent ability for higher level characters. 95% chance of a misprint, 5% chance of just a really bad idea...
- Razmiri Wayfinder (PFS Guide) - Of all the wayfinders, only this one isn't invested?
- Hat of Many Minds (Secrets of Magic) - This might be a legitimate exception as it seems primarily intended for downtime use, but there is no indication of the actual intent (a common failing these days).
- Snowshoes of the Long Trek (PFS Guide) - Like the Nose Chain, this item doesn't even take an official 'item slot' on the body, which I guess makes sense (I believe snowshoes are basically worn over your boots). Making these items non-invested might make sense if you are expected to de-equip / re-equip them during the day (removing an invested item breaks the investment) but it still seems more likely to be a misprint to me.
As for the Invested Weapons you listed, please note that two of the three are from the same AP volume and that the rules seem to indicate you'd probably lose the investiture each time you put the weapon down (as non-worn items, it's a bit unclear of course): Source
Core Rulebook pg. 531 2.0
You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you’re still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit.
Overall, I feel 'misprint' is the most likely explanation for all of these item (except the manacles, which are weird enough from a game mechanic perspective to require a specific exception to the general rule).
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graystone |
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There is a general (if unwritten) rule:
Weapons are not invested.
Consumables are not invested.
Worn Items (that are not Weapons or Consumables) are invested.
They are usually so, yes. That in no way means 'always': in fact you even have the rules for worn come out and say "most" and that means it's not an absolute. Again, if you insist they MUST be mistakes, then the text itself is a mistake when it says "most".
As for the Invested Weapons you listed, please note that two of the three are from the same AP volume and that the rules seem to indicate you'd probably lose the investiture each time you put the weapon down (as non-worn items, it's a bit unclear of course):
This isn't absolute as things like Aeon Stones exist that aren't worn and are invested. And then look at the Blazons of Shared Power: 2 parts of it ARE attached to weapons and it works fine. Or a Walking Cauldron: do you think the RAI is that you MUST wear this one? Golem Stylus, Thousand-Blade Thesis and Scroll Case of Simplicity are held invested item too.
The categories you listed aren't as neatly divided as you make it out to be.
Overall, I feel 'misprint' is the most likely explanation for all of these item (except the manacles, which are weird enough from a game mechanic perspective to require a specific exception to the general rule).
Overall, I feel there are too many exceptions for it to be simple 'misprints'. Multiple adventures and multiple hard cover books list items that don't conform to 'Weapons are not invested and Worn Items are invested.'
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Staffan Johansson |
Looking through just the core book, I think almost every item that's not a consumable or a structure either requires hands or investiture. The one exception I can think of is free-hand weapons, and the way I see it free-hand is a weapon trait that's accounted for in the weapon's power budget. And a runed-up gauntlet only helps with attacks made with that gauntlet, not any other unarmed attack.
Also, handwraps affect all your unarmed attacks. A monk could in theory get multiple stances that let them use different styles for different situations (just like another character would use different weapons for different situations), and handwraps would help all of them. You also have characters with multiple unarmed attacks, such as some animal instinct barbarians, who gain benefits to all of them. This is essentially the same as dual-wielding, which either requires getting multiple runed-up weapons or a doubling ring (which also requires investiture). This could also apply to e.g. iruxi with the right feats, and probably some other ancestries as well.
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![Cilios](http://cdn.paizo.com/image/avatar/11UndeadCleric.jpg)
Looking through just the core book, I think almost every item that's not a consumable or a structure either requires hands or investiture. The one exception I can think of is free-hand weapons, and the way I see it free-hand is a weapon trait that's accounted for in the weapon's power budget. And a runed-up gauntlet only helps with attacks made with that gauntlet, not any other unarmed attack.
Also, handwraps affect all your unarmed attacks. A monk could in theory get multiple stances that let them use different styles for different situations (just like another character would use different weapons for different situations), and handwraps would help all of them. You also have characters with multiple unarmed attacks, such as some animal instinct barbarians, who gain benefits to all of them. This is essentially the same as dual-wielding, which either requires getting multiple runed-up weapons or a doubling ring (which also requires investiture). This could also apply to e.g. iruxi with the right feats, and probably some other ancestries as well.
I do not enjoy that the unarmed builds that have a single unarmed attack, ie most of them, are penalized with one less invested slot just because some very specific builds would otherwise benefit from handwraps for several of them (most often 2 I think).
Note also that doubling rings allow you to freely change the 1-handed melee weapon that benefits from runes so that you benefit from a high versatility of traits and materials. Even if you have more than 1 unarmed attack, you just cannot benefit from a similar versatility with handwraps. And yet the investment cost is the same.
TBH, except for some specific builds that are centered on unarmed attacks, it is far more efficient for a melee character to use weapons. And you avoid the added investment cost.
TBT I discovered the investment cost thanks to this thread and I don't find it justified one bit. It only feels like an invested item tax.
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Staffan Johansson |
I do not enjoy that the unarmed builds that have a single unarmed attack, ie most of them, are penalized with one less invested slot just because some very specific builds would otherwise benefit from handwraps for several of them (most often 2 I think).
A very large portion of monk builds have at least two unarmed attacks: Powerful Fist and one granted by a stance. In the campaign I'm running, there have been plenty of times when the monk PC has been using Powerful Fist instead of Tiger Claw, either because the action economy to assume the stance hasn't been there or because bludgeoning damage has been a better option than slashing damage. He recently also took the Wild Winds Initiate feat, giving him a third unarmed option, this time to attack from range. Handwraps help him with all three attack options.
That said, the main reason handwraps are invested is that they are worn items, not wielded ones.
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nick1wasd |
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My main question will all of this Investment talk is... How often do you actually run into the 10 item cap? I've had a few middling/highish level games (8-12) and the most invested items anyone got was 6. Sure at mega high levels (17+)you'll probably have all those taken up, maybe, but if you pick up stances/attacks with a maneuver trait, you can skip out on a skill item to boost athletics unless you plan on using a maneuver that isn't found on your attack's trait list. What would it really change if they made Handwarps unique in not needing investment? Not much in my experience (which is limited to < level 12 play, to be fair)
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Captain Morgan |
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Pixel Popper wrote:The doubling rings allow you to swap weapons so that you can hit weaknesses based on damage type or special material. Sword and board even use them with runes on a shield boss or spikes so they can enjoy this benefit. Handwraps does not get you this. And the difference in price is spare change pretty quickly.The Raven Black wrote:Note that doubling rings allow a character to save money, but the handwraps are required : there is zero alternative.Doubling Rings cost 50 gp. in addition to the price for 2+ weapons and one set of runes. Handwraps of Mighty Blows +1 costs 35 gp., the price of a Potency Rune +1. For unarmed attacks, you are literally only paying the price for the runes, including property runes that apply to all unarmed attacks, plus an invested item slot.
In that context, the lack of an alternative isn't a concern IMO. I'm more concerned with the expense of runing weapons with Doubling Rings and needing multiple Potency Runes on different weapons to get the use of different Property Runes Returning on my Starknife and Corrosive on my Rapier, for instance.
Handraps let you switch damage types as well if you have multiple unarmed attacks. Unarmed also have other advantages in keeping hands free and often don't require actions to draw. They also don't eat up bulk, which doesn't always feel relevant until you need to retreat while carrying an unconscious body.
For animal barbarians specifically, Many totems get multiple damage types by default. Cats can hit all 3 for example. Many barbarian feats are essentially nonfunctional without free hands, like anything involving climbing or grappling. And of course there's the AC bonus and the excellent pounce. You really get quite a bit for that investment slot.
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Captain Morgan |
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Animal Barbarians specifically need an action (Rage) to access their unarmed attacks. And at low levels, they have to Rage before someone casts Magic Fang for them. They cannot just delay after an ally casts Magic Weapon like their weapon-toting friends do.
And normal barbarians need an action to rage and occasionally a second action to draw their weapons.
And the free hands (plural, which means you can use a shield and still maneuver) is one of several things that brings animal totems on par or better, IMO. It is probably the second best instinct.
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Until you need weapons of Cold Iron, Silver or Adamantine. Of course you might use Silversheen or Cold Iron Blanch, if they were not weapon-only that is.
And I forgot the Shifting rune, that you can put on Handwraps for no benefit while your weapon-using friends choose the best traits for their attacks all day long.
BTW, how often do you start an encounter without weapons drawn ? In my PFS experience, I would say maybe 10-15% of the time. So, not that great of an advantage really.
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Captain Morgan |
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Until you need weapons of Cold Iron, Silver or Adamantine. Of course you might use Silversheen or Cold Iron Blanch, if they were not weapon-only that is.
And I forgot the Shifting rune, that you can put on Handwraps for no benefit while your weapon-using friends choose the best traits for their attacks all day long.
BTW, how often do you start an encounter without weapons drawn ? In my PFS experience, I would say maybe 10-15% of the time. So, not that great of an advantage really.
Special material weapons are really expensive to keep up with your runes. They are great if you have them when you need them, but they aren't exactly a standard assumption of the power budget. If you find a cold iron weapon it will usually come in handy, but not being able to use cool weapons you find is a legit drawback to unarmed or finesse builds. And they get a lot of other loot they can use better: potions, bombs, shields...
Shifting is neat, but by level 8 it is competing with constant damage buffs like flaming. I wouldn't prioritize it unless you needed to smuggle weapons in somewhere, which is a non-issue for unarmed builds.
Yes, you usually can start fights with your weapons drawn... But not always. You also may need to drop a hand or two off a weapon when you are knocked out, when you drink a potion, when you need to open a door... Start of combat is probably the least interesting example.