Reksew_Trebla |
For me, it'd have to be:
Human-Bane Merciful Sapping Furyborn AoMF
+4 Staunching Invulnerability BoA.
Taking 5 less damage and removing the biggest source of damage (up to 4 points) in real life, which is bleed damage (most slashing and piercing wounds in real life inflict bleed damage automatically, and significant bludgeoning wounds in real life can also inflict internal bleed damage).
In addition, Human-Bane is because I could never bring myself to hurt an animal, so something more universal would be inferior to Human-Bane, Merciful is so I never accidentally inflict lethal damage once I become good enough at fighting, Sapping is so I can inflict extra nonlethal damage, and Furyborn is so I can still get up to a +5 (+7 vs humans) enhancement bonus on my attacks.
What about you? What would you put on these items if you had them in real life?
Temperans |
Sell them, convert them to actual money, spend that money on an investment fund that feeds me an my family for life. Maybe spend some of it on a few trips.
If I could not sell it... Well I would keep them as a fancy wall hanger without telling anyone how magical they are. The magic properties I would put on the amulet would be: Training (unarmed fighting), Defending, who knows. For the bracers I would put stuff that would let me not die if someone stabs or shoots me.
Phoebus Alexandros |
Honestly, I wouldn’t even load them up with fighting stuff. Assuming we get 64,000 gp to play with for a wrist slot item and 100,000 gp to play with for a neck slot, I’d deliberately avoid “vulgar display of power” items in favor of powers with every day utility or life-saving applications. I don’t want to be arrested and have my cool stuff taken from me!
Neck:
1. Hand of the Mage (900 gp): very minor telekinesis, but at-will.
2. Greater Aegis of Recovery (3,750 gp): a one-time life-saver, literally.
3. Periapt of Health (7,500 gp): immunity to disease. Enough said.
4. Amulet of the Heavens (8,000 gp): never get lost, hinder people meaning you harm.
5. Necklace of Adaptation (9,000 gp): breathe anywhere, no matter one’s surroundings. No drowning!
6. Medallion of Thoughts (12,000 gp): not to be abused, only for exceptional circumstances.
7. Periapt of Wound Closure (15,000 gp): stabilizes you in the event of near death AND allows your body to heal when that wouldn’t be possible? Yes, please!
8. Periapt of Proof Against Poison (27,000 gp): seeing as how Pathfinder rolls venoms and toxins under “poison,” yes please!
9. If I HAD to put some fighting stuff on this, I’d have this neck item act as an Amulet of Mighty Fists +2, conferring the Bane (Human) and Merciful abilities to unarmed attacks, leaving me with 850 gp to spare.
Wrist:
1. Sleeves of Many Garments (200 gp): always be dressed for success.
2. Decorum Band (1,000 gp): never put your foot in your mouth again.
3. Vambraces of Defense (6,000 gp): 1/day, deflect a bullet.
4. Bracers of the Glib Entertainer (7,900 gp): always be great at karaoke, and 1/day talk your way past any situation (that doesn’t last more than 70 minutes).
5. Fate-Woven Braid of the Norns (9,000 gp): how often do you roll a natural 1 in real life? Spare yourself humiliation or outright catastrophe 3/day!
6. Vambraces of the Djinni (18,900 go): be Invisible Man and gain limited flying abilities for 5 minutes/day.
7. Bracelet of Friends (19,000 gp): teleport a loved one to your location for four times. That’s a life-saver, and leaves me with 2,000 gp to spare.
zza ni |
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i would go with functional things that don't necessary involve fighting:
the bracers : +1(must have +1 to start with) ,evolving (mostly for the flexible resistance for 30 min, but swim speed and gills can also be fun), dread wings (because flying is awesome!), Calming (mostly so my cat would let me pet her without scratching me).
the amulet:
frost, flaming (get my cold drinks when i want them and cookout without a grill? the BBQ is set!), shock, Grounding (there has gota be a way to harness these to form some kind of a generator\power supply, bye-bye electric bill!) and Breaking (for when you really must destroy an annoying inanimate object -alarm clock im looking at you!)
Belafon |
Since you specified the bracers and amulet, that takes a lot of options off the table that can only be put on certain types of weapons or armor (like dread wings) or that have a fixed-price cost instead of a +bonus equivalent. I can't find much that would be generally useful in everyday life. But here's what I'd go with:
Bracers:
+1
Evolving (in case a fire breaks out or I fall overboard)
Sensing (where is that light switch!)
Billowing (I'm not likely to have a building collapse on me, but why not get the added security?)
Calming (because the world has a short temper these days)
Stanching (because I have +1 left)
Amulet:
Bane (Human), Merciful, Sapping, Peaceful
If I do have to get into a fight, let's end it quickly and with regret.
zza ni |
unlike amulet of mighty fists that limit the kind of abilities to those that can be used with unarmed strike.
the armor bracers do not. they limit abilities with flat gp cost, but it care not if the ability call out for heavy\light\medium armor (or in case of the wings full plate or hellknight armor specifically). as far as i care (or the raw) the words "just as though he were wearing armor" cover any kind that might be needed.
so yea. the dread wings say that it can only be applied to full plate or hellknight armor. this is not not much different from the brawling ability that call out to only be applied to light armor or blaanced ability call for medium. it matter not for the wrists as they were never armor to begin with, but they act as one. and as it doesn't say which kind it act as any that is needed.
when the bracers of armor say to "see Table 3–3: Armor Special Abilities for a list of abilities" and only take out the flat gp cost abilities it include all the other. that include abilities only used with specific armor like light or heavy etc. (and yea, dread wings are not in said list. it didn't say "the list" but 'a list' which allow for other lists from other source books to add to it)
Temperans |
unlike amulet of mighty fists that limit the kind of abilities to those that can be used with unarmed strike.
the armor bracers do not. they limit abilities with flat gp cost, but it care not if the ability call out for heavy\light\medium armor (or in case of the wings full plate or hellknight armor specifically). as far as i care (or the raw) the words "just as though he were wearing armor" cover any kind that might be needed.so yea. the dread wings say that it can only be applied to full plate or hellknight armor. this is not not much different from the brawling ability that call out to only be applied to light armor or blaanced ability call for medium. it matter not for the wrists as they were never armor to begin with, but they act as one. and as it doesn't say which kind it act as any that is needed.
when the bracers of armor say to "see Table 3–3: Armor Special Abilities for a list of abilities" and only take out the flat gp cost abilities it include all the other. that include abilities only used with specific armor like light or heavy etc. (and yea, dread wings are not in said list. it didn't say "the list" but 'a list' which allow for other lists from other source books to add to it)
Yeah no I don't buy this logic, if the game says you need full plate unless the thing says it counts as full plate it doesn't. Bracers of armor don't count as any armor type and so it can only benefit from enchantments that don't require a specific armor type (That includes weight). There is also: Jason Bulmahn's opinion on it which is as close to an official FAQ as we can get.
There are still a lot of cool enchantment, but yeah can't really cheese it by getting Heavy fortification on something that is less than padded armor.