The Amulet of Health: A Must-Have Item for Every Pathfinder Player

By admin

In the Pathfinder role-playing game, an amulet of health is a powerful magical item that can greatly enhance a character's vitality and resilience. This amulet acts as a protective charm, granting its wearer an increased constitution score, which in turn can lead to a higher hit point total and better fortitude saves. It is a prized possession for adventurers who seek to improve their durability and survivability in combat. The amulet of health comes in different levels, ranging from +2 to +6, each providing a different level of enhancement to the wearer's constitution score. The higher the bonus, the greater the benefits it bestows. The amulet of health is typically worn around the neck, serving as a constant reminder of the character's enhanced physical prowess.



Thread: Quick question on stat modifying items within FGU

One of my party was lucky enough recently to acquire an "Amulet of Health" - in 5th edition, it raises your con to 19 if it is not there already.

I have assigned him the item, he has identified it and equipped it, but there is no stat change showing on the main char screen.. Is this something I need to set manually? I also had a similar problem with a ring of protection +1 - it SHOULD add +1 to AC and +1 to saving throws. However, I had to manually adjust the AC and have to remember that the char gets +1 on saves.


Anyone any ideas?

May 25th, 2020, 14:51 #2 Moderators
Immortal
Supreme Deity Join Date Dec 2014 Location Scotland Posts 20,400

Yes, you'll need to use effects. Generally magic items like this don't automatically do anything when equipped (apart from weapons and armour).

For the amulet of health the effect will be CON: x where x is the difference between 19 and the players current CON and for the ring it will be SAVE: 1; AC: 1.

If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here http://fgapp.idea.informer.com/

May 25th, 2020, 15:24 #3 Zealot Join Date Mar 2020 Posts 86

Thank you - appreciate the help!

Mind you - though I am totally loving using FG, got to admit I am surprised that the magic items are not built in. I paid the cost for the full DMG (rather than just using the SRD) on the assumption that this sort of thing would be built into the system.

"Mildly peeved", possibly even moving up to "somewhat miffed" :-)

May 25th, 2020, 16:02 #4 Moderators
Immortal
Supreme Deity Join Date Dec 2014 Location Scotland Posts 20,400

You need to understand that the way FG creates effects from items, spells etc is via an internal parser which tries to interpret various phrases and words. This works well for a number of cases because Wizards have used a standard language for many things such as "Melee Weapon Attack", "the target must make a DC x Constitution saving throw" etc. In the case of magic items the text is all over the place. There's no pattern, no standard wording because magic items are generally unique. The only ones which do have standard language tend to be weapons and armour. As a result it is very difficult to create a parser that would pick up on the wording required to create effects for magic items. And if you did you'd need so many words and phrases that the likelihood would be that you'd get hundreds of false positives and effects would be created where they weren't needed or would be incorrect. More information on the kind of things the parser picks up here https://www.fantasygrounds.com/forum. preted-strings and in the Wiki here https://fantasygroundsunity.atlassia. and+Encounters.

As regards the DMG, whilst the magic items may not be coded; for the cost, you are getting a whole lot of rollable treasure tables, random dungeons, encounters, many story templates and a host of other benefits over the paper version - as well as the hundreds of hours that went into creating it.

Amulet of the Blooded

Price varies; Aberrant 15,000 gp; Abyssal 12,000 gp; Accursed 12,000 gp; Celestial 12,000 gp; Destined 10,000 gp; Draconic 12,000 gp; Elemental 12,000 gp; Fey 10,000 gp; Infernal 12,000 gp; Undead 12,000 gp; Slot neck; CL varies; Weight 1 lb.; Aura varies

Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers.

Aberrant: This chunk of pitch-black onyx is suspended on a chain of silver. Strange whorls and tentacle-like shapes are etched upon its surface. The wearer gains a 25% chance to negate any critical hit or sneak attack (as the light fortification armor special ability). When making a melee touch attack, the wearer’s reach increases by 5 feet. Moderate illusion; CL 9th; Craft Wondrous Item; Spells blur, enlarge person.

Abyssal: This amulet is a chunk of bright red garnet in which fire seems to dance when light plays across its surface. It hangs from a chain of brass. The wearer gains electricity resistance 5 and a +2 bonus on saving throws against poison. In addition, the wearer can grow claws as a free action. The claws are treated as natural weapons, and allows the wearer to make two claw attacks as a full attack action using his full base attack bonus. The claws deal 1d4 points of damage each (1d3 if the wearer is Small) plus the wearer’s Strength modifier. Moderate abjuration; CL 9th; Craft Wondrous Item; Spells delay poison, magic fang, resist energy.

Accursed: This swirling green malachite hangs from a chain of oxidized copper. Sinister, unblinking eyes are etched upon its surface. The wearer gains a +2 bonus on saving throws against charm, cold, fear, fire, and sleep effects. Three times per day as a standard action, the wearer can fix his gaze on any one creature within 60 feet. The target becomes staggered for 4 rounds unless it succeeds at a Will saving throw (DC 18). Only one target can be affected by the wearer’s gaze at a time; if the wearer attempts to stagger a new opponent, the previous target immediately recovers whether the new attempt is successful or not. Moderate necromancy; CL 9th; Craft Wondrous Item; Spells bestow curse, resist energy, resistance.

Celestial: This large, polished opal hangs from a chain of smoky gray steel. The wearer gains acid resistance 5 and cold resistance 5. Three times per day as a standard action, the wearer can unleash a ray of heavenly fire as a ranged touch attack, targeting any foe within 30 feet. Against evil creatures, the ray deals 1d4+4 points of damage. The damage is divine and not subject to energy resistance or immunity. The ray heals good creatures of 1d4+4 points of damage, but a good creature cannot benefit from the heavenly fire more than once per day. Neutral creatures are unaffected by the ray. Moderate abjuration and evocation; CL 9th; Craft Wondrous Item; Spells resist energy, scorching ray.

Destined: This chunk of uncut quartz hangs on a platinum chain. The wearer gains a +2 luck bonus on all saving throws and to AC during surprise rounds or any time he is otherwise unaware of an attack. Once per day, the wearer can reroll one attack roll, critical hit confirmation roll, or caster level check to overcome spell resistance. He must decide to use this ability after the first roll is made but before the result is revealed. He must take the second result, even if it’s lower. Moderate enchantment; CL 7th; Craft Wondrous Item; Spells aid.

Draconic: This amulet comes in a variety of minerals depending on its powers, as shown in the table below, and is formed into the shape of a dragon’s scale. The wearer gains resistance 5 against the energy type shown in the table, as well as a +1 natural armor bonus to AC. Once per day as a standard action, the wearer can produce a breath weapon. This breath weapon deals 4d6 points of damage of the energy type and shape listed (Reflex DC 13 half). Moderate abjuration and evocation; CL 9th; Craft Wondrous Item; Spells fire breath, resist energy.

d% Material Energy Type Breath Shape
01–25 Malachite Acid 60-foot line
26–50 Azurite Electricity 60-foot line
51–75 Red Agate Fire 30-foot cone
76–100 Calcite Cold 30-foot cone

Elemental: This amulet comes in a variety of minerals depending on its powers, as shown in the table below. The wearer gains resistance 5 against the energy type shown in the table. Once per day as a standard action, the wearer can unleash a blast of elemental power. This 20-foot-radius burst deals 4d6 points of damage (Reflex DC 14 half) of the energy type listed. Creatures that fail their saves gain vulnerability to the energy type until the end of the wearer’s next turn. Moderate evocation; CL 9th; Craft Wondrous Item; Spells elemental aura, resist energy.

d% Material Energy Type
01–25 Anhydrite Electricity
26–50 Hematite Acid
51–75 Beryl Fire
76–100 Forsterite Cold

Fey: This drop of amber hangs on a silk cord. The wearer can turn invisible for 9 rounds per day (as greater invisibility). The rounds don’t need to be consecutive. Three times per day, the wearer can make a melee touch attack to cause a creature to burst out laughing. That creature can take only a move action, but can defend itself normally. Once a creature has been affected by this laughter, it is immune to it for 24 hours. This is a mind-affecting effect. Moderate illusion; CL 9th; Craft Wondrous Item; Spells greater invisibility, hideous laughter.

Infernal: This chunk of black marble hangs from a chain of brass. The wearer gains fire resistance 5 and a +2 bonus on saving throws against poison. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Multiple touches do not stack, but do add to the duration. Moderate abjuration; CL 9th; Craft Wondrous Item; Spells chill touch, resist energy.

Undead: This chunk of petrified bone dangles from a silver chain. The wearer gains cold resistance 5 and DR 5/— against nonlethal damage. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Touching a creature that is already shaken causes it to become frightened for 1 round if it has fewer than 8 Hit Dice. Moderate abjuration; CL 9th; Craft Wondrous Item; Spells chill touch, resist energy.

Cost varies; Aberrant 7,500 gp; Abyssal 6,000 gp; Accursed 6,000 gp; Celestial 6,000 gp; Destined 5,000 gp; Draconic 6,000 gp; Elemental 6,000 gp; Fey 5,000 gp; Infernal 6,000 gp; Undead 6,000 gp; Feats Craft Wondrous Item; Spells additional spells (see text); Special creator must be a sorcerer of the appropriate bloodline.

Section 15: Copyright Notice

Pathfinder Roleplaying Game: Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.

D&D Dungeons & Dragons 24k Gold Plated Medallion (Amulet of Health)

This embossed Amulet of Health medallion is limited to only 5,000 worldwide and is 24k gold plated. The individually numbered piece is supplied in a presentation box along with a display stand and a note with the Magic item formula.

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The amulet of health is typically worn around the neck, serving as a constant reminder of the character's enhanced physical prowess. One of the primary benefits of an amulet of health is the boost it provides to a character's hit points. Since hit points represent a character's ability to withstand damage in combat, an increased constitution score directly translates to more hit points.

Amulet of health pathfinder

This allows the character to endure more punishment before being defeated. Additionally, the amulet of health improves a character's fortitude saving throws. Fortitude saves are used to resist a wide range of effects, including poison, disease, and harmful spells. With an increased constitution score, the character gains a greater fortitude, making them more resistant to these types of dangers. Obtaining an amulet of health can be a challenging task for adventurers. It may require embarking on quests, defeating powerful foes, or delving into perilous dungeons. However, the rewards are well worth the effort, as the amulet can significantly increase a character's survivability in the face of adversity. In conclusion, the amulet of health is a valuable item in the Pathfinder game, providing its wearer with increased vitality and resilience. With its enhanced constitution score, a character gains more hit points and better fortitude saves, making them a formidable force on the battlefield. Obtaining this amulet can be a rewarding endeavor for adventurers who seek to improve their durability in combat..

Reviews for "Strategies for Acquiring the Amulet of Health in Pathfinder"

1. Name: John - Rating: 2/5
Review: I purchased the Amulet of Health for my character in Pathfinder, hoping it would provide a significant boost to my hit points. However, I was disappointed to find that the increase was minimal and not worth the gold I spent on it. The description had led me to believe that it would grant a substantial increase, but it barely made a difference in battle. Overall, I found the Amulet of Health to be overhyped and underwhelming.
2. Name: Sarah - Rating: 1/5
Review: The Amulet of Health in Pathfinder is a complete waste of resources. I was lured in by the promise of improved constitution and increased hit points, but it hardly made a dent in my character's survivability. The amulet ended up being more of a fashion accessory than a useful item in combat. I would advise other players to save their gold for more practical and effective equipment.
3. Name: Alex - Rating: 2/5
Review: I had high hopes for the Amulet of Health, but it fell short of my expectations in Pathfinder. While it did provide a slight boost to my character's constitution, the effects were minimal and hardly noticeable in battles. I expected more bang for my buck, especially considering the price of the amulet. It's not worth the investment and I regret buying it.
4. Name: Emily - Rating: 2/5
Review: The Amulet of Health turned out to be a letdown in Pathfinder. I was hoping it would significantly improve my character's resilience in combat, but the effects were underwhelming. The increase in hit points was barely noticeable, and it did not save me from any critical situations. I would recommend players to invest in better protective gear instead of wasting resources on this underpowered amulet.

The Amulet of Health and Its Impact on Gameplay in Pathfinder

The Amulet of Health: A Valuable Asset in Pathfinder