Monk: Enchanted Natural Attack


Rules Questions

1 to 50 of 92 << first < prev | 1 | 2 | next > last >>
Dark Archive

1 person marked this as a favorite.
Unarmed Strike wrote:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

I know its not the standard interpretation, but I find it both reasonable, and arguable from this quote, that enchanting a monk's unarmed strike is doable. So a monk could have a +1 ghost tough unarmed strike, without needing the amulet of mighty fists, and the amulet would give them bonuses they could use as well.

I guess the issue at hand is whether magic item creation/enchantment qualifies as a spell or effect that improves manufactured weapons. I say yes.

Does anyone have a rules quote to the contrary?

Would be nice to know if I'm technically right and this is doable, or if its just a houserule that I wont be dropping.


You can have a manufactured weapon that is not masterwork. However, enchanting a weapon requires a masterwork version. Unfortunately, the general consenus among the developers is that the monk's unarmed strikes are not considered masterwork, cannot be made masterwork, and therefore cannot be enchanted as weapons.

Master Arminas


I like your interpretation here. It's a logical way to read the rules, and I'm hard pressed to come up with an equally logical counter argument. I don't think there's any rule in the book that stops you from doing this. All I can say is I don't think it's the intended way for the rule to be read, but if it works for your table I say go for it.

It works well with the recent "clarification" on Flurry of blows. You'd need to enchant each limb or body part separately and not use any single enchanted part for all your attacks in a flurry.

A neat, elegant solution to the lack of enchantable hand wraps.

EDIT: D'OH! Forgot about the MW thing… oh well.


Use an allying weapon to give your monk fists an enhancement bonus. Cheaper than an AoMF at higher weapon levels.

Dark Archive

What flurry of blows clarification are you referring to?

Damn. forgot the masterwork thing. Clearly that means the problem is no way to upgrade the monks unarmed strike to masterwork.

Easy to fix in home games. Too bad. I really liked that idea. lol.


Hmmm… what about this: http://www.d20pfsrd.com/magic/all-spells/m/masterwork-transformation

Yes, not RAI, but this could be a cheesy RAW work around for you.
EDIT: NVM, the text in masterwork transformation makes it pretty clear this won't work. "if the target has no masterwork equivalent, then the spell has no effect"

As for the recent "clarification", I'm referring to the massive explosion of player outrage that occurred a few weeks ago, when Jason "clarified" that flurry is supposed to work exactly like TWF, i.e. you can't make every attack in a flurry with a single weapon.

In response to this, several people pointed out that this breaks the zen archer, and soheis who specialize in reach weapons. It also contradicts previously publish Paizo material, such as the Battle Monk from the Game Mastery Guide, who makes all his flurry attacks with one weapon.

In response to the numerous forum topics in the dozens of pages, Jason said that they'd be taking another look at the issue.

Dark Archive

Ah... That clarification, breaks many things.


Yes, it does. The best option I think is to use feats to make the difference - I came up with some here if people would like to check them out and comment?


2 people marked this as a favorite.

Personally, I think the Monk should be able to have Masterwork unarmed strikes by level 2 or 3 so by level 4, they can enchant their own fists.


The problem with permitting a "MW unarmed strike" is that is logically follows other natural weapons may be upgraded for enchantment as well.

It's not the worst can of worms to open, but it's still pretty messy.

Restricting it to "monk only" may solve a few of the issues, (but not really in my mind as you still have to decide how to handle monstrous monks)


It wouldn't open that can of worms unless the natural attack in question specifically considered itself "manufactured" the way a Monk's UAS does. ;)


I'm just saying as a Monk class feature, give his unarmed strike the masterwork property at level 2 or 3. There's no can of worms to open at all.


Issceran wrote:
I'm just saying as a Monk class feature, give his unarmed strike the masterwork property at level 2 or 3. There's no can of worms to open at all.

I would rather give him a feat that allows him an enhancement to hit his target:

Enhanced Ki Strike
You can amplify the benefits of your ki strike.
Pre-requisites: Improved Unarmed Strike, ki strike class feature.
Benefit: Your unarmed strikes (or strikes with a ki focus weapon) gain an Enhancement bonus to hit. For every four monk levels that you have, your unarmed strikes gain a +1 enhancement bonus to hit, to a maximum of +5.
Alternate Wording:
Benefit: Your unarmed strikes (or strikes with a ki focus weapon) gain an Enhancement bonus to hit. For every ki feat that you possess, your unarmed strikes gain a +1 enhancement bonus to hit, to a maximum of +5. ki feats are any feats that mention ki in their title (Extra ki, ki Throw, etc) or require ki to be expended to work.

It doesn't replace existing enhancement items because it only grants a bonus to hit, but it does allow you to manage without them.

RPG Superstar 2014 Top 32

How about just casting Greater Magic Fang?


Give him a feat or make it an option? Feats don't don't fix classes. We need the Monk to be able to be effective with Unarmed Strikes with the rules allowing him to be effective as is. When I want to play a Monk, I think about punches, kicks and throw. I don't think of strange weapons. I want to punch someone into oblivion. I want my fists to be as effective as the warrior's sword who is standing next to my side and the mage's spell going off. Why even give a class an unarmed strike bonus and take away their armor to support that unarmed combat idea but don't even allow the monk to be a badass at kicking? Greater Magic Fang? Monk's can't cast it since they're not spellcasters and not every group has a caster willing to cast it every combat on their Monk buddy. Permancy? That can be dispelled. Overcoming damage reduction? Nope. This issue is getting annoying to me and eevry time I'd hope the Monk became a better class, it feels like design keeps making it worse and worse.


Just give all monks an enchantment bonus on unarmed strikes.

4th = +1
8th = +2
12th = +3
16th = +4
20th = +5

Let the unarmed strikes bypass DR just like normal magic weapons going through silver/alignment/adamantine like normal and be done with it.

Things like not doing this and not just giving them TWF if that was the intent is why the monk is designed badly in the first place. It should also just be a full BAB class.

Sometimes designers just confuse me with how they want to keep old ways od doing things when making things simple works so much better.

But yeah I also ignore the FAQ and let monks take improved natural attack feat for unarmed strikes, also magic tattoos that don't take up a space for my version of vow of poverty.


Paraxis wrote:

Just give all monks an enchantment bonus on unarmed strikes.

4th = +1
8th = +2
12th = +3
16th = +4
20th = +5

That is a houserule that we are using for some time now.


If a Monk can only get a +10, it feels inferior to every other class that can get a +10 with the weapon(s) they use.


couldnt you just enhance some leather gloves?


Paraxis wrote:

Just give all monks an enchantment bonus on unarmed strikes.

4th = +1
8th = +2
12th = +3
16th = +4
20th = +5

Let the unarmed strikes bypass DR just like normal magic weapons going through silver/alignment/adamantine like normal and be done with it.

This really is the cleanest way to do it. It even brings the Amulet of Mighty Fists more inline with the cost of a regular magic weapon. Give them the enhancement for free and make them pick up the other +5 in enchantments through AoMF and they're paying 25% more than a standard weapon. Paying a bit more isn't unwarranted for the flexibility they get in return, I think, and it's a lot more fair than paying over double.


Peter J wrote:
How about just casting Greater Magic Fang?

I didn't see that one on my monk spell-list.

BigCrunch wrote:
couldnt you just enhance some leather gloves?

Apparently not. It would make the AoMF redundant, when it's meant to be essential and overpriced.

Sovereign Court

1 person marked this as a favorite.

paizo has no realistic way to provide the monk to be effective with unarmed combat. punches, kicks, monk of empty hand....please give us something to where we don't all have to pick crusader of gorum and flurry with greatswords to be effective fighters

RPG Superstar 2015 Top 8

If you're thinking of houseruling that a monk's body can be enchanted as a weapon, you may as well houserule that a monk's body is considered masterwork for the purposes of enchantment.

Heck, you could even say that at the time a monk gets his ki pool, he gets a +1 enhancement bonus to attacks (from being "masterwork"), it probably wouldn't break much of anything.

Were I to do this, I'd create a tattoo system, where a monk is tattooed with his enhancements. I would note that the time taken to "craft the weapon" is the time taken to tattoo the monk. The monk would be temporarily wounded, have to heal--and of course be unavailable during the time he was being tattooed. The tattoos would be priced according to weapon enhancements, but would take up both the hands and feet wondrous item slots (or alternately, you could pick the two slots, depending on the physical location of the tattoo) permanently, unless you had the tattoos removed, which would be their own ordeal. That's my thought, off the top of my head.

Sovereign Court

I think tattoos are good. no really excellent gloves or boots for the monk, so ankle and hand tats would be great. my monk is varisian and I think they already have a tattoo system in place


I like the ideas of magical tattoos or brands, they would be cool and thematic.

Craft Magic Tattoo
You can create tattoos that confer a permanent magical effect.
Pre-requisites: Caster level 5th or Master Craftsman [Craft (tattoo)]
Benefit: You can craft magical tattoos.

Magic Tattoo:
Magical tattoos occupy body-slots as conventional magic items do. They occupy a body-slot appropriate to their function - hence a magic tattoo that enhances vision will occupy the 'eyes' slot and will appear visible there. Normal items worn in these body slots will not function unless the magic tattoo is de-activated.

Some magic tattoos can be activated or deactivated, and to do say requires a non-equivalent action, much like drawing or sheathing a weapon.

Kinds of Tattoos:
A magic tattoo can emulate any type of magic item that can be manufactured by other means, as long as the other requirements for spells, caster level etc. are met, as follows:

Armour: This must occupy the body slot, and does not stack with worn armour - treat as if it were bracers of defence.
Weapons: Only natural weapons and unarmed strikes can be enhanced with magical tattoos. Each natural weapon has to be supported by a tattoo on that body part. Claws may be enchanted at a 150% weapon cost to include two claws. Unarmed Strikes may be enchanted for 200% of the price of magic weapons, treat as a double weapon for purposes of properties; unarmed strikes take up both the hand and foot body slots.
Potions: Magic tattoos cannot emulate potions, they must instead emulate 'unsloted' magic items with charges or uses per day.
Rings: Magical rings can be emulated, but only those that would belong more appropriately in other body slots.
Rods: Rods occupy the arm body slots. Rods that function as weapons cannot be emulated.
Staves: Staves cannot be emulated at all.
Wondrous Items: Any item normally worn on the body can be emulated, even if it does not occupy a body-slot (nor does the tattoo). If it does occupy a slot, the tattoo usually occupies the same slot.

Special Tattoos: There are some kinds of tattoos that are quite unique, treat these as new magic items as regards pricing. Other tattoos may be made that can only work in the presence or contact with another tattoo - in these cases, reduce the cost of the tattoo by 30%.

RPG Superstar 2015 Top 8

Dabbler, that's awesome.

I think there needs to be some clearer wording about deactivating and activating tattoos -- can all of them be activated/deactivated at will, and those that cannot, how are they removed? Does it cost anything? Etc.

For the armor slot specifically, I'd just put a reminder that armor bonuses do not stack (so that if you, in fact, wore bracers of defense, you'd only use the higher bonus offered by either the bracers or the armor tattoo). The fact that it occupies the body slot itself keeps you from wearing armor itself.

The simulationist side of me wants the tattoo to deal some kind of temporary Con damage or fatigued condition when it's applied.


Thank you. Of course it needs filling out, but I think we have the basics there. I was thinking that properties such as 'flaming' will need to be activated and deactivated, because otherwise they make visiting the lavatory hazardous. Most properties won't, though - like armour and natural armour properties.

I agree, some sort of damage and condition would be appropriate. Of course there is magical healing too, so it may not be a big deal.


But flaming never harms the wielder. So one could have a permanent flaming fist tattoo, always keep it activated, and if he ever gets crabs, lice, a tic, etc. he simply passes his hand over the area and burns them off as he is immune to the fire of his own fist.

Also, great fun for drunken monks and lighting their farts on fire :P


.... O_o ....

Sometimes, I have not the words.

Dark Archive

These suggestions dont allow you to get named enchantments on your unarmed strike with the same degree of ease that a regular party member can get enchantments on other stuff, which was kindof the point.


1 person marked this as a favorite.
Hyla wrote:
Paraxis wrote:

Just give all monks an enchantment bonus on unarmed strikes.

4th = +1
8th = +2
12th = +3
16th = +4
20th = +5

That is a houserule that we are using for some time now.

That is also how I have decided to houserule it. Then the AoMF is useful for special properties, for a potential combined +10 mix.

I'm also totally fine w/ just letting monk get his unarmed strike enhanced, though. Should not cost a feat or anything. If it does, the feat should give a tangible benefit other than something other characters can do just fine without spending a feat, enhancing their weapons.


That's true, Darkholme, but then the monk has advantages with his unarmed strike that other classes do not have with their weapons. The important thing is that (a) it provides an option and (b) said option is at a lower (slightly) cost than the AoMF, and (c) the monk can at a pinch empower himself by using Master Craftsman.

So I can handle it not being as easy as for other classes, as long as it's an improvement on what there is.


Monks eventually get Unarmed Strikes that are treated as Magic weapons, yes? How much of a stretch is it to say they can then be treated as if they are masterwork for the purposes of enchanting them?


Azten wrote:
Monks eventually get Unarmed Strikes that are treated as Magic weapons, yes? How much of a stretch is it to say they can then be treated as if they are masterwork for the purposes of enchanting them?

It's already been ruled they do not count. However, it should be noted that there is now a Masterwork spell that could be applied beforehand ...


Dabbler wrote:
Azten wrote:
Monks eventually get Unarmed Strikes that are treated as Magic weapons, yes? How much of a stretch is it to say they can then be treated as if they are masterwork for the purposes of enchanting them?
It's already been ruled they do not count. However, it should be noted that there is now a Masterwork spell that could be applied beforehand ...

Ki strike (the ability to which you reference) is part of the monk's ki pool class ability. It isn't a permanent function, but one that depends on the monk retaining 1 point of ki in his ki pool. If the monk reaches 0 ki in his ki pool, then his unarmed strikes no longer count as magical weapons (or lawful or adamantine weapons later on).

In that respect it is like the magic weapon spell in that neither the spell nor ki strike requires that the weapon is masterwork, and both are limited in duration, albeit through two seperate means (an actual duration for the spell vs. having 1 or more points of ki in the ki pool).

Master Arminas

Dark Archive

Dabbler wrote:
It's already been ruled they do not count. However, it should be noted that there is now a Masterwork spell that could be applied beforehand ...

Aha! Thats what I was looking for.

prd wrote:

You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves' tools becomes masterwork thieves' tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object's appearance changes to reflect this improved quality.

The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option).

So long as your GM doesn't rule "Monk's Unarmed Strike can have no masterwork equivalent" - when all other weapons can do it just fine, you can cast this, pay your 300gp, and then enchant your unarmed strike as desired.


Could you use this spell to make your entire body masterwork, and then enchant yourself with armor enchanments, granting enhancement bonus to armor bonus, and special abilities? Can I have a +5 invulnerable, slick, glamered tushie?

Dark Archive

2 people marked this as a favorite.
Bardic Dave wrote:

Hmmm… what about this: http://www.d20pfsrd.com/magic/all-spells/m/masterwork-transformation

Yes, not RAI, but this could be a cheesy RAW work around for you.
EDIT: NVM, the text in masterwork transformation makes it pretty clear this won't work. "if the target has no masterwork equivalent, then the spell has no effect"

As for the recent "clarification", I'm referring to the massive explosion of player outrage that occurred a few weeks ago, when Jason "clarified" that flurry is supposed to work exactly like TWF, i.e. you can't make every attack in a flurry with a single weapon.

In response to this, several people pointed out that this breaks the zen archer, and soheis who specialize in reach weapons. It also contradicts previously publish Paizo material, such as the Battle Monk from the Game Mastery Guide, who makes all his flurry attacks with one weapon.

In response to the numerous forum topics in the dozens of pages, Jason said that they'd be taking another look at the issue.

Just for grins:

Unarmed strike is listed in the equipment section along with the rest of the weapons on the table. Pure RAW, there is nothing stating that you cannot have MW unarmed strikes.

Sure, it has a value of -, but then again, so does a club, quarterstaff, and sling, and there is nothing stopping you from making masterwork versions of those. All weapons can have a masterwork version (even if there is not one listed in the rule book).

Can you show me where unarmed strike cannot be masterwork like any other weapon?

Dark Archive

the only stoppage I could see is that you do not craft unarmed weapons (well, you do, but this is still a mostly PG forum). But nothing in the spell states that it only works on things that you can craft.

Dark Archive

Mabven the OP healer wrote:
Could you use this spell to make your entire body masterwork, and then enchant yourself with armor enchanments, granting enhancement bonus to armor bonus, and special abilities? Can I have a +5 invulnerable, slick, glamered tushie?

LOL, great, now I have Futureama quotes running through my head.. Thanks.. :P

Dark Archive

Happler wrote:
Bardic Dave wrote:

Hmmm… what about this: http://www.d20pfsrd.com/magic/all-spells/m/masterwork-transformation

Yes, not RAI, but this could be a cheesy RAW work around for you.
EDIT: NVM, the text in masterwork transformation makes it pretty clear this won't work. "if the target has no masterwork equivalent, then the spell has no effect"

As for the recent "clarification", I'm referring to the massive explosion of player outrage that occurred a few weeks ago, when Jason "clarified" that flurry is supposed to work exactly like TWF, i.e. you can't make every attack in a flurry with a single weapon.

In response to this, several people pointed out that this breaks the zen archer, and soheis who specialize in reach weapons. It also contradicts previously publish Paizo material, such as the Battle Monk from the Game Mastery Guide, who makes all his flurry attacks with one weapon.

In response to the numerous forum topics in the dozens of pages, Jason said that they'd be taking another look at the issue.

Just for grins:

Unarmed strike is listed in the equipment section along with the rest of the weapons on the table. Pure RAW, there is nothing stating that you cannot have MW unarmed strikes.

Sure, it has a value of -, but then again, so does a club, quarterstaff, and sling, and there is nothing stopping you from making masterwork versions of those. All weapons can have a masterwork version (even if there is not one listed in the rule book).

Can you show me where unarmed strike cannot be masterwork like any other weapon?

Please note, I am not saying that this should be true. I think that the error in wording is with the spell and not anywhere else.


Masterwork Weapons wrote:
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. You can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill).

Note that Masterwork Transformation only works on items that have a masterwork equivalent. A monk's fist cannot be masterwork without considering the spell, and the spell only considers items that could have been made as a masterwork item otherwise. It is sort of a catch 22 in terms of trying to see it as legal.


Mabven the OP healer wrote:
Could you use this spell to make your entire body masterwork, and then enchant yourself with armor enchanments, granting enhancement bonus to armor bonus, and special abilities? Can I have a +5 invulnerable, slick, glamered tushie?

For you, I'll enchant your body with any effects you like! Welcome to Dabbler's Emporium of Cosmetic & Body Enchantments, take a seat and the crafting caster will see you shortly.

Dark Archive

1 person marked this as a favorite.
Malfus wrote:
Masterwork Weapons wrote:
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. You can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill).
Note that Masterwork Transformation only works on items that have a masterwork equivalent. A monk's fist cannot be masterwork without considering the spell, and the spell only considers items that could have been made as a masterwork item otherwise. It is sort of a catch 22 in terms of trying to see it as legal.

It is listed as a simple weapon in the tables, this causes it to be craft-able with a craft skill check DC of 12. Since it is craft-able, you should be able to craft a masterwork version of it.

Personally I think that unarmed strikes should be removed from the "simple weapons" section of the table, it would clear up a lot of questions.

Dark Archive

I think it should be left there.

If its on the table, it has a masterwork equivalent, even if you can't get there through normal crafting.

Plus, the monk's UAS is treated as a manufactured weapon.

So the Spell lets you get to masterwork.

Then you can enchant your unarmed strike.

Which, frankly, you should have already been able to do anyways through weapons like the brass knuckles or gloves/boots/kneepads/hats enchanted as weapons.


Happler wrote:

It is listed as a simple weapon in the tables, this causes it to be craft-able with a craft skill check DC of 12. Since it is craft-able, you should be able to craft a masterwork version of it.

Personally I think that unarmed strikes should be removed from the "simple weapons" section of the table, it would clear up a lot of questions.

If your GM says an unarmed strike is craftable, then you can make it a masterwork unarmed strike and the need for Masterwork transformation is somewhat mitigated. But that is a houserule as an unarmed strike is clearly not craftable by RAW (an unarmed strike is a strike with no weapon) nor RAI. As far as removing it from the table, I have no strong feelings for its location either way.
Darkholme wrote:
If its on the table, it has a masterwork equivalent, even if you can't get there through normal crafting.
The description of MW in no way calls out the weapons in the table. It doesn't even mention the table.
Darkholme wrote:

Plus, the monk's UAS is treated as a manufactured weapon.

So the Spell lets you get to masterwork.

The spell specifically stipulates that there must be a masterwork equivalent. The monk's manufactured status means his fist can be targeted, but it doesn't guarantee that the spell has an effect.


1 person marked this as a favorite.
Happler wrote:
Bardic Dave wrote:

Hmmm… what about this: http://www.d20pfsrd.com/magic/all-spells/m/masterwork-transformation

Yes, not RAI, but this could be a cheesy RAW work around for you.
EDIT: NVM, the text in masterwork transformation makes it pretty clear this won't work. "if the target has no masterwork equivalent, then the spell has no effect"

As for the recent "clarification", I'm referring to the massive explosion of player outrage that occurred a few weeks ago, when Jason "clarified" that flurry is supposed to work exactly like TWF, i.e. you can't make every attack in a flurry with a single weapon.

In response to this, several people pointed out that this breaks the zen archer, and soheis who specialize in reach weapons. It also contradicts previously publish Paizo material, such as the Battle Monk from the Game Mastery Guide, who makes all his flurry attacks with one weapon.

In response to the numerous forum topics in the dozens of pages, Jason said that they'd be taking another look at the issue.

Just for grins:

Unarmed strike is listed in the equipment section along with the rest of the weapons on the table. Pure RAW, there is nothing stating that you cannot have MW unarmed strikes.

Sure, it has a value of -, but then again, so does a club, quarterstaff, and sling, and there is nothing stopping you from making masterwork versions of those. All weapons can have a masterwork version (even if there is not one listed in the rule book).

Can you show me where unarmed strike cannot be masterwork like any other weapon?

I love silly RAW interpretations like this! Good work!

SIDE NOTE: is the concept of casting greater magic fang on a fist so much different than enchanting it? Really, taking the improved unarmed strike feat should give you the equivalent of masterwork fists. At that point, they could be enchanted like any other weapon. I think I might houserule this…

Dark Archive

My point is that it counts as a manufactured weapon.

As pointed out by Happler "Can you show me where unarmed strike cannot be masterwork like any other weapon?"

There's nothing prohibiting it, though you wouldnt normally craft an unarmed strike. But unless there's a rule saying it can't be done, I see no reason the masterworking spell doesn't work; which in turn allows UAS to be enchanted. I suggest +1 Ghosst touch to start. Grappling ghosts is fun.

As for cheese: From a mechanical standpoint, I dont see any reason why it's unreasonable either. Monk is one of the weakest player classes already, this is hardly going to make the monk broken.

They may be closer to the power of a fighter now. Oh noes. The Horror! D:


There's no explicit rule in the book as far as I can tell, but as was pointed out earlier, the devs have said that there's no such thing as a MW unarmed weapon, period.

As for whether it's mechanically broken or not, I agree with you 100%.

Grand Lodge

Well, you can craft an animated object, and an animated object can make an unarmed strike, so in that sense, you sort of craft an unarmed strike. The masterwork transformation spell cannot target a monk's unarmed strike, as there is no masterwork equivalent of an unarmed strike.

1 to 50 of 92 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Monk: Enchanted Natural Attack All Messageboards

Want to post a reply? Sign in.