Gauntlets that Confer Magic to Thrown?


Rules Questions


Ok, I am trying to find out how to create gauntlets that give thrown ammunition their bonus (+1, bane etc much like a bow).if it would be possible to create gauntlets similar to the MIC Gauntlets of Throwing (they added the Throwing and Returning feature to any melee weapon) but instead of melee be for any item.

The reason is I want to create a rock hurler and would like to be able to have the thrown rocks/etc to be enchanted much like a bow/slings/guns enchant their ammunition and or a melee weapon that is magical and thrown still has its affects. I was wondering could Spiked Gauntlets be able to be enchanted with melee/range weapon enchantments to apply them to the (thrown ammunition).

And if the spiked gauntlets can affect ammunition thrown then will its enchantment still count in melee? There are some weapons that set a precident for being able to be used range and to be used also in melee and have both enchants work. IE Weapons like the Bonebow from Frostfell that is a Bow and can be used as a Longsword have their enchantments work in regard to ammunition and the weapon itself. No need to double up on the enchantments and the ammunition is enchanted. Same with using a +1 bow as a improvised quarterstaff to hit a creature if out of ammo. So could gauntlets be made to enchant ammunition and be magical themselves for use in melee?


That is just . . . way too much. If you could create a pair of enchanted gloves/gauntlets that could be used in melee, and then give their enhancement bonus (and special properties) to any melee and thrown weapon you picked up (and improvised weapons, and ammunition) . . . Lord, that is far too much.

MIC wrote:
Paraprhased, actually. As a swift action, you grant any one melee weapon you hold the throwing and returing properties for 1 round. This ability functions 3 times per day. Cost: 2,000 gp.

Quite a bit different than adding an enhancement bonus and taking away the limited use per day. Plus the properties they give are meaningless if you don't throw the weapon, so you are getting one (1) attack.

Just no.

In my own humble opinion.

Master Arminas


As far as I know, no weapons in Pathfinder allow you to "double up" in the manner you seem to be suggesting. If you use a +1 bow as a quarterstaff, I believe it counts as a nonmagical quarterstaff. I have no idea what Frostfell is. There are a small number of feats and classes that allow exceptions, but for items you (as far as I know) always have to pay for separate enhancements independently.

So a gauntlet that let you impart magic to rocks or shurikens? No problem, reasonable homebrew item. A gauntlet that costs the same as a normal magic gauntlet, but allows you to add its enhancement to ammunition at no extra cost? Probably not game breaking, but neither is it in line with other weapons.


Thrower (Gauntlets only)
Price: +1 bonus
Effect: If this Enhancement is applied to a pair of gauntlets, those gauntlets grant all their enhancements and enhancement bonuses to thrown weapons.
Special: This ability allows one to add ranged weapon enhancements to the gauntlets, however these will only come into play when throwing a weapon with the gauntlets, or when throwing the gauntlets themselves (which is done as an improvised weapon without the appropriate feats or Throwing Enhancement.)


Here's an idea:

Handwraps of Hurling
Aura faint evocation; CL 5th
Slot hands; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5); Weight -

DESCRIPTION

These handwraps grant an enhancement bonus of +1 to +5 on attack and damage rolls with nonmagical thrown weapons. A magical thrown weapon thrown by the wearer of the handwraps gains no bonus or abilities from them.

Alternatively, the handwraps can grant ranged weapon special abilities, so long as they can be applied to thrown weapons. See Table: Ranged Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An pair of handwraps of hurling cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Handwraps of hurling do not need to have a +1 enhancement bonus to grant a ranged weapon special ability.

Both handwraps must be worn for the effect to work.

CONSTRUCTION

Requirements Craft Wondrous Item, greater magic weapon, creator's caster level must be at least three times the handwraps' bonus, plus any requirements of the ranged weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)


That is awesome. Stealing it for my TWW Thrower


Mort the Cleverly Named wrote:

As far as I know, no weapons in Pathfinder allow you to "double up" in the manner you seem to be suggesting. If you use a +1 bow as a quarterstaff, I believe it counts as a nonmagical quarterstaff. I have no idea what Frostfell is. There are a small number of feats and classes that allow exceptions, but for items you (as far as I know) always have to pay for separate enhancements independently.

But I cant find a rule stating that an improvised +1 bow being used in melee would not be magical. Most descriptions of magical range weapons state that the magic will impart on the ammunition making them magical but no rule on weather the item if used differently than intended would be. I mean the idea of firing an arrow then having to use the bow to smack a creature in melee or the same with firearm having to use the stock of the gun to smash into the enemy. There are no rules indicating that it would need a seperate enchantment. At least none that dont require a homebrew or houserule.

The issue is when it comes to thrown items (not thrown weapons) rocks, tables etc. I want to be able to have them enchanted like ammunition. I am bringing in grafts to the game and my character has the construct graft Mighty arm with a battlefist (description is it increases natural slam to 1d8 for medium creature, it has a +1 enchancement bonus and looks like a spiked guantlet). I just want to find a way to enchant my battlefist so that I can use it when I throw boulders etc. because its attached to the body I can not take off the battlefist and it replaces the hand location so I cannot wear gloves etc..

as for the frostfell that is a 3.5book There is a few other 3.5 books that have range weapons that can be used in melee. Its an open game so 3.5 is allowed.

Sczarni

As for "doubling up", plenty of melee weapons count as thrown weapons as well. The dagger, starknife, throwing axe, hunga munga, spear, and trident all have range increments for throwing and count as melee weapons, so any enhancement bonuses on them would work in melee and at range. In theory, a returning trident with whatever other enchantments you wanted would accomplish what you're looking for, except you wouldn't be able to throw rocks as well.

A magic item that adds enchantments to anything you throw would probably work like the Amulet of Mighty Fists, which does the same thing to your unarmed attacks. Making them spiked gauntlets and letting them apply the bonus to your melee attacks too? I don't know...


Umbral Reaver wrote:

Here's an idea:

Handwraps of Hurling
Aura faint evocation; CL 5th
Slot hands; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5); Weight -

DESCRIPTION

These handwraps grant an enhancement bonus of +1 to +5 on attack and damage rolls with nonmagical thrown weapons. A magical thrown weapon thrown by the wearer of the handwraps gains no bonus or abilities from them.

Alternatively, the handwraps can grant ranged weapon special abilities, so long as they can be applied to thrown weapons. See Table: Ranged Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An pair of handwraps of hurling cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Handwraps of hurling do not need to have a +1 enhancement bonus to grant a ranged weapon special ability.

Both handwraps must be worn for the effect to work.

CONSTRUCTION

Requirements Craft Wondrous Item, greater magic weapon, creator's caster level must be at least three times the handwraps' bonus, plus any requirements of the ranged weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)

I like these however what is your justification in the price?. Magical weapon price is +1 2000, +2 8000, +3 18000, +4 32000 and +5 50000 so what makes these gloves be double? I checked and you made these gloves similar to the Amulet of Mighty Fists. Is this how you based your price?. And if so do you think that may be too much, the amulet confers its bonus on ALL unarmed AND natural attacks by wearer. The item I want will confer only on the item being tossed (much like an arrow or sling bullet).


Umbral Reaver wrote:

Here's an idea:

Handwraps of Hurling
Aura faint evocation; CL 5th
Slot hands; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5); Weight -

As a note of comparison, here are the costs for the Thrower ability.

8,000 GP (+1 Thrower), 18,000 GP (+2 Thrower), 32,000 GP (+3 Thrower), 50,000 GP (+4 Thrower), 72,000 GP (+5 Thrower) (and it can go up to +9 Thrower)

So a +1 pair of Thrower Gauntlets would cost 4,000 more than a +1 Handwrap of Hurling (though they would also count for Melee with the Gauntlets), 2,000 more for +2, and then from there on it gets less expensive.


He made the price double because you ARE going to get more attacks per round with them. Most magical throwing weapons are thrown once, and that is it. Even if they have the returning property, they don't come back until the next round.

With these, every non-magical weapon, improvised weapon, and plain old rock you pick up would be magical, so you could throw as many weapons as full BAB allows. That is one reason why they should and do cost more.

Master Arminas


Question. Do Gautlets (or Handwraps in this case), take up the gloves slot or are they considered 'held'


Silent Saturn wrote:

As for "doubling up", plenty of melee weapons count as thrown weapons as well. The dagger, starknife, throwing axe, hunga munga, spear, and trident all have range increments for throwing and count as melee weapons, so any enhancement bonuses on them would work in melee and at range. In theory, a returning trident with whatever other enchantments you wanted would accomplish what you're looking for, except you wouldn't be able to throw rocks as well.

A magic item that adds enchantments to anything you throw would probably work like the Amulet of Mighty Fists, which does the same thing to your unarmed attacks. Making them spiked gauntlets and letting them apply the bonus to your melee attacks too? I don't know...

The only reason I brought in spiked gauntlets is my character has a Battlefist (3.5 warforge component added to construct graft Mighty Arms) my DM is allowing 3.5 books. The Battlefist has a +1 enchancement and increases slam attacks. The description alone states that it appears to be a Spiked Guantlet but it itself is not and does not have a melee attack, it only increases the damage that a natural slam attack would do. The problem I have is It takes up hand slot, since it confers its +1 to my slam attack, I am just curious if I can make it work for thrown ammunition as well.


master arminas wrote:

He made the price double because you ARE going to get more attacks per round with them. Most magical throwing weapons are thrown once, and that is it. Even if they have the returning property, they don't come back until the next round.

With these, every non-magical weapon, improvised weapon, and plain old rock you pick up would be magical, so you could throw as many weapons as full BAB allows. That is one reason why they should and do cost more.

Master Arminas

But a bow doesnt cost double? or a Magical sling?. So why would a thrown item be treated differently? Its still Ammunition especially if the thrown item is rocks. The issue I have is my Base attack is going to be a +5 untill level 16. the nonpathfinder Prestige class I am taking has 10levels of progression with no Base attach increase, it stays a +0 the entire time. So its not like Im trying to break anything, I just would like to be able to enchant items I throw. My concept will is going to have me picking up tables, barrels, wagons, rocks, and anything else not tied down and tossing them on enemyies. But I am hindering myself in my amount of attacks a round.


master arminas wrote:

He made the price double because you ARE going to get more attacks per round with them. Most magical throwing weapons are thrown once, and that is it. Even if they have the returning property, they don't come back until the next round.

With these, every non-magical weapon, improvised weapon, and plain old rock you pick up would be magical, so you could throw as many weapons as full BAB allows. That is one reason why they should and do cost more.

Master Arminas

Why don't ranged weapons cost more then? Heck a sling can make rocks magical any rock it doesn't cost more.

This is just like the monk and the AoMF its a flavor tax.


Talonhawke wrote:
master arminas wrote:

He made the price double because you ARE going to get more attacks per round with them. Most magical throwing weapons are thrown once, and that is it. Even if they have the returning property, they don't come back until the next round.

With these, every non-magical weapon, improvised weapon, and plain old rock you pick up would be magical, so you could throw as many weapons as full BAB allows. That is one reason why they should and do cost more.

Master Arminas

Why don't ranged weapons cost more then? Heck a sling can make rocks magical any rock it doesn't cost more.

This is just like the monk and the AoMF its a flavor tax.

I agree but in the case of the AoMF it confers on all Unarmed and Natural attacks so I think its a little more powerful. since a Monk with Natural attack gets to apply to his normal attacks and that natural attack.


The character Cattie-brie from the Drizzt novels had a bow that could be used as a melee weapon. She did so a lot in the books and when they did the stats for her in 3.0/3.5 her bow had that as a unique property. I'll see if I can find it and post it here.

Edit: Found it and this was part of her bows description.

If used as an offensive weapon, Taulmaril acts as two-handed melee weapon that deals 1d6 points of bludgeoning damage. The wielder does not get any masterwork or enhancement bonuses when using the bow to attack in melee.

Not exactly what you want but it goes to show that one item being an end all just isn't balanced.


Tharg The Pirate King wrote:
Talonhawke wrote:
master arminas wrote:

He made the price double because you ARE going to get more attacks per round with them. Most magical throwing weapons are thrown once, and that is it. Even if they have the returning property, they don't come back until the next round.

With these, every non-magical weapon, improvised weapon, and plain old rock you pick up would be magical, so you could throw as many weapons as full BAB allows. That is one reason why they should and do cost more.

Master Arminas

Why don't ranged weapons cost more then? Heck a sling can make rocks magical any rock it doesn't cost more.

This is just like the monk and the AoMF its a flavor tax.

I agree but in the case of the AoMF it confers on all Unarmed and Natural attacks so I think its a little more powerful. since a Monk with Natural attack gets to apply to his normal attacks and that natural attack.

Not if he flurries no natural attacks there.


Talonhawke wrote:
Tharg The Pirate King wrote:
Talonhawke wrote:
master arminas wrote:

He made the price double because you ARE going to get more attacks per round with them. Most magical throwing weapons are thrown once, and that is it. Even if they have the returning property, they don't come back until the next round.

With these, every non-magical weapon, improvised weapon, and plain old rock you pick up would be magical, so you could throw as many weapons as full BAB allows. That is one reason why they should and do cost more.

Master Arminas

Why don't ranged weapons cost more then? Heck a sling can make rocks magical any rock it doesn't cost more.

This is just like the monk and the AoMF its a flavor tax.

I agree but in the case of the AoMF it confers on all Unarmed and Natural attacks so I think its a little more powerful. since a Monk with Natural attack gets to apply to his normal attacks and that natural attack.
Not if he flurries no natural attacks there.

Feral Combat Training (Combat) allows monk to use natural attack with his flurry, so yes They can. also I forgot to mention that the Amulet for a monk means any part of his body is magical (head, arm, leg, foot, hand, etc) whatever he decides to use for his unarmed attack.


It costs more because:

1. You can TWF thrown weapons.

2. It applies the bonus on the fly to any weapon you throw. This makes it immensely versatile for special material weapons.

It should probably cost more than I made it.


Thats still only one natural weapon and he still has a set number of attacks in a flurry no matter what part he hits with.


Umbral Reaver wrote:

It costs more because:

1. You can TWF thrown weapons.

2. It applies the bonus on the fly to any weapon you throw. This makes it immensely versatile for special material weapons.

It should probably cost more than I made it.

Indeed on the pricing. I always wanted to have a thrower character but it just never played out right. The cost to have decent weapons got way out of hand fast. The handwraps you made are an awesome idea and keeping it capped at +5 helps keep it from being utter cheese. Being able to pick up a hand full of gravel and kill a dragon sounds more funny than awesome, ya know?

Another way to go might be a bandolier of some sort that anything drawn from it and thrown returns to it next round. And maybe it could provide bonuses to anything holstered in it for up to 1 round after being drawn. That way you are more limited in what you can use.


Talonhawke wrote:

Why don't ranged weapons cost more then? Heck a sling can make rocks magical any rock it doesn't cost more.

This is just like the monk and the AoMF its a flavor tax.

It isn't a flavor tax, it is a "not having to use actions to juggle items" tax. When using a ranger weapon like a bow or sling, you need to get rid of whatever is in your hands, draw the weapon, and keep both hands free to use or reload them. If you want to switch back to melee, you have to drop or resheathe everything. Thrown weapons have the advantage of being able to be drawn and used with a single hand. A magic item that counts as both a ranged weapon launcher and a melee weapon takes the place, and offers the advantages, of both and thus should cost at least as much as the two combined.

To give a point of comparison, look at the bowstaff spell. You need to burn a spell to use a ranged weapon as a melee weapon for 1 round a level. Letting you do it for free, forever would be very strong.

Tharg The Pirate King wrote:
But I cant find a rule stating that an improvised +1 bow being used in melee would not be magical. Most descriptions of magical range weapons state that the magic will impart on the ammunition making them magical but no rule on weather the item if used differently than intended would be. I mean the idea of firing an arrow then having to use the bow to smack a creature in melee or the same with firearm having to use the stock of the gun to smash into the enemy. There are no rules indicating that it would need a seperate enchantment. At least none that dont require a homebrew or houserule.
CRB pg.467 wrote:
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks.

A bow is not listed as a melee weapon. Since they felt the need to include a line specifying melee weapons that can be thrown get their bonus to both, it is logical to assume that a strictly ranged or strictly melee weapon does not.


Umbral Reaver wrote:

It costs more because:

1. You can TWF thrown weapons.

2. It applies the bonus on the fly to any weapon you throw. This makes it immensely versatile for special material weapons.

It should probably cost more than I made it.

again so can wielding 2 magical reloading hand crossbows, or using magical arrows made from other materials. A sling as well.

Because of the rules on stacking. If I have Magical +1 bane gloves that give all items I throw the bonus of +1 and bane and I throw a +1 dagger it doesnt become a +2 bane dagger. It would be a +1 bane dagger. I dont mind stipulating or tacking on a added line that states :only apply to non magical items thrown. to curb the possibilty of people breaking it. I just dont see why it would cost more to make an item to confer magic on thrown when bows/slings/guns get to confer to their ammunition and they even can do it on magic ammunition though the enchancment in pathfinder no longer stacks.


Mort the Cleverly Named wrote:
Talonhawke wrote:

Why don't ranged weapons cost more then? Heck a sling can make rocks magical any rock it doesn't cost more.

This is just like the monk and the AoMF its a flavor tax.

It isn't a flavor tax, it is a "not having to use actions to juggle items" tax. When using a ranger weapon like a bow or sling, you need to get rid of whatever is in your hands, draw the weapon, and keep both hands free to use or reload them. If you want to switch back to melee, you have to drop or resheathe everything. Thrown weapons have the advantage of being able to be drawn and used with a single hand. A magic item that counts as both a ranged weapon launcher and a melee weapon takes the place, and offers the advantages, of both and thus should cost at least as much as the two combined.

To give a point of comparison, look at the bowstaff spell. You need to burn a spell to use a ranged weapon as a melee weapon for 1 round a level. Letting you do it for free, forever would be very strong.

Tharg The Pirate King wrote:
But I cant find a rule stating that an improvised +1 bow being used in melee would not be magical. Most descriptions of magical range weapons state that the magic will impart on the ammunition making them magical but no rule on weather the item if used differently than intended would be. I mean the idea of firing an arrow then having to use the bow to smack a creature in melee or the same with firearm having to use the stock of the gun to smash into the enemy. There are no rules indicating that it would need a seperate enchantment. At least none that dont require a homebrew or houserule.
CRB pg.467 wrote:
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks.
A bow is not listed as a melee weapon. Since they felt the need to include a line specifying melee weapons that can be thrown get their bonus to both,...

but again there is nothing official against using a +1 bow as an improvised melee weapon. And I will go ahead and ignore this for another thread because its not what I really want.

As for what I want to know is what to calculate the cost on my magical hand to allow me to transfer its magic into the items I through. Should I stipulate that I want it to only apply to "Ammunition, IE rocks,and other improvised items not weapons"to cut this inflated cost that everyone keeps trying to justify even though I dont see any reason for thrown ammunition to be double or triple enchantment cost as a sling bullet or bow. Remember I am not trying to create a character who picks up swords, daggers, etc.. he picks up rocks, tables, and other improvised items. So if I placed that stipulation could I get this price reduced.

Also what if I added the stipulation This weapons enchancment and magical effects work when it is used in melee and when throwing "Ammunition and improvised items, not other melee weapons". what would the cost be?


Tharg The Pirate King wrote:

As for what I want to know is what to calculate the cost on my magical hand to allow me to transfer its magic into the items I through. Should I stipulate that I want it to only apply to "Ammunition, IE rocks,and other improvised items not weapons"to cut this inflated cost that everyone keeps trying to justify even though I dont see any reason for thrown ammunition to be double or triple enchantment cost as a sling bullet or bow. Remember I am not trying to create a character who picks up swords, daggers, etc.. he picks up rocks, tables, and other improvised items. So if I placed that stipulation could I get this price reduced.

Also what if I added the stipulation This weapons enchancment and magical effects work when it is used in melee and when throwing "Ammunition and improvised items, not other melee weapons". what would the cost be?

Picking up melee weapons and chucking them isn't really an issue either way. The powerful aspect is that it is an item that you never have to drop, that has all the powers and benefits of melee weapons, bows, slings, and thrown weapons. You can punch someone in melee, switch to hurling rocks or chairs or whatever (as a free action), then switch back to melee (again, totally free). You don't have to load your weapon or have two hands free to use it, but still get to add your full strength bonus. That you could stock up on +1 Holy Flaming Shock shurikens to use in a pinch is just gravy.

Even with the restrictions you proposed (improvised only, nonmagical only), I would still say a reasonable price would be AT LEAST +50%. But this is still the general case, for a "throwing gauntlet" in the wild that other characters might pick up and use. Your specific case, where you really just want to be able to reasonably chuck chairs at dudes without completely hobbling yourself, it would kyrt-ryder's suggested enhancement is totally reasonable. A +1 bonus cost is still a very good deal for the versatility, but not overpowered so long as you are making a conscious effort not to unbalance it.


Ok here is what I have decided to craft. Is this reasonable priced item?

Giants Satchel:
+1 (3850gp), +2 (9400gp), +3 (17400gp), +4 (28600gp), +5 (43000), +6 (60600), +7 (81400), +8 (105400), +9 (132600), +10 (163000)
-Must be Large size or larger and have strength of 20

-This sack acts as a small bag of holding I, This bag also has a magical enchantment on it that when any nonmagical item is placed inside and drawn out it gains the magical enchancement listed. This Bag can be enchanted with Same enchantments as those on Thrown Range weapons. This bag however will only enchant items that are the same size and shape as small to large rocks/boulders. (A weapon placed in the bag will not gain the enchantment nor will other objects not similar to size and shape rocks/boulders). This enchantment acts only upon the last item drawn so 2 items drawn only the last is effected. Once the item is thrown and hits it looses its enchantment (except for returning which will allow the item to reappear inside the sack). Drawing from the sack is a move equivalent action, that does provoke.

my pricing, I used the item craft feature of multiple different abilities (normal price for highest cost feature and 1.5 cost of lowest) and also since there are restrictions to what the item does and who uses it I reduced the cost by 20% (though rules state 30% for the penalties - I think that was too much).

Would you allow this item?


To all those complaining about the cost of the AoMF. Yes, it sucks, but I have one word for you:

Dragons

Think about it.


Darigaaz the Igniter wrote:

To all those complaining about the cost of the AoMF. Yes, it sucks, but I have one word for you:

Dragons

Think about it.

How can a dragon get an amulet on without thumbs?


Darigaaz the Igniter wrote:

To all those complaining about the cost of the AoMF. Yes, it sucks, but I have one word for you:

Dragons

Think about it.

The problem, is that the Amulet affects all Natural Weapons, and is priced accordingly for Monsters with lots of Natural Weapons. The fact that it works for Monks was an afterthought.

Savage Species had a Necklace of Natural Attacks which worked for a single chosen Natural Attack (Or Unarmed Strike) and was priced as a Single Weapon. If the DM allows it, THAT is the way to enhance a Monk's Unarmed Strikes.

Sovereign Court

What you're asking for is pretty powerful. I think you'd be better off with a variant of the Bracers of Archery, but for thrown weapons. These bonuses would stack with weapon enhancement bonuses and effect any improvised weapon you pick up and hurl.


King of Vrock wrote:
What you're asking for is pretty powerful. I think you'd be better off with a variant of the Bracers of Archery, but for thrown weapons. These bonuses would stack with weapon enhancement bonuses and effect any improvised weapon you pick up and hurl.

To what are you committing on?. The other comments, my first thoughts I posted, or my most recent the "Giants Satchel"?. I have decided to forgo getting an item to work for both, I just want to see if my new idea is not overpowered or too much to ask. By adding all the stipulations I want to make this item work the way I want but not be game breaking in any way. This is further reduced by making drawing the items out of the satchel a move action, this cuts anyone from any more than 1 attack a round with it.


Umbral Reaver wrote:

It costs more because:

1. You can TWF thrown weapons.

2. It applies the bonus on the fly to any weapon you throw. This makes it immensely versatile for special material weapons.

It should probably cost more than I made it.

Agreed, my first thought was that it should cost the same as an Amulet of Mighty Fists. I am ok with it being 20% cheaper than an AoMF.

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