Mini-Guide to Amulet of Mighty Fists as a Buffing Item


Advice


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No complaining about monks please.

Do you have Improved Unarmed Strike? How about an extra natural attack you weren't really using? Then this is the thread for you!

This thread is meant to catalog all* the uses of Amulets of Mighty Fists as a buffing item for non-unarmed/natural attacks using characters. They're limited to +2 bonuses or lower.

Note: Some of these rely on RAW, and probably violate RAI. So, possible cheese ahoy! Ask your GM about it.

* - Not necessarily all. It's really just the ones found in UE.

Anchoring
Cost: 20,000 gp
Source: UE
This ability allows the wearer to function as an immovable rod. You cannot be moved without destroying the amulet or the enemy making a DC 30 strength check to move you 10 feet. It's a swift action to activate, allowing you to do...well a lot of very cool things. Jump up in the air and activate it to stay up in the air for a while. Activate it while on a ceiling to stay upside down for a while. Need to block a passage? Great!

Called
Cost: 5,000 gp
Source: UE
I have no clue what it'd do for the wearer of the amulet. I suppose teleport themselves onto their hand? But it might do something, so it's kept here. Maybe it would cast confusion on enemies and allies who saw you do that?

Courageous
Cost: 5,000 gp
Source: UE
Any morale bonus you gain will be increased by +1. (Or half the amulets enhancements, whichever is higher). Very useful if you use a lot of morale bonuses, and pretty cheap too!

Cruel
Cost: 5,000 gp
Source: ARG / UE
Wear the amulet, and then hit an enemy who is frightened, shaken, or panicked. They are now sickened for a round. This use is possible since the enhancement doesn't say this weapon needs to hit such a creature, so ask your GM.

Deadly
Cost: 5,000 gp
Source: ARG / UE
Make your fists hurt a bit more! Why use a guantlet when you can punch someone with your pinky for lethal damage!?

Glorious
Cost: 20,000 gp
Source: UE
20,000 gp to automatically dazzle any enemy you hit? Well, there are stranger ways to spend your gp. Also, perma Daylight depending on how "when drawn" works with unarmed attacks and natural weapons.

Menacing
Cost: 5,000 gp
Source: APG
+2 to flanking for everyone flanking! You don't even need to be flanking. Just mob something and watch your allies eviscerate it due to you.

Neutralizing
Cost: 5,000 gp
Source: UE
5k to be able to stick your head in acid to neutralize it?! I know no better use of gold.

Quenching
Cost: 5,000 gp
Source: UE
See above, but for fire. Impress all the villagers with this one. Or kick out fires.

Thawing
Cost: 5,000 gp
Source: UE
See above, but for frozen objects.

There are probably more!


Agile
Cost: 5,000 gp
Source: PFS FG
Basically is Agile Maneuvers for Combat Maneuvers you can't normally use your weapon with.

Sczarni

I love the last 3...I just picture some anime I watched with a dumb guy literally punching flames trying to put them out!


ossian666 wrote:
I love the last 3...I just picture some anime I watched with a dumb guy literally punching flames trying to put them out!

Except here, it works ;)


Glamered
Cost: 4,000 gp
Source: UE
You may Disguise Self at will for 4,000 gp! You mentioned something earlier about cheese?


I assumed flat costs could not be added to the AoMF in the same way they cannot be added to Bracers of Armor. When the AoMF was released, there were no flat cost enhancements, hence the lack of the text. Otherwise really weird things happen when you add Transformative to it.


It's odd that the Bracers of Armor specifically point out the denial of flat gp bonuses, but the Amulet of Mighty Fists does not. I could see somebody arguing that this is possible.

As a GM, I would never allow it, but since you mentioned that some things smell like cheese, I chucked out some tasty Gouda.


Well, I mentioned why I believe the AoMF doesn't have such a limitation, although due to the extreme similarities those two have, it seems like it'd make sense!


Cheapy wrote:
I assumed flat costs could not be added to the AoMF in the same way they cannot be added to Bracers of Armor. When the AoMF was released, there were no flat cost enhancements, hence the lack of the text. Otherwise really weird things happen when you add Transformative to it.

Not true, the elemental resist armor abilities were always flat gp cost.


If Transformative was allowed, that would essentially mean that you can take a transformative dagger and enhance it cheapy, then transform it into an amulet of mighty fists to get a +5 agile menacing quenching wounding transformative amulet of mighty fists. You could probably glamer it too, to make it looked like a wicked cool tattoo on your chest.


Which is why I didn't include flat cost ones :-)

Starbuck: I just double checked and you can't add flat gp cost items to bracers of Armor.


Yar.

Nice list.

As for Transformative: sometimes RAW is ambiguous, sometimes it is clear, sometimes it gives an impression for GM's to use as they see fit along side some common sense.

Amulet of Mighty Fists wrote:
... Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. ...

Bolded the relevant section. Can you apply transformative to unarmed strikes? That is not spelled out anywhere, and as such is a GM call.

Only monks have a clause that states that their unarmed strikes treated as "manufactured and natural weapons". For everyone else, unarmed strikes are "...is much like attacking with a melee weapon, except...", as such, I would say that for the purpose of magical enhancements on an Amulet of Mighty Fists, transformative could not be applied to unarmed strikes, and by extension, an Amulet of Mighty Fists.

However, in your home game, you can do what you want. Including using this in order to play T-1000.

~P


I've got me an "amulet of fury"; Amulet of mighty fists with the furious enhancement from the APG.

Orc with the nails hex, tusked racial trait and unarmed strike (w/ multiattack and two-weapon fighting) makes the "amulet of fury" go a long way for your dollar.


Cheapy wrote:

No complaining about monks please.

Do you have Improved Unarmed Strike? How about an extra natural attack you weren't really using? Then this is the thread for you!

This thread is meant to catalog all* the uses of Amulets of Mighty Fists as a buffing item for non-unarmed/natural attacks using characters. They're limited to +2 bonuses or lower.

You forgot Parrying: http://www.d20pfsrd.com/psionics-unleashed/equipment/psionic-items/psionic- weapons#TOC-Parrying

+1 insight AC and reflex saves. Best part you never have sheath yourself.

A good +2 ability: Suppression: subject to a targeted dispel psionics power. The wielder makes a dispel check (1d20 + 15) against a DC of 11 + the manifester level of the power to be dispelled. Items manifester is 10.
So your Unarmed strikes dispel magic.


The things I thought of when reading OP:

Anchored: "Everything is filmed in wu-vision, leap into the air, full ranged attack, still in the air 3 round later firing your pistols, I mean throwing your shuriken."

Glorious: "Who is the master?!" (yes I'm bad)

Neutralizing: "Does that mean immunity to acid?"

Further thoughts:

Mighty Cleaving: Chuck Norris roundhouse kicks?

Returning: Can you put it on a Halfling Monk and have the Half-orc Barbarian throw him at the enemy?

Brilliant Energy: Ascension to a higher existence for dummies.

Dancing: Do you suddenly become able to fly? Do your feet attack on their own? Do you just gain a +10 to all Dance competitions?


Anchored: means you can always get a +1 for height advantage :D


Pathfinder Rulebook Subscriber
LoreKeeper wrote:

Anchored: means you can always get a +1 for height advantage :D

Ominous: Have your own theme music for 5000 gp. Scare people when you slap them.

Grand Lodge

Brilliant Energy.

Ultimate lockpick.

Ultimate molester.


Starbuck: I didn't really want to include any 3pp ones here yet. And I didn't even include all of Paizo's. Just UE + Agile :)

boring7: Brilliant energy would cause someone with IUS to fall right through the earth :)

LoreKeeper: Honestly, that's the one that excites me the most. So many cool things possible with it! You can even activate it as a swift action without hitting someone :)


Glorious
Cost: 20,000 gp
Source: UE
20,000 gp to automatically dazzle any enemy you hit? Well, there are stranger ways to spend your gp. Also, perma Daylight depending on how "when drawn" works with unarmed attacks and natural weapons.

My thought on this would be whenever you "stike a pose" to get ready for combat, or when you clench your fists wolverine style to prepare for battle.

Grand Lodge

There is the "Living Wood" material. Make some sandals out of it, and AoMF Brilliant energy guy is fine.


Quote:

Courageous

Cost: 5,000 gp
Source: UE
Any morale bonus you gain will be increased by +1. (Or half the amulets enhancements, whichever is higher). Very useful if you use a lot of morale bonuses, and pretty cheap too!

Nice combo with the flagbearer feat and the mindlessly cruel trait. As unarmed strikes work with feet and such it's not that bad to have a flag in one of your hands.

Makes the one using it super MAD but worth a thought.

Silver Crusade

I think spell storing is pretty hard to beat for anyone with the ability to keep it charged. Of course courageaus will is my newest best friend^^


blackbloodtroll wrote:
There is the "Living Wood" material. Make some sandals out of it, and AoMF Brilliant energy guy is fine.

He won't be able to eat or drink! it'll go right through him unless it's alive!

Silver Crusade

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Cheapy wrote:
blackbloodtroll wrote:
There is the "Living Wood" material. Make some sandals out of it, and AoMF Brilliant energy guy is fine.
He won't be able to eat or drink! it'll go right through him unless it's alive!

Well there is always blood, and milk is kinda alive. So is cheese and of course oysters are often eaten alive.

But can he even take of the amulet himself, after all it is certainly not alive ^^..... on a related note, whats keeping his clothes from falling down?


Do note that I tried to only list the parts that were independent of needing to attack with the weapon enhanced by the ability.

For example, courageous also grants a morale bonus equal to the enhancement against fear effects, and anchoring can cause an enemy to be stuck in place.

Oh man, anchoring can be placed on thrown weapons. 50 +1 anchoring shurikens of No Can Haz Escapez.


Sebastian Hirsch wrote:


..... on a related note, whats keeping his clothes from falling down?

;)

Sczarni

Cheapy wrote:
blackbloodtroll wrote:
There is the "Living Wood" material. Make some sandals out of it, and AoMF Brilliant energy guy is fine.
He won't be able to eat or drink! it'll go right through him unless it's alive!

You could take one of the Outsider races and substitute the spell like ability for getting sustenance from another source...I think Aasimars can be sustained off of sunlight! And a Ring of Sustenance is cheap!

Edit: And as for clothes...have you seen the Hanes T-Shirt commercial with the t-shirt of kittens? Thats ALWAYS a solution!

Grand Lodge

Beer is alive.


Threadomancy, but what i really want to know is how AOMF throwing works... Can you build an unarmed throwing build?

Oh man soo many questions with this that its worth reviving it!


If you wear an AOMF and someone throws you, you return to the thrower. :)

Grand Lodge

Was there a conclusion to question about flat cost abilities being added to a Amulet of Mighty Fists?

Can you do it?


Not sure. Wouldn't hurt for a post meant to get FAQs though :)

Grand Lodge

How many flat cost weapon enchantments are there?

Seems to me, to be a rather small amount.


What about putting shocking burst on an AOMF, that could be intersting.


This thread is even sillier now with the AoMF cost errata bringing things down to 4000 and 160000


I thought Courageous was a +1 enhancement not a flat bonus.

Anyway I think people really don't see all of the consequences of this enhancement.

My 14th level Barbarian has a +2, Furious, Bane (Evil outsider) if I add Courageous to the Great sword. It gets wonky.

Rage is a morale bonus to strength and con. So when fighting evil outsiders the bonus is +3 additional Strength and Con, though usually it is only +2 additional Strength and Con (Without Bane being active). Plus the bonus to Will saves will go up by 2 or 3 since that is also a Morale Bonus.

That +1 Enhancement is quite amazing on a Barbarian.

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