AoMF and melee special abilities that designate "weapon"


Rules Questions

The Concordance

The Amulet of Mighty Fists can grant melee special abilities to your natural attacks.

Some melee abilities adjust enhancement bonuses. One is listed below.

Furyborn wrote:
This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.

Does the AoMF gain the enhancement bonuses, or does it only go to each individual weapon?

For example, Abby the homonculus full attacks (AoMF +0 Furyborn). She bites (hit) claws (hit) and claws (miss). Does Abby now have a AoMF +2 Furyborn, or are her weapons just +1 Furyborn bite, +1 Furyborn claw, +0 Furyborn claw?


This falls into GM FIAT territory, since there is no actual answer to this. So the best answer for you is to ask how the GM would interpret the interaction between the two subjects. If you are the GM, then the answer is your oyster; it can be anything you want it to be.

If you want a more objective answer, then we go based off of what the weapon does:

-It increases the enhancement bonus, to a maximum of +5, for each time you hit a given creature with a weapon enhanced with that property.

-The bonus is removed entirely if you kill the opponent you were attacking, if you switch your attacks to a different opponent, or if an hour passes between attacking that opponent again.

We then go based off of what the AOMF description says:

-It can provide an Enhancement Bonus to attack and damage rolls with Unarmed Strikes and Natural Weapons.

-It can provide Special Weapon Properties, so long as they can be applied to Unarmed Strikes.

-These properties can be applied regardless of the AoMF having an existing Enhancement Bonus to attack and damage rolls.

From what's mentioned in the description, there is argument that it won't apply to Natural Weapons, since the description only mentions Unarmed Strikes being something that the Weapon Property can apply to, and not Natural Attacks, so at certain tables, the Furyborn AOMF wouldn't apply to any sort of Natural Weapon, and only Unarmed Strikes.

That being said, a lot of tables run AoMF properties to apply to Natural Weapons as well; the most common example is an Agile AoMF to apply Dexterity to Attack and Damage Rolls with all Natural Weapons, so at those tables (which are common and widespread), Furyborn would apply to every Unarmed Strike and Natural Attack you make. The only question would be to whether it's cumulative with only one natural weapon, or if it applies to each one that you possess.

To that end, I would personally vote that it's to each individual Natural Attack, because each is its own Natural Weapon being enhanced by the Furyborn enchantment, and therefore calculates its own bonus. But, since this is strictly a GM FIAT territory, YMMV.


There's a FAQ that revolved AoMF with weapon properties affecting natural attacks. It was ruled that a Speed AoMF only granted one extra attack to a creature with multiple natural attacks, rather than giving each weapon an extra attack. It was ruled this way NOT because it was against the wording of AoMF (that wasn't even mentioned), but because it would be way too powerful if it did work that way.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I would treat each individual natural weapon as a furyborn weapon in its own right. So you would need to track consecutive hits with each individual natural weapon.

Liberty's Edge

Each natural attack is a different weapon.
Maezer way is reasonable, but generally one of Pathfinder goals is to reduce bookkeeping for variable effects.
With that in mind I think that it is not meant to work with multiple natural attacks.

Liberty's Edge

Bashamo wrote:
There's a FAQ that revolved AoMF with weapon properties affecting natural attacks. It was ruled that a Speed AoMF only granted one extra attack to a creature with multiple natural attacks, rather than giving each weapon an extra attack. It was ruled this way NOT because it was against the wording of AoMF (that wasn't even mentioned), but because it would be way too powerful if it did work that way.

Actually speed is not stackable with any haste effect, speed included, so you can't get multiple speed effects even if you have multiple speed weapons and/or benefit from haste.

FAQ wrote:

Speed Weapons: Can I get two extra attacks per round if I dual-wield two speed weapons?

No. The benefits of speed are not cumulative with similar effects, and "a second speed weapon" is a similar effect.
posted June 2013

FAQ wrote:

Amulet of Mighty Fists: If a creature with multiple natural attacks (such as bite/claw/claw) wears an amulet with the speed property, does it get one extra attack with each of its natural weapons?

No... mainly because that combination is way too good for monsters with multiple attacks, and gets better the more natural attacks a monster has. Doubling a creature's attacks per round is really powerful, even for 80,000 gp (the price of a +4 amulet).
posted July 2011


It does not make sense to count the bonus separately. Balancewise and logically.

Look at a furyborn axe or sword. You attack maybe 3 times due to high BAB. It scales every time. A claw is stuck with 1 attack per round the whole game. It would be awefully slow. Then, the AOMF is more expensive.

A furyborn weapon is +2. Compared to a straight +2, it becomes useful after 2 hits, so a weapon fighter with BAB 11 could benefit from it on the third strike in the first round.

A natural weapon fighter would (even with 6 natural attacks) always benefit from the enchantment in the 3rd round, as a straight +2 would also apply to all attacks and is not even subject to the restricton of attacking only one opponent.

Logically, the enchantment is put on the amulet, not the claws. So by striking with the claw, there must be some energy that wanders between amulet and claw and improves the amulets power. I don't think there are separate chambers within the amulet that keep the claws energy for itself, so the amulet will release the increased power to the other claw and the bite as well.


The Furyborn enchant is on the amulet. It bumps the enhancement bonus of the weapon it is on. For the given bite(hit), claw(hit), claw(miss), I would go with +0 for the bite, +1 (from the bite that hit) for the first claw, and +2 (from the first two hits) for the second claw. Next round it is at +2 for the first attack, and maybe better later. [Until the reset condition is met.]

A stricter RAW sees "Each time the wielder damages an opponent with the weapon", and will only bump the enhancement when the AoMF is the weapon that creates the damage, thus meaning that all hits by the bite or claws are irrelevant.

/cevah


From the AOMF description:

"Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks."

This indicates that they work for natural attacks as for unarmed strikes. I suppose furyborn would advance after each unarmed strike, thus making no difference in the limb that is used to deliver it. Same applies to natural attacks, replacing the "weapon" word by "all unarmed attacks" or "all natural attacks"

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