Can I enchant fists as a monk?


Rules Questions

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The Exchange

"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."
So can I by the rules get the fists enchanted?


No, but you can get an amulet of mighty fists for near the same effect.

Shadow Lodge

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I'd say wait until your unarmed strikes are considered magic, then get someone to inscribe runes and tattoos for the same magical effects one could put on a weapon. I do not suggest getting the throwing weapon special ability.

But this is also a question to ask your DM.


Amulet of mighty fists is good, and you don't need to make it a +1 first.

You can get Holy for bypassing DR on evil outsiders.
Flaming/Shocking are cool for effect, and the energy damage will bypass other types of DR.

Another option is to get a Greater Magic Fang cast on you and made permenant.

Scarab Sages

Nope, but you can take the Hands as Weapons feat from Arcana Evolved to do it. I have this feat available in all my games. Much good it is.


There is also the Sensai class from Complete Warrior that a monk can take to enhance their natural attacks. Otherwise, there are lots of 3.5 feats that can mimic some special weapon effects: Fiery Fists, Fists of Iron, etc.

The Exchange

Dragonborn3 wrote:

I'd say wait until your unarmed strikes are considered magic, then get someone to inscribe runes and tattoos for the same magical effects one could put on a weapon. I do not suggest getting the throwing weapon special ability.

But this is also a question to ask your DM.

'Throwing hands' would totally rock, but I thing returning is mandatory...

Anyway, why can't you enchant the hands? The wording in regards to what your hands, as a monk, are acts like you can. Is there something else that says no that I don't see?


Fake Healer wrote:
Dragonborn3 wrote:

I'd say wait until your unarmed strikes are considered magic, then get someone to inscribe runes and tattoos for the same magical effects one could put on a weapon. I do not suggest getting the throwing weapon special ability.

But this is also a question to ask your DM.

'Throwing hands' would totally rock, but I thing returning is mandatory...

Anyway, why can't you enchant the hands? The wording in regards to what your hands, as a monk, are acts like you can. Is there something else that says no that I don't see?

I don't think enchanting just the hands is enough. Monks can use their whole body as a weapon (elbows, knees, shins, etc.), therefore the body itself needs the enchantment. Semantics really, I guess.


Fake Healer wrote:

'Throwing hands' would totally rock, but I thing returning is mandatory...

Anyway, why can't you enchant the hands? The wording in regards to what your hands, as a monk, are acts like you can. Is there something else that says no that I don't see?

Actually there are some 3.5 feats that allow you to strike at a distance - 'Ringing the Bell' I think is the theme if not the name of the feat.

The Exchange

Honestly I think that not being able to enchant your unarmed strikes is the only way that special monk weapons are a viable option. Sure, your unarmed strike may do 2d6 damage, but that +1 Holy Kama is better when fighting evil creatures.


No, you can not treat your body parts like crafting magic weapons. Magic items are created - not enchanted or subject to effects. Normally it is unlikely that you can "create" your hands, feets or what ever to make them magical (except perhaps artifical limps..)

For an improvement of magic weapons the PRD says:

PRD wrote:

Adding New Abilities

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item...

Since the requirement of an existing magic item is missing you can not add abilities.

Nevertheless you can always cast Magic Weapon (+greater) as a short time buff or Magic Fang (+greater) with Permanency for a longer effect.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Are your hands Masterwork? No? then they can't be enchanted.

EDIT: That said, a Ki Power that allowed you to temporarily mimic certain weapon properties would be cool


Fake Healer 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."

So can I by the rules get the fists enchanted?

Considering the Magic Fang spell does exactly this, and can be made permanent, you'd be spending an awful lot of money for an effect you can spend a little money on.

Shadow Lodge

Fake Healer wrote:

'Throwing hands' would totally rock, but I thing returning is mandatory...

Anyway, why can't you enchant the hands? The wording in regards to what your hands, as a monk, are acts like you can. Is there something else that says no that I don't see?

Throwing means the weapon leaves you, and returning doesn't reattach your hand... unless your a troll.

Paul Watson wrote:

Are your hands Masterwork? No? then they can't be enchanted.

EDIT: That said, a Ki Power that allowed you to temporarily mimic certain weapon properties would be cool

But a monk's strikes are considered magical at 4th level, and magical weapons can be enchanted further.

Mnemaxa wrote:
Considering the Magic Fang spell does exactly this, and can be made permanent, you'd be spending an awful lot of money for an effect you can spend a little money on.

Does Magic Fang/Weapon grant the frost property, or shocking burst? Viscious? Merciful? Keen?


They are only considered magic "For the purpose of overcoming Damage Reduction" not because they become magic.
There is an item from the Savage Species book (unfortunately it's 3.0, but should still be viable).

Necklace of Natural Weapons:
The enhancement bonuses on this necklace are applied to attack and damage rolls involving one or more of the wearer’s natural weapons.
In addition, any weapon special quality may be applied to
this necklace, and the quality then applies to those natural
weapons as well. For instance, a +1 throwing returning necklace
of natural weapons would apply its enhancement bonus
and the throwing and returning special abilities to one or
more of the wearer’s natural weapons.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Craft
Magic Arms and Armor; Market Price: 600 gp, plus the cost
of the enhancement bonuses, multiplied by the number of
natural weapons affected. A +1 necklace of natural weapons
that affects one natural weapon costs 2,600 gp; if the same
necklace affects six natural weapons, it costs 15,600 gp.


I allow it in my game but in my game there are magic tats. When you enchant your unarmed strikes it takes the arm, and leg tattoo. These slots cost 1.5 the orginal cost but every monk that has played in my game has had it done. I like the monk class alot though and am not a hard ball RAW GM either. One condition is that to get a tattoo in my world you must write a description of what it looks like and it must match the theme of the enchantment. I know I will get alot of that is not in the rules statements on this poast ;)


The main loss the monk suffers from the lack of enchanted weapons is the lack of bonuses to hit. I think there need to be some compensating feats for the good old monk at the least to let them score hits now and again, although I will concede the new flurry-of-blows system is a step in the right direction.


Slightly off track..

Can you use just one, say, silvered weapon, with a flurry and by-pass DR/silver with all your attacks?


i'd allow a monk to enchant thier fists.

heck, i'd allow legacy fists too.


I would implement a system where monks would learn secret techniques and use some variation of enchant weapon (substitute cost/materials) where they spend day/weeks/months of vigorous training to learn a power like iron fist, eagle claw, etc. that would have the power equivalent to a magic weapon.


Stone the Crows wrote:

Slightly off track..

Can you use just one, say, silvered weapon, with a flurry and by-pass DR/silver with all your attacks?

Yes. All attacks would be with the same weapon and use the bonuses and damage of that weapon.


Stone the Crows wrote:

Slightly off track..

Can you use just one, say, silvered weapon, with a flurry and by-pass DR/silver with all your attacks?

I think Mynameisjake is correct BUT if what you are asking is if you combine say 2 unarmed strike with 2 silvered weapon strikes in a single Flurry only the 2 silvered weapon strikes would get the silvered effect.


stormraven wrote:
Stone the Crows wrote:

Slightly off track..

Can you use just one, say, silvered weapon, with a flurry and by-pass DR/silver with all your attacks?

I think Mynameisjake is correct BUT if what you are asking is if you combine say 2 unarmed strike with 2 silvered weapon strikes in a single Flurry only the 2 silvered weapon strikes would get the silvered effect.

Exactly. If you want to bypass DR/silver or DR/cold iron with your Unarmed Strikes, you would need an Amulet of Mighty Fists with at least a +3 enhancement bonus (since a weapon with a +3 enhancement bonus allows you to bypass such damage reductions).

Please note that simply casting Greater Magic Fang (or Greater Magic Weapon - a Monk could benefit from this spell, too) on the Monk would not give him the same benefit, since the description of the spells specifically say that
"This bonus does not allow a ('weapon'/ 'natural weapon or unarmed strike') to bypass damage reduction aside from magic."
However, the Amulet of Mighty Fists is not an item which 'casts' on the Monk such spells (Greater Magic Fang is only required to create the item, much like a Fireball spell is required to create a Flaming Weapon, but the Flaming effect is not subjected to SR, for example), so it would work.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
The Wraith wrote:
stormraven wrote:
Stone the Crows wrote:

Slightly off track..

Can you use just one, say, silvered weapon, with a flurry and by-pass DR/silver with all your attacks?

I think Mynameisjake is correct BUT if what you are asking is if you combine say 2 unarmed strike with 2 silvered weapon strikes in a single Flurry only the 2 silvered weapon strikes would get the silvered effect.

Exactly. If you want to bypass DR/silver or DR/cold iron with your Unarmed Strikes, you would need an Amulet of Mighty Fists with at least a +3 enhancement bonus (since a weapon with a +3 enhancement bonus allows you to bypass such damage reductions).

Please note that simply casting Greater Magic Fang (or Greater Magic Weapon - a Monk could benefit from this spell, too) on the Monk would not give him the same benefit, since the description of the spells specifically say that
"This bonus does not allow a ('weapon'/ 'natural weapon or unarmed strike') to bypass damage reduction aside from magic."
However, the Amulet of Mighty Fists is not an item which 'casts' on the Monk such spells (Greater Magic Fang is only required to create the item, much like a Fireball spell is required to create a Flaming Weapon, but the Flaming effect is not subjected to SR, for example), so it would work.

Might you also know if an amulet of mighty fists adds to a creature's combat maneuver bonus as well? Such as a wolf tripping or a troll grappling?


Rules as written, you cannot enchant fists. I'd also recommend against houseruling this, for a number of reasons.

One, as stated above, this is the incentive to use monk weapons on occasion. Two, game balance - your fists (and feet, and elbows, and knees, and forehead...) cannot gain the broken condition, or be disarmed. (Of course, you cold houserule this as well, as well as the use of the make whole spell to fix such. Also, Yerv's fix is a good balance as well - it costs more for the benefits.) Third, it begs the question - if your fists are on fire, why aren't you screaming? :D

Also, where are the rules stating that +3 or better weapons can ignore special material damage reductions? I can't find it.


Pathfinder rulebook, page 562.


If by "enchanted" the OP means "cast a spell to enhance the fists' effectiveness", the answer is yes (spells like Magic Weapon and Magic Fang come to the mind). If he means "use a magic item to make them more effective", the answer is yes also (Amulet of Mighty Fists, or a custom-made item to the same effect). If he means "craft them as a better weapon", the answer is no since body parts can't be crafted. Although some prestige classes could allow you to do it (thinking of Osteomancer here).


Be a kensai. They get free enchants to whatever thier signature weapon is. Doesn't say anywhere it can't be a natural weapon.

Fists of throwing and returning, anyone?

How about brilliant energy feet?


Ravingdork wrote:
Might you also know if an amulet of mighty fists adds to a creature's combat maneuver bonus as well? Such as a wolf tripping or a troll grappling?

This is circumstantial - it depends if you are using the 'enchanted weapon' to make the combat maneuver or not.

For Disarm, if you are using an enchanted weapon the bonus applies. The same goes for Sunder. As a side note, all bonuses to hit with the weapon you are using apply as well, such as Weapon Focus, Weapon Training, and so on - see for example under the Weapon Training text:
"A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group."

Better yet, if you are using a light weapon (such as Unarmed Strikes...) and you have the Weapon Finesse feat, you would benefit from your Dexterity bonus instead of your Strength bonus, but only for maneuvers which actively use the finesseable weapons (the Agile Maneuvers feat is much more useful since you would use the Dex bonus on ALL combat maneuvers, regardless of the type and the weapon used).
This was an official answer to such a situation.

Not for Grapple, Bull Rush, or Overrun (you are not using a weapon to make such moves). Moreover, you have to specifically take Weapon Focus (Grapple) to gain a bonus on Grapple checks on top of that granted by Imp. Grapple or Greater Grapple.
EDIT: this can be a little messy for creatures with the Grab ability, since they start the Grapple maneuver in an unusual way (using effectively their Natural Attack for it) - I have no official answers regarding this, but my opinion is that in this particular case, they would benefit from bonuses to their Natural Attacks (such those granted by an Amulet of Mighty Fists).

Trip... uh, see the bumpy thread here. If you are using a Trip Weapon, the bonuses would apply (as for Disarm and Sunder); if the weapon is not a Trip weapon... nobody knows at the moment. And the fact that a Monk can Trip with his Unarmed Strikes... makes things more complicated (do you use Unarmed Strikes when trying to Trip ? Or is it a special action, much like Grapple, and so you do not benefit from bonuses to Unarmed Strikes)? At the moment, nobody knows for sure...
EDIT: however, I personally would allow a creature with the Trip ability (such as a Wolf) to benefit from bonuses to their Natural Attack when making a Trip Combat Maneuver (see the Grab ability above).


The Wraith wrote:


Not for Grapple, Bull Rush, or Overrun (you are not using a weapon to make such moves). Moreover, you have to specifically take Weapon Focus (Grapple) to gain a bonus on Grapple checks on top of that granted by Imp. Grapple or Greater Grapple.
...

Taking weapon focus(grapple) seems like a waste of a feat for just a +1 bonus to CMB to grapple. Except for fighters and maybe monks, feats are hard to come by, of course these two classes would most likely be the only candidates for WF(grapple) anyway, so meh. I play a monk and I don't think I'd take it.

Scarab Sages

I think I read somewhere (mostly likely in a paizo product) about an item that allows you to wrap your fists, in order to make your fists do lethal damage (for non-monks, obviously). I don't see why a monk can't use that, make it masterwork, and get that enchanted. (or use oil of magic weapon) The disadvantage would be not being able to use your hands for anything else, and not being able to fight with your feet, knees, elbows, head, so on.

Alternatively, a DM could house rule that you could use an item like that, but you couldn't flurry with it. That would let a monk be able to fight certain monsters better, but still penalize them a lot for taking away their awesome flurries. (at higher levels, though they wouldn't have many magic items before then anyways)


Ragnar Death-Speaker wrote:
Be a kensai. They get free enchants to whatever thier signature weapon is. Doesn't say anywhere it can't be a natural weapon.

Actually, it specifically says that the signature weapon CAN be unarmed strikes, but that it costs more and has to be specific (hands, feet, etc).

Ragnar Death-Speaker wrote:
Fists of throwing and returning, anyone?

Not for me thanks, I like to keep my limbs and appendages attached to me. Though I suppose you could explain it in-game as a sort of telekinetic punch... hmm....

Ragnar Death-Speaker wrote:
How about brilliant energy feet?

I think you'd need the feat (feet?) that allows you to deal slashing damage with unarmed strikes first. :)

Liberty's Edge

Fake Healer 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."

So can I by the rules get the fists enchanted?

Magic Fang + Permanence

/thread

Dark Archive

Fake Healer 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."

So can I by the rules get the fists enchanted?

I asked Monte Cook as well. I asked why is it a big deal to enchant the fists since they are melee weapons anyhow. This is what he said:

"My answer would be no.
I put a feat in the Complete Book of Eldritch Might as well as Arcana Evolved called Hands as Weapons that would make it possible, but without some kind of special feat/item/etc. I wouldn't allow it."


well, i found a few options on this topic:

Magic fang + permanence seems to be the bests.-

But if youre looking for special effects, such as flamming or icy burst, you can use some MA handheld weapons (Maybe not tiger claws, but a cestus or some "Handwraps" may do the trick).-

Of course such weapons should be extremely rare, and pretty expensive due their rarity.-


unopened wrote:

well, i found a few options on this topic:

Magic fang + permanence seems to be the bests.-

But if youre looking for special effects, such as flamming or icy burst, you can use some MA handheld weapons (Maybe not tiger claws, but a cestus or some "Handwraps" may do the trick).-

Of course such weapons should be extremely rare, and pretty expensive due their rarity.-

Actually, feats like Fiery Fists (PHBII) are not unbalancing and can add some effects if imported to Pathfinder. My favourite way of doing so is multi-classing as a psychic warrior or taking the Fist of Zuoken PrC.


"Fists of throwing and returning, anyone?"

Troll monk, save on the returning enchantment.


Or perhaps you should look at the enlightened fist prestige class?


Kuma wrote:

"Fists of throwing and returning, anyone?"

Troll monk, save on the returning enchantment.

Ring the Golden Bell (Draconic Compendium) feat turns unarmed strike into a ranged attack.


unopened wrote:

well, i found a few options on this topic:

Magic fang + permanence seems to be the bests.-

The best option I've seen is the feat Monte Cook created that says "You can enchant your unarmed strike (or natural weapon) as a weapon."


Note: this is not a troll attempt.

Aside from whether Raw allows it- since I think its pretty clear it doesn't.

Should RAW allow it? What is the big "unbalancing" factor here? Do we really care that it can't be disarmed? Is that really the big sticking point- that you can't disarm or sunder the weapon?

Monks are already far from a powerhouse class. They already can't be disarmed or sundered except on the odd occasion they need a silver or cold iron weapon or whatever. If they want to spend the hard earned gold and alot of time to enchant their best weapon why is there such opposition to it?

It seems to me to be an extension of "melee can't have nice things". Everyone else gets to enchant their preferred and primary weapon. Why are we stopping the monks?

-S

Liberty's Edge

Selgard wrote:

Note: this is not a troll attempt.

Aside from whether Raw allows it- since I think its pretty clear it doesn't.

Should RAW allow it? What is the big "unbalancing" factor here? Do we really care that it can't be disarmed? Is that really the big sticking point- that you can't disarm or sunder the weapon?

Monks are already far from a powerhouse class. They already can't be disarmed or sundered except on the odd occasion they need a silver or cold iron weapon or whatever. If they want to spend the hard earned gold and alot of time to enchant their best weapon why is there such opposition to it?

It seems to me to be an extension of "melee can't have nice things". Everyone else gets to enchant their preferred and primary weapon. Why are we stopping the monks?

-S

I fail to see where RAW doesn't allow it...it says:

"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."
which tells me that you can use either magic fang or magic weapon (if im understanding what they mean by manufactured correctly), and you can apply effects that effect either or both of these weapon types to a monk's body parts.


To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus.

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.

Both of these statements are based on interpretation, it says
1 “To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools” this could be items needed for the components to apply the effect in question.
Next:
2 “She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled.” Here it says nothing about needing to create the weapon, jus that you need a weapon.
Next:
3 “Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value” again interpretation the human body, itself is a work of mastery not to be recreated by any form of artificial means. There for can be considered masterwork. (Don’t get on my case I am playing devils advocate here and presuming that this could be interpreted this way)
Next:
4 “Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus.” This can be interpreted as the cost in part 1.
Next:
5 “A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon”
That’s pretty straight forward.
Next
6. “For the purpose of spells and effects that enhance or improve”
Again Pretty straight forward
Next:
7 “either manufactured weapons or natural weapons.””
Manufactured (something created), and something pre-existing.

All these statements put together, can safely be stated that yes you can magically enhance a monk’s unarmed strike for the effects of anything listed under the Magic weapons section. (That are appropriate for a bludgeoning attach weapon)
But in addition there is the rule for creating magic items:” Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and special abilities.”
Since the rules states this :”A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed.”
There are 4 parts listed on this rule, there for it is safe to say that the monk is treated as creating four weapons when determining cost, time, XP, and special abilities.
The rule also states “A weapon with a special ability must also have at least a +1 enhancement bonus.“
There for if you want to add ghost touch to your monk as a special quality it would cost 32,000gp 32 days and an 9th lvl Caster.
If you wanted to add flaming or icy later on it would cost you an addional 40,000gp 40 days, and a 10th lvl caster.

all ruling listed here were pulled directly from the Paizo online PRD site here http://paizo.com/pathfinderRPG/prd/index.html


If your fists were masterwork, you'd be getting a +1 to attack with them. They are not masterwork.


Hehe, i know these guys will give you great answers, but i just had to say that the title made me laugh hard.
i can imaging enchanting with frost and trying to eat a sandwich only to have everything you touch freeze.
Flame enchant cooks your food as long as you eat with your hands.
LoL
Anyway, back to the actually informative answers...


Trinam wrote:
If your fists were masterwork, you'd be getting a +1 to attack with them. They are not masterwork.

But my father was masterwork, and my mother was one quarter masterwork, so doesn't that make me masterwork as well?

I'm not really sure why monks (and creatures with natural attacks) are not allowed to get them enchanted. It seems like a great way to spend a creatures treasure, give them a little attack and damage bonus, without increasing the glut of lower grade magic items that become common dead weight in the mid to high levels. The only difference I can see is disarming and sundering, but how often is that an issue?

I think you can just get a pair of brass knuckles, and have those enchanted. As an added bonus, you can also make them cold iron or silver as well.


Just get a basic gauntlet from the players hand book and masterwork it. Enchant it and call it a day. The basic gauntlet is a manufactured weapon that treats you as being unarmed. Seems like a easy fix to me.


Tagion wrote:
Just get a basic gauntlet from the players hand book and masterwork it. Enchant it and call it a day. The basic gauntlet is a manufactured weapon that treats you as being unarmed. Seems like a easy fix to me.

Monks aren't proficient with gauntlets.


ghettowedge wrote:
Tagion wrote:
Just get a basic gauntlet from the players hand book and masterwork it. Enchant it and call it a day. The basic gauntlet is a manufactured weapon that treats you as being unarmed. Seems like a easy fix to me.
Monks aren't proficient with gauntlets.

A half elf one can be for free. A human one can use the human feat for it. Anyway you do it , spending one feat seems like an easier way to do it then all the other things sugested here.


I would say that knuckle dusters from the APG have pretty much made the question redundant.

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