AMF+Weapon Augmentation Crystal Would you let a player do it?


Rules Questions


The amulet of mighty fists is expensive because it effects all of a creatures natural weapons. Is there a fair way of adding an augmentation crystal to said amulet?

My DM trusts my judgment in most cases so I don't want to take advantage of that. I just can't think of a fair way to handle it short of buying 3 and duck taping them together. I play a druid with an amulet of speedy fists :) so my shiny necklace is a bit cheesy as is. Any thoughts on getting me some extra little effects with out getting a 66% discount?

Owner - House of Books and Games LLC

I'd say no, personally.

As I recall, weapon crystals are for melee weapons, not wondrous items or natural weapons.

Grand Lodge

You only benefit from the crystal on one limb per round. Bam, balanced.


gbonehead wrote:

I'd say no, personally.

As I recall, weapon crystals are for melee weapons, not wondrous items or natural weapons.

OK I guess I will try home brew I asked because I don't recall there being an AMF in 3.5.

I just wondered what people thought as the AMF can gain weapon traits.


TriOmegaZero wrote:
You only benefit from the crystal on one limb per round. Bam, balanced.

Makes sense but can I buy three and stick them in there IIRC you can put two crystals on a double weapon? That would be my goal.

Grand Lodge

I don't see a problem with it, unless someone wants to strictly interpret the rules. The weapon augments aren't that horribly strong, just useful.


TriOmegaZero wrote:
I don't see a problem with it, unless someone wants to strictly interpret the rules. The weapon augments aren't that horribly strong, just useful.

Thanks I'm the resident rules layer so rules decisions are often left to me. I just wanted to make sure I wasn't being a bit generous as it is my character.


TriOmegaZero wrote:
You only benefit from the crystal on one limb per round. Bam, balanced.

Actually if you want balance you would need to put in some sort of action cost to switch which attack/limb you were buffing with the appropriate crystal. With a normal weapon and crystal you would need to remove the crystal and then place it in the new weapon before using (two standard actions I believe). Being able to swap which one applies where at any point is being rather generous from an action cost standpoint. Even more so as you are using this with a druid who will have multiple choices in attacks (bite, claw, claw, rake, tail, wing, etc.), where as a monk will always be doing the exact same damage no matter which limb/attack they use.


gbonehead wrote:

I'd say no, personally.

As I recall, weapon crystals are for melee weapons, not wondrous items or natural weapons.

i always thought that too about only on adding to melee weapons but when i scoured the rules i couldn't find it. some crystal descriptions do say "when used on a melee atack" but most don't. i think maybe the description about "touching the crystal to the hilt it attaches itself" is misleading. I was always under the impression that an weapon augment crystal always attached to the hilt like an ornamental gem but i guess not.

The rules for Weapon Augment Crystals are found on page 221 of MIC, and summarized here.

*Each weapon,shield, or armor may have only one Augment Crystal
*Attaching or removing an Augment Crystal is a move-action that does not provoke an AoO
*Least Augment Crystals will only work on Masterwork or higher quality items
*Lesser Augment Crystals will only work on items with a +1 enhancement bonus or higher
*Greater Augment Crystals will only work on items with a +3 enhancement bonus or higher.

So no you could not attach it it to an amulet because an amulet is not a weapon. you might be able to attach it to monk straps maybe... As for a double weapon im under the impression that you could only put one crystal into it as it is still technically 1 weapon. it would effect both ends though, which is still nice. Unfortunately you would have to have higher enhancement bonuses on BOTH ends to take effect of higher crystals which seems a drawback.


RunebladeX wrote:

i always thought that too about only on adding to melee weapons but when i scoured the rules i couldn't find it. some crystal descriptions do say "when used on a melee atack" but most don't. i think maybe the description about "touching the crystal to the hilt it attaches itself" is misleading. I was always under the impression that an weapon augment crystal always attached to the hilt like an ornamental gem but i guess not.

-
The rules for Weapon Augment Crystals are found on page 221 of MIC, and summarized here.
-
*Each weapon,shield, or armor may have only one Augment Crystal
*Attaching or removing an Augment Crystal is a move-action that does not provoke an AoO
*Least Augment Crystals will only work on Masterwork or higher quality items
*Lesser Augment Crystals will only work on items with a +1 enhancement bonus or higher
*Greater Augment Crystals will only work on items with a +3 enhancement bonus or higher.
-
So no you could not attach it it to an amulet because an amulet is not a weapon. you might be able to attach it to monk straps maybe... As for a double weapon im under the impression that you could only put one crystal into it as it is still technically 1 weapon. it would effect both ends though, which is still nice. Unfortunately you would have to have higher enhancement bonuses on BOTH ends to take effect of higher crystals which seems a drawback.

Operating on the assumption (I know... No access to the book right now) that is all the rules for them, definitely not working on the amulet because of the first point. As for the rest of the points, an AMF is going to be masterwork, as all magical items need to meet that requirement before being enchanted in any way. Our group operates under the "AMF has to have a +1 enhancement before other weapon enhancements can be added" (like a normal magical weapon) but I know there has been some opposing views on the boards about that. Regardless that would still allow AMF to gain the augment crystal in appropriate increments (actually slower than a weapon as the price is higher for each bonus added) and I have no problem with that part of it working honestly (if it weren't for the first point which makes it impossible).

As for the double weapon, I'd argue that they are considered 1 weapon. Each end of a double weapon is created separately when making it from a special material as well as when being magically enhanced. Given that one head of the item could be masterwork and the other end of the weapon is +1 you are stuck with letting the weapon not be able to hold one of greater gems or allowing two crystals of differing power for each end, you can’t allow the greater crystal to be put on a weapon that doesn’t meet the requirements. Given that the crystals aren’t a huge bump in power I’d go with the less restrictive choice and allow 2 crystals and let the crystals do what they were intended to, give utility.

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