stringburka |
2 people marked this as FAQ candidate. Staff response: no reply required. |
As has been said again and again, monks have a pretty big issue with being unable to deal sufficient damage without sacrificing their other aspects. How do you people think the APG has met this issue? Apart from the alternate monks, there's one thing that's VERY MUCH worth noting: The brass knuckle.
"Brass Knuckles: These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them."
So, now the monks can deal their unarmed damage AND have enchantments! And it should stack with AoMF, as long as the effects are different (for example, +2 Flaming Brass Knuckles, Icy Burst AoMF)
Remco Sommeling |
As has been said again and again, monks have a pretty big issue with being unable to deal sufficient damage without sacrificing their other aspects. How do you people think the APG has met this issue? Apart from the alternate monks, there's one thing that's VERY MUCH worth noting: The brass knuckle.
"Brass Knuckles: These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them."
So, now the monks can deal their unarmed damage AND have enchantments! And it should stack with AoMF, as long as the effects are different (for example, +2 Flaming Brass Knuckles, Icy Burst AoMF)
I already ruled a gauntlet like that, didn't exactly see a reason not to, even called it a brass knuckle for flavor, though the concentration check is new I guess. The brass knuckle still doesn't say it is a (special)monk weapon, so I am not so sure it solves anything (by raw)
VictorCrackus |
As has been said again and again, monks have a pretty big issue with being unable to deal sufficient damage without sacrificing their other aspects. How do you people think the APG has met this issue? Apart from the alternate monks, there's one thing that's VERY MUCH worth noting: The brass knuckle.
"Brass Knuckles: These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them."
So, now the monks can deal their unarmed damage AND have enchantments! And it should stack with AoMF, as long as the effects are different (for example, +2 Flaming Brass Knuckles, Icy Burst AoMF)
I would of never noticed this in the book unless I read this here.
My players shall celebrate your name for bringing this to my attention.
Ice Titan |
The AoMF does not stack with enchanted brass knuckles because the brass knuckles aren't unarmed strikes. They're weapons that are flurryable with and also have the caveat that they deal the monk's unarmed strike damage when used.
They also lack the capacity for stunning fist, ki strike and quivering palm, unless you enchant the knuckles as ki focus. I guess they'd have to be kicks or elbow strikes, without the brass knuckles' bonus enchantments.
They do have their upsides, though, like breaking certain DRs such as silver, cold iron, adamantine (before 16), or having access to an easy magic weapon before you gain 5,000gp-- just one brass knuckle runs 2,000gp for a nice +1 to hit on your non-TWF "main hand" flurry strikes, which is much more manageable and important for lower-level characters.
Remco Sommeling |
The AoMF does not stack with enchanted brass knuckles because the brass knuckles aren't unarmed strikes. They're weapons that are flurryable with and also have the caveat that they deal the monk's unarmed strike damage when used.
They also lack the capacity for stunning fist, ki strike and quivering palm, unless you enchant the knuckles as ki focus. I guess they'd have to be kicks or elbow strikes, without the brass knuckles' bonus enchantments.
It also does not mention monks can flurry with it just that they are proficient with it and that it deals damage like an unarmed strike. Monks are proficient with all simple weapons but that does not mean they can flurry with all simple weapons.
Gorbacz |
Ice Titan wrote:It also does not mention monks can flurry with it just that they are proficient with it and that it deals damage like an unarmed strike. Monks are proficient with all simple weapons but that does not mean they can flurry with all simple weapons.The AoMF does not stack with enchanted brass knuckles because the brass knuckles aren't unarmed strikes. They're weapons that are flurryable with and also have the caveat that they deal the monk's unarmed strike damage when used.
They also lack the capacity for stunning fist, ki strike and quivering palm, unless you enchant the knuckles as ki focus. I guess they'd have to be kicks or elbow strikes, without the brass knuckles' bonus enchantments.
The weapons table in APG says that brass knuckles are a monk weapon now. So, yes on flurry with knuckles.
Thanks for fixing one of the biggest AA issues there, Paizo.
Remco Sommeling |
Remco Sommeling wrote:Ice Titan wrote:It also does not mention monks can flurry with it just that they are proficient with it and that it deals damage like an unarmed strike. Monks are proficient with all simple weapons but that does not mean they can flurry with all simple weapons.The AoMF does not stack with enchanted brass knuckles because the brass knuckles aren't unarmed strikes. They're weapons that are flurryable with and also have the caveat that they deal the monk's unarmed strike damage when used.
They also lack the capacity for stunning fist, ki strike and quivering palm, unless you enchant the knuckles as ki focus. I guess they'd have to be kicks or elbow strikes, without the brass knuckles' bonus enchantments.
The weapons table in APG says that brass knuckles are a monk weapon now. So, yes on flurry with knuckles.
Thanks for fixing one of the biggest AA issues there, Paizo.
ah cool, seems I havent been breaking rules all this time afterall ^^
Thanks for the info, I do not have access to the APG yet.
The Speaker in Dreams |
What's AoMF?
"Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them."
This seems to call them competent in use of the weapons ... while not stating FoB is usable, why *wouldn't* they be able to flurry w/a hand-based weapon they can use that changes *nothing* at all to the way in which they punch other than added weight to the fist?
{on a side note - man ... the thread a ways back seems crazy now where everyone was arguing against letting monks get to use brass knuckles to get a damage bump, OR to use their own hand damage, etc. EVERYONE was sounding off in that thread too - a few of the dev's, lots of boardies, too.}
Kaisoku |
If it's listed as a monk weapon, it's flurryable, just like a Kama.
AoMF is "Amulet of Might Fists".
Since the brass knuckles is a weapon that uses the damage from your unarmed damage, and not actually "unarmed strike", it's not affected by the amulet's bonuses (boni?).
So it's either the amulet, or the knuckles. You can have both pieces of equipment, but they don't work on the same attack.
The amulet would likely be superfluous in this case, unless you find yourself without use of the limb holding the knuckles with large frequency.
Phil. L |
If it's listed as a monk weapon, it's flurryable, just like a Kama.
AoMF is "Amulet of Might Fists".
Since the brass knuckles is a weapon that uses the damage from your unarmed damage, and not actually "unarmed strike", it's not affected by the amulet's bonuses (boni?).
So it's either the amulet, or the knuckles. You can have both pieces of equipment, but they don't work on the same attack.
The amulet would likely be superfluous in this case, unless you find yourself without use of the limb holding the knuckles with large frequency.
I had a fight that lasted ages yesterday between my monk and a demon with DR, so anything in the APG that makes my damage potential go up would be helpful (though I use knee-lifts and elbows for most of my attacks so brass knuckles doesn't do it for me). I wonder if steel-capped elbow and knee pads would cost the same amount? Mmmm...
stringburka |
The AoMF does not stack with enchanted brass knuckles because the brass knuckles aren't unarmed strikes. They're weapons that are flurryable with and also have the caveat that they deal the monk's unarmed strike damage when used.
They also lack the capacity for stunning fist, ki strike and quivering palm, unless you enchant the knuckles as ki focus. I guess they'd have to be kicks or elbow strikes, without the brass knuckles' bonus enchantments.
Good point, stupid me for missing that. Still, they're far cheaper to enchant than AoMF, and you could have a masterwork one already at level 2!
(And IIRC AoMF only goes to a total of +5 bonus, while this can reach the +10 limit and can also be affected by GMW)
mdt |
To me, this is very much a case of just right but far too late. I wish they'd included these in the core. Also, the APG apparently boosted them, as they were not listed as MONK weapons in the Adventurer's Armory. In that one they were just proficient with them, but hey weren't monk weapons.
The biggest advantage is you can have two different brass knuckles to do two different things. For example, a straight +3 BK on your right fist made from adamantine, and a +1 Flaming ghost strike silver BK on your left fist.
Then, as a monk, you can use whichever you prefer. Finding it hard to hit the baddie, use the right one. Finding it easy, or it's an incorporeal, use the left one.
Additionally, since they're cheaper than an AOMF you can buy 3-4 with different properties and switch them out as needed, based on what's going on. I'd drop a feat on quick draw if you're going this route.
magnuskn |
Just asking, but isn't the Cestus also a weapon for which the Monk could use his Unarmed Damage? It doesn't outright say so, but the text says "While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage".
stringburka |
Just asking, but isn't the Cestus also a weapon for which the Monk could use his Unarmed Damage? It doesn't outright say so, but the text says "While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage".
Since it's specifically stated for the brass knuckles and not for the cestus, I don't think so - especially not since the cestus also is a much, much better weapon due to higher crit rate.
magnuskn |
magnuskn wrote:Just asking, but isn't the Cestus also a weapon for which the Monk could use his Unarmed Damage? It doesn't outright say so, but the text says "While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage".Since it's specifically stated for the brass knuckles and not for the cestus, I don't think so - especially not since the cestus also is a much, much better weapon due to higher crit rate.
Yeah, true. I guess it is there for the Monks who would like to take Improved Critical... although the Temple Sword would be better for those.
stringburka |
Yeah, true. I guess it is there for the Monks who would like to take Improved Critical... although the Temple Sword would be better for those.
Also, it might not be for monks only. It's a good choice for a dual-wielder compared to twin short swords or twin daggers.
Swords - Piercing, d6Daggers - Piercing, d4, throwable
Cestus - Bludgeoning or piercing, d4, can wield or carry other items at the same time
And for anyone who isn't interested in picking locks, it might be a good reserve weapon. It's certainly better than a spiked gauntlet.
ZappoHisbane |
Since there is now a brass knuckle I fail to see any point whatsoever why the other monk weapons still deal pathetic damage. Might as well upgrade those to monk damage and nothing will change excpet a bit of flavor.
I think I agree. One of the old litmus tests for if something was overpowered was if it was a no-brainer for any character of a particular type to take.
What reasons do Monks have NOT to use Brass Knuckles now? Given the choice between those and the other Monk weapons available or an AoMF, to me it seems like a no-brainer.
Ordinarily, this would make the Brass Knuckles "over-powered" to a lot of people. In this case however, I think it's more of a case where all other options were under-powered. Now that we have precedent of an ordinary weapon allowing Monk damage without any special enhancements, I think I'll be allowing the same for all other Monk special weapons.
Zurai |
It's a step forward (an amusing one, considering how vociferous various Paizo-ites were about the gauntlet not being usable as an unarmed strike), but it still doesn't address the monk's primary issue. The primary issue of the monk class is that they are pulled in two mutually exclusive directions by their class features. They're very heavily encouraged to be highly mobile by their class features, but that prevents them from using their damage-dealing class features at anything close to full effect, and vice versa.
ProfessorCirno |
Ordinarily, this would make the Brass Knuckles "over-powered" to a lot of people. In this case however, I think it's more of a case where all other options were under-powered. Now that we have precedent of an ordinary weapon allowing Monk damage without any special enhancements, I think I'll be allowing the same for all other Monk special weapons.
Bingo.
Jason Beardsley |
ZappoHisbane wrote:Ordinarily, this would make the Brass Knuckles "over-powered" to a lot of people. In this case however, I think it's more of a case where all other options were under-powered. Now that we have precedent of an ordinary weapon allowing Monk damage without any special enhancements, I think I'll be allowing the same for all other Monk special weapons.Bingo.
Don't you do the same thing in your games anyway Prof? lol
Dragonchess Player |
It's a step forward (an amusing one, considering how vociferous various Paizo-ites were about the gauntlet not being usable as an unarmed strike), but it still doesn't address the monk's primary issue. The primary issue of the monk class is that they are pulled in two mutually exclusive directions by their class features. They're very heavily encouraged to be highly mobile by their class features, but that prevents them from using their damage-dealing class features at anything close to full effect, and vice versa.
To some extent, the mobility from the monk's Fast Movement doesn't become significant until 9th level (when it becomes more than a barbarian with boots of striding and springing). The APG also has some alternate monk class features, specifically the Monk of the Sacred Mountain:
The monk of the sacred mountain finds strength and power in the earth beneath his feet. Rather than spinning through the battlefield with the fluid motion of the river, he roots himself to the ground, as immovable and unshakable as the stones of the mountain.
The majority of the alternate class features for monks of the sacred mountain are based on staying in one spot.
Abraham spalding |
It's a step forward (an amusing one, considering how vociferous various Paizo-ites were about the gauntlet not being usable as an unarmed strike), but it still doesn't address the monk's primary issue. The primary issue of the monk class is that they are pulled in two mutually exclusive directions by their class features. They're very heavily encouraged to be highly mobile by their class features, but that prevents them from using their damage-dealing class features at anything close to full effect, and vice versa.
You know the best I've seen the monk used has been to get his mobility to put him in a spot that causes the opponent to come to him so he can stand and deliver.
All and all the monk reminds me of a chess game more than any other class -- when you get the correct combination of movement and stillness the power of the monk seems significant, but this requires time, experience, quick thinking and judicious use of the ki points (sometimes for defense, sometimes for movement, sometimes for extra offense) -- not something for a beginning player IMO.
ProfessorCirno |
ProfessorCirno wrote:Don't you do the same thing in your games anyway Prof? lolZappoHisbane wrote:Ordinarily, this would make the Brass Knuckles "over-powered" to a lot of people. In this case however, I think it's more of a case where all other options were under-powered. Now that we have precedent of an ordinary weapon allowing Monk damage without any special enhancements, I think I'll be allowing the same for all other Monk special weapons.Bingo.
Yep! :D
Brass Knuckles just lets me point at an official item and go "Just use this then I guess. YOou can still kick the dudes if you want, it'll carry over.
ProfessorCirno |
I don't like it.
The Monk should be self-sufficient, not vulnerable to the same "christmas tree" build problems that fighters etc. have.
Sure, the monks need a power up. That power up should not be magic items.
One possibility for this is to abandon both the necklace and the brass knuckles and give them a sort of self-additive magic item, like Arcane Archer or the Soulknife of old. They'd automatically add that enchantments to their attacks and gain more as they level, as a class feature
Of course, I also houserule that they do unarmed damage with any monk weapon and give them one free weapon of their choice as a monk weapon, so there's that :p
LilithsThrall |
LilithsThrall wrote:I don't like it.
The Monk should be self-sufficient, not vulnerable to the same "christmas tree" build problems that fighters etc. have.
Sure, the monks need a power up. That power up should not be magic items.
One possibility for this is to abandon both the necklace and the brass knuckles and give them a sort of self-additive magic item, like Arcane Archer or the Soulknife of old. They'd automatically add that enchantments to their attacks and gain more as they level, as a class feature
Of course, I also houserule that they do unarmed damage with any monk weapon and give them one free weapon of their choice as a monk weapon, so there's that :p
One thing I like about the APG is that there are monks who use weapons of opportunity (namely, whatever they can get their hands on). That actually makes sense considering that many of the so-called "monk weapons" of earlier versions of the game actually were weapons of opportunity.
mdt |
I don't like that it totally invalidates every other monk weapon out there. Why ever wield anything else?
I'd agree with your statement, if it wasn't for the fact that prior to it, the argument would have been :
Why ever wield a weapon?
Honestly, no monk would ever wield a weapon because you loose to much for doing so.
Name Violation |
I don't like that it totally invalidates every other monk weapon out there. Why ever wield anything else?
reach weapon for reach. ranged weapon for range. weapon with trip/disarm ability for trip/disarm. It doesnt invalidate anything except reliance on an AoMF.
why ever attack with anything other than an unarmed strike. it toatlly invalidates other weapon damage...
Kierato |
In the core, monks do not have a monk reach weapon. Wielding a quarterstaff that has both ends +5 defending and converting it to AC while making attacks with your unarmed strikes is a valid option. Personally, I see the monk as more of a Status effect class, Stunning fist lets them bestow stunned, Fatigued, Sickened, Staggered, Blind, Deafened, and paralyzed based on your monk level. Scorpion style (To reduce their speed) and trip, disarm, and Feint (especially greater feint), well, you get my point.
The Speaker in Dreams |
In the core, monks do not have a monk reach weapon. Wielding a quarterstaff that has both ends +5 defending and converting it to AC while making attacks with your unarmed strikes is a valid option. Personally, I see the monk as more of a Status effect class, Stunning fist lets them bestow stunned, Fatigued, Sickened, Staggered, Blind, Deafened, and paralyzed based on your monk level. Scorpion style (To reduce their speed) and trip, disarm, and Feint (especially greater feint), well, you get my point.
*jaw drops to ground*
That's just ... that's just liquid awesome, man!!!
I *love* that image, too - a guy messin' w/a staff JUST for defense, to mess w/the offense, and then kicking, punching and throwing elbows and knees when opportunity affords - that's pretty brilliant. I like it!
*applauds this idea*
Edit: man, you could just have a basic +5 Defending staff w/no frills, and dump it all into defense, then roll around w/a few vials of Potion of Magic Fang or whatever to get your boost that way and it'll last for freakin' HOURS!! This is a *good* idea and use of resources, IMO.
ZappoHisbane |
Kierato wrote:In the core, monks do not have a monk reach weapon. Wielding a quarterstaff that has both ends +5 defending and converting it to AC while making attacks with your unarmed strikes is a valid option. Personally, I see the monk as more of a Status effect class, Stunning fist lets them bestow stunned, Fatigued, Sickened, Staggered, Blind, Deafened, and paralyzed based on your monk level. Scorpion style (To reduce their speed) and trip, disarm, and Feint (especially greater feint), well, you get my point.*jaw drops to ground*
That's just ... that's just liquid awesome, man!!!
I *love* that image, too - a guy messin' w/a staff JUST for defense, to mess w/the offense, and then kicking, punching and throwing elbows and knees when opportunity affords - that's pretty brilliant. I like it!
*applauds this idea*
Edit: man, you could just have a basic +5 Defending staff w/no frills, and dump it all into defense, then roll around w/a few vials of Potion of Magic Fang or whatever to get your boost that way and it'll last for freakin' HOURS!! This is a *good* idea and use of resources, IMO.
One potential snag:
Defending: A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn.
One could interpret the bolded part as requiring you to actually attack ("use") the weapon to gain the benefit of the Defending ability. Just sayin'...
Eric Tillemans |
One could interpret the bolded part as requiring you to actually attack ("use") the weapon to gain the benefit of the Defending ability. Just sayin'...
Yes, but even if that's true you could flurry with unarmed and staff and just take the lowest iterative attack with the staff and all the others with unarmed strikes. Not a bad loss for +5 AC.
Crimson Jester |
LilithsThrall wrote:I don't like it.
The Monk should be self-sufficient, not vulnerable to the same "christmas tree" build problems that fighters etc. have.
Sure, the monks need a power up. That power up should not be magic items.
One possibility for this is to abandon both the necklace and the brass knuckles and give them a sort of self-additive magic item, like Arcane Archer or the Soulknife of old. They'd automatically add that enchantments to their attacks and gain more as they level, as a class feature
Of course, I also houserule that they do unarmed damage with any monk weapon and give them one free weapon of their choice as a monk weapon, so there's that :p
Sounds like an opportunity to a prestige class. Let me know when you get it ready.
Randall Jhen |
In the core, monks do not have a monk reach weapon. Wielding a quarterstaff that has both ends +5 defending and converting it to AC while making attacks with your unarmed strikes is a valid option. Personally, I see the monk as more of a Status effect class, Stunning fist lets them bestow stunned, Fatigued, Sickened, Staggered, Blind, Deafened, and paralyzed based on your monk level. Scorpion style (To reduce their speed) and trip, disarm, and Feint (especially greater feint), well, you get my point.
In games I run, I disallow this on the basis that bonuses from the same source don't stack -- in this case, the bonuses both come from the defending property. I wouldn't allow it on a pair of defending daggers, either.
Just a heads up that you might want to run it by your DM before getting too giddy at the idea.
ZappoHisbane |
In games I run, I disallow this on the basis that bonuses from the same source don't stack -- in this case, the bonuses both come from the defending property. I wouldn't allow it on a pair of defending daggers, either.
Just a heads up that you might want to run it by your DM before getting too giddy at the idea.
Except that the defending property itself states that it's a "bonus that stacks with all others."
Of course, if you're dual-wielding and my previous point about having to "use" the weapons still stands, that means you have to make two (likely ineffectual) attacks to gain full benefit of the AC bonuses.
Aelryinth RPG Superstar 2012 Top 16 |
I don't like that it totally invalidates every other monk weapon out there. Why ever wield anything else?
It doesn't. Flurry is two weapon fighting for monks. To flurry with brass knuckles, you'd have to have two of them, and enchant them seperately just all other dual wields. It's effectively a modular form of AoMF, where you can have differnt effects on each hand...or 'switch' your main hand, if DR is important.
as for precedent for monk dmg with monk weapons, there's a set of such in The Magic Item Compendium that did the same. Hardly imbalanced.
==Aelryinth
Zurai |
Randall Jhen wrote:Except that the defending property itself states that it's a "bonus that stacks with all others."In games I run, I disallow this on the basis that bonuses from the same source don't stack -- in this case, the bonuses both come from the defending property. I wouldn't allow it on a pair of defending daggers, either.
Just a heads up that you might want to run it by your DM before getting too giddy at the idea.
Others being the important word, there. Your statement does not contradict his.
ZappoHisbane |
ZappoHisbane wrote:Others being the important word, there. Your statement does not contradict his.Randall Jhen wrote:Except that the defending property itself states that it's a "bonus that stacks with all others."In games I run, I disallow this on the basis that bonuses from the same source don't stack -- in this case, the bonuses both come from the defending property. I wouldn't allow it on a pair of defending daggers, either.
Just a heads up that you might want to run it by your DM before getting too giddy at the idea.
Yup, I can see it being read that way too. Ain't English fun? :P
Aelryinth RPG Superstar 2012 Top 16 |
Randall Jhen wrote:In games I run, I disallow this on the basis that bonuses from the same source don't stack -- in this case, the bonuses both come from the defending property. I wouldn't allow it on a pair of defending daggers, either.
Just a heads up that you might want to run it by your DM before getting too giddy at the idea.
Except that the defending property itself states that it's a "bonus that stacks with all others."
Of course, if you're dual-wielding and my previous point about having to "use" the weapons still stands, that means you have to make two (likely ineffectual) attacks to gain full benefit of the AC bonuses.
This has never floated in arguments. There are no bonuses that stack with themselves. Defender is not 'other bonuses'...it is the same bonus.
==aelryinth
Randall Jhen |
Except that the defending property itself states that it's a "bonus that stacks with all others."
Of course, if you're dual-wielding and my previous point about having to "use" the weapons still stands, that means you have to make two (likely ineffectual) attacks to gain full benefit of the AC bonuses.
True, it stacks with all others... but you could (and I do) interpret that to mean that it does not stack with itself.
If you wanted to get an unholy amount of cheese, imagine a marilith monk holding six medium defending quarterstaves.
Yes, pun intended.
Edit: Ninja'd. Twice. Ouch.
ZappoHisbane |
ZappoHisbane wrote:Randall Jhen wrote:In games I run, I disallow this on the basis that bonuses from the same source don't stack -- in this case, the bonuses both come from the defending property. I wouldn't allow it on a pair of defending daggers, either.
Just a heads up that you might want to run it by your DM before getting too giddy at the idea.
Except that the defending property itself states that it's a "bonus that stacks with all others."
Of course, if you're dual-wielding and my previous point about having to "use" the weapons still stands, that means you have to make two (likely ineffectual) attacks to gain full benefit of the AC bonuses.
This has never floated in arguments. There are no bonuses that stack with themselves. Defender is not 'other bonuses'...it is the same bonus.
==aelryinth
I don't disagree, but it's argueable. The bonus is not typed, and untyped bonuses generally stack with everything. Nothing in the description says it grants a 'Defending bonus' to AC. There's also nothing in the rules about 'Bonuses' or 'Stacking' (see the Getting Started section of the PRD) that says anything about untyped bonuses from the same source. It only says that same-type bonuses don't stack.
Cheesy? Yup. Unintended? Probably. Explicitly and inarguably ruled out? Nope. Would I try it on my DM? Nope. :)
Ravingdork |
To flurry with brass knuckles, you'd have to have two of them, and enchant them seperately just all other dual wields.
I'm not so sure about that. The fact that they are monk weapons allows you to flurry with it even if you are only wielding one of them. There is no need for an off-hand brass knuckle.
EDIT: Can one get two brass knuckles with several weapon properties and stack it with all the properties from their amulet of mighty fists?
That sounds like a good way to get lots of abilities onto your unarmed strikes on the cheap.