Monk's Amulet of Mighty Fists [Variant Item]


Homebrew and House Rules


I'm considering to introduce the following variant of the Amulet of Mighty Fists into my campaign (one PC is an elven Monk of the Four Winds):
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Monk's Amulet of Mighty Fists
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Aura faint evocation; CL 5th

Slot neck; Price 2,500 gp (+1), 10,000 gp (+2), 22,500 gp (+3), 40,000 gp (+4), 62,500 gp (+5), 90,000 gp (+6), 122,500 gp (+7), 160,000 gp (+8), 202,500 gp (+9), 250,000 gp (+10); Weight —

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Description
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This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks, but not on attacks with natural weapons. It is only usable by monks.

Additionally, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. A monk's amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A monk's amulet of mighty fists must have at least a +1 enhancement bonus to grant a melee weapon special ability.

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Construction
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Requirements Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities; Cost 1,250 gp (+1), 5,000 gp (+2), 11,250 gp (+3), 20,000 gp (+4), 31,250 gp (+5), 45,000 gp (+6), 61,250 gp (+7), 80,000 gp (+8), 101,250 gp (+9), 125,000 gp (+10)

Please discuss.


Seems pretty thought out to me.


Brass Knuckles are also classified as unarmed attacks, so if you don't want it to work with brass knuckles enchantments 'unarmed strike' is more specific.

Liberty's Edge

I would go even further and use the normal magic weapon pricing progression.

I don't know why natural attacks have to pay a premium for enhancements.

Dark Archive

Gallard Stormeye wrote:

I would go even further and use the normal magic weapon pricing progression.

I don't know why natural attacks have to pay a premium for enhancements.

well if you factor the fact you can never be disarmed or sundered, and anyone else would have to pay for 2 weapons to twf its rather mitigating. i'd say up the price to 150% of a magic weapon (still makes it a lot cheaper than AoMF)


Name Violation wrote:
well if you factor the fact you can never be disarmed or sundered, and anyone else would have to pay for 2 weapons to twf its rather mitigating. i'd say up the price to 150% of a magic weapon (still makes it a lot cheaper than AoMF)

I think it can be sundered:

PRD wrote:

Sunder

You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack.

I hadn't thought about the 2-weapon fighting... a monk will have an equally high number of attacks when flurrying, so maybe a price of

(bonus squared times 3.000 gp)
or even
(bonus squared times 4.000 gp)
would be more appropriate than my version
(bonus squared times 2.500 gp),
considering Magic Weapons cost
(bonus squared times 2.000 gp)
and both variants would still be cheaper than the standard AoMF.


The new version, priced like two eqivalent magic weapons:
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Monk's Amulet of Mighty Fists
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Aura faint evocation; CL 5th

Slot neck; Price 4,000 gp (+1), 16,000 gp (+2), 32,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5), 144,000 gp (+6), 196,000 gp (+7), 256,000 gp (+8), 324,000 gp (+9), 400,000 gp (+10); Weight —

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Description
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This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks, but not on attacks with natural weapons. It is only usable by monks.

Additionally, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. A monk's amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A monk's amulet of mighty fists must have at least a +1 enhancement bonus to grant a melee weapon special ability.

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Construction
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Requirements Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5), 72,000 gp (+6), 98,000 gp (+7), 128,000 gp (+8), 162,000 gp (+9), 200,000 gp (+10)

Dark Archive

i meant natural attacks cant be sundered.

Liberty's Edge

Can't a monk flurry with one limb anyway? Making this only slightly more expensive than a single brass knuckle isn't out of line if this is the case. (I mean, how often does a person lose access to that arm?)
I'd probably go with x3000 at the most. The original was only x5000 and could apply to quite a few attacks (6 on a dragon, for example). This would only apply to a maximum of 2 virtual attacks.


urodivoi wrote:
Brass Knuckles are also classified as unarmed attacks, so if you don't want it to work with brass knuckles enchantments 'unarmed strike' is more specific.

You are right, it shouldn't stack with brass knuckles.


StabbittyDoom wrote:

Can't a monk flurry with one limb anyway? Making this only slightly more expensive than a single brass knuckle isn't out of line if this is the case. (I mean, how often does a person lose access to that arm?)

I'd probably go with x3000 at the most. The original was only x5000 and could apply to quite a few attacks (6 on a dragon, for example). This would only apply to a maximum of 2 virtual attacks.

Maybe Brass Knuckles are too cheap for a monk?

When a 2-weapon fighter or rogue wanted to do as many attacks as a monk with the same magical enhancements, he would have to buy 2 brass knuckles whereas the monk had to buy only 1... that seems not balanced to me.


I posted some questions to the Rules Questions forum:
link

If a monk can indeed flurry with a single weapon, then my original pricing wasn't too cheap after all...

However, an amulet and unarmed strikes have some advantages compared to weapons:
- you don't have to draw them at the beginning of combat
- you don't drop them when stunned/panicked
- you don't have to sheath/drop them when you want to use your hand to i.e. drink a potion

Dark Archive

Zen79 wrote:

I posted some questions to the Rules Questions forum:

link

If a monk can indeed flurry with a single weapon, then my original pricing wasn't too cheap after all...

However, an amulet and unarmed strikes have some advantages compared to weapons:
- you don't have to draw them at the beginning of combat
- you don't drop them when stunned/panicked
- you don't have to sheath/drop them when you want to use your hand to i.e. drink a potion

yes, a monk CAN flurry with 1 weapon, or multiple weapons, or interchange multiple weapons and unarmed strikes.


In this case, I will use my initial pricing, as it doesn't have to balanced towards two identical magic weapons anyway.

Dark Archive

the trade off comes from the fact a monk could have both hands tied behind his back and still make a full round attack.

hell, even a hogtied monk can make a full round attack with headbutts, and still gets the benefits of AoMF and items like this, thats another reason this should have the higher price tag. you cant kick or headbutt with a magic sword, but you can with this

its better than a comparable magic weapon for those simple facts

at this point all you're doing is cutting the cost of AoMF and saying "only the group member who should be using it anyway can use it"


Yes, but does it justify a multiplicator of 5,000 gp instead of 2,000 gp for magic weapons?
I chose to use a slightly higher multiplicator than the one for magic weapons to reflect the various advantages of the MAoMF (2,500 gp), which are mostly circumstantial.

Dark Archive

Zen79 wrote:

Yes, but does it justify a multiplicator of 5,000 gp instead of 2,000 gp for magic weapons?

I chose to use a slightly higher multiplicator than the one for magic weapons to reflect the various advantages of the MAoMF (2,500 gp), which are mostly circumstantial.

but a +1 weapon already costs almost 2500 (if you include the masterwork weapon cost).

personally i think its too cheap, but to each their own, if you want this in your campaign its not like i'm gonna stop you. i just suggest a higher cost. at least 3k x bonus squared


A multiplicator of 3k is also realistic; deciding between it and 2,5k is already fine-tuning the balancing in my opinion, and beyond my game-design skills. I'll try 2,5k in my campaign and adjust to 3k if necessary.
Thank you all for your input!

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