Enchanting Unarmed Strikes: A Different Method than the Amulet of Mighty Fists.


Homebrew and House Rules


I am certain that we have all seen the threads posted on these forums about the monk. A common theme running through those postings concerns the Amulet of Mighty Fists. Priced far too high to be useful for relatively lower-level characters, the AoMF also deprives a monk of the ability to wear an Amulet of Natural Armor. Currently in Pathfinder, the monk is the only character class that is forced to make such a sacrifice. Previously, we also had the Constitution and Wisdom ability modifying items that clashed with the AoMF and AoNA in this slot, but these items have both been moved in Pathfinder (to the waist and headband, respectively).

Part of the problem stems from the (justifiable) goal of the game designers to keep an effect that covers the entire body in a slot that reflects that ability. But it is extremely limiting for a class that needs the additional AC and bonuses to unarmed attacks and damage in order to compete with other melee classes. The exceptional price of the item is also a concern, but once again we understand why it has been priced in that manner. The AoMF affects not only unarmed strikes, but all natural weapons. Making it cheaper would allow for creatures to gain bonuses that the design team never intended.

So, what are we to do?

I propose that we simply get rid of the AoMF completely. I can hear the jaws dropping now across the internet. Seriously, how many monsters have you ever seen that spent their NPC treasure on an AoMF to fight your adventuring group? Anybody? Thought so.

Personally, I have never seen it done. So let’s design an item to replace the AoMF, but one that doesn’t allow for its bonuses to be used on natural attacks. To keep the two-weapon fighters from gripping too much, we will price it at one-and-a-half times that of a normal weapon, fair enough? I really do not believe that unarmed strikes need any increase in cost, but let’s be fair about and compromise halfway. +50% sounds about right on that account. But where to put the item?

Amulets and necklaces are out, because we need that slot; same with headbands and belts. Arms? Need that slot for bracers of armor. Feet? Do you really want to lose the boots of speed? Didn’t think so. Robes could work, but the monk’s robes are already there, and they serve a very useful purpose. A ring? That could work, and we might wind up having to go there if my original idea doesn’t pan out.

Let’s look at the hands slot. Ok, ok, ok, I hear the groaning now about how it has been tried and always shot down. That is because you are trying to use a weapon (be it a gauntlet, cestus, brass knuckles, or what-have-you) and using a weapon just makes for all sorts of problems in the minds of the game designers.

So, instead of gauntlets, we go with a simple pair of leather and silk gloves; articles of clothing. Not weapons, no steel or iron or powdered lead or ceramic plates anywhere in them, and they do absolutely no damage on their own. Not one single point. These gloves are wondrous items; they are neither weapons nor armor. While wearing them, you do the exact same damage with an unarmed strike as you would if you were not wearing: 1d3 if you are a medium humanoid punching or kicking or head-butting someone, or your enhanced monk unarmed damage if you are a member of the monk class. On their own, they are simply a pair of masterwork gloves, an article of clothing and nothing more.

Let’s take a look at this, shall we?

Gloves of Perfect Striking

Aura: faint evocation (+1); moderate evocation (+2; +3); strong evocation (+4; +5)
CL: 5th (+1); 6th (+2); 9th (+3); 12th (+4); 15th (+5)
Slot: hands
Price: 3,000 gp (+1); 12,000 gp (+2); 27,000 gp (+3); 48,000 gp (+4); 75,000 gp (+5).
Description: These simple brown leather-and-silk gloves always come in pairs. Both gloves must be worn in order for their magic to function. When both gloves are worn, the wearer gains an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed strikes and combat maneuvers. This enhancement bonus overcomes damage reduction caused by special materials and alignments as if the gloves were a magic weapon of the same enhancement bonus. Unlike magical weapons, these gloves cannot be assigned special weapon properties, such as flaming or frost. The gloves of perfect striking do not otherwise alter the amount of unarmed damage that the wearer inflicts. When worn by a monk, for example, these gloves allow him to continue to use his increased damage on unarmed strikes.
Construction Requirements: Craft Wondrous Item; greater magic weapon or greater magic fang; creator’s caster level must be at least three times the amulet’s bonus.
Cost: 1,500 gp (+1); 6,000 gp (+2); 13,500 gp (+3); 24,000 gp (+4); 36,500 gp (+5).

Wait! I think I can detect the gnashing of teeth and the wailing of those who are shocked that I didn’t let special weapon properties be added. Look, we are already cutting the price down from double to one-and-a-half; by forgoing the ability to add special weapon properties I think we can justify that pretty well. Plus, from my point of view, I think the AoMF was kind of broken in that regards: how many other items could have +5 bonuses in special weapon properties with no enhancement bonus of any kind? I can’t think of one off the top of my head.

And returning to the Gloves of Perfect Striking: are they affordable for lower-level player characters? Yep, a 5th or 6th level character could easily purchase a pair of +1 gloves. Do they solve the problems of cold iron, alchemical silver, adamantine, and alignment based damage reduction for the monk’s unarmed strikes? That’s a 10-4, good buddy. Do they provide a needed way to easily enchant a monk’s unarmed strikes with bonus to attack and damage, while keeping open other vital slots on the body? Yes. Can monsters grab it and use it to augment their natural attacks? Nope. It enhances unarmed strikes only.

You know, I think we have hit the nail on the head here. But, changing the game doesn’t occur in a vacuum, and I would really like to know what your thoughts on this item are. And all of you Paizo guru’s and designer’s out there: I hereby give you my permission to utterly steal this idea and put it in a future supplement if you think it is a viable way to go. Anyway, can’t wait to see your thoughts and critiques.

Good night, everyone, and have a good Thanksgiving Day tomorrow.

Master Arminas

Grand Lodge

Stuff like this and magical knuckle Dusters (MW then enchant) does help those monks.

Sovereign Court

I'm always curious why so many players seem to stick up their noses at the many diverse and awesome monk weapons that are available in the game and insist they have to punch things and the game must bend to their will and make that as optimal a choice as possible. :/


Because Monk Weapons don't scale up to 2d10 damage :P (Incidentally I know several DM's who houserule Monk Weapons deal monk unarmed damage if higher.)


Well, I don't know about everone else, Morgen, but I can tell you why I feel that unarmed strikes should be given an equal opportunity to excel in Pathfinder. Nostalgia.

I began playing back when the game was AD&D in 1986, and my first character--my favorite character--was a monk. That's right, a 1st edition AD&D monk right out of the Player's Handbook. Sure, he got a few weapons, but his open-hand attacks (as they were termed back then) were indeed his major damage dealer.

I long for those days to come back, and for my favorite game system to ditch all of these stupid oriental themed weapons for a class that is supposed to be continent-neutral. LOL And quite frankly, I don't think it is trying to bend the game to make as optimal a choice as possible, but simply trying to restore what once was. Of course, Camelot is lost, never to return, and my days of AD&D are long since past as well. But I can hope and dream, can't I?

So do, I, Kyrt-rider. And still I'd rather use my open-hand strikes, even if mechanically the weapons are better. Shrug. Just me, I guess.

Master Arminas


They had Ki Straps in 3.0. I am sure you could enchant those with an enhancement bonus or other weapon enchantments.

Or you could borrow the monk gloves from Neverwinter Nights. They had an enhancement bonus and often an elemental damage boost.


Usually not even a full dice, in NWN-2. Just 1 point of fire or 2 points of cold. Could very easily work.

Master Arminas

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