Artemis Moonstar |
Amulet of Mighty Fists has a line that specifically says "Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks."
Emphasis mine. I think it's obvious that fists cannot be thrown, in the literal sense.
Edit: If you have monstrous regeneration (like a 3.x troll) you can always cut off your hand and throw it at someone.... But that's besides the point.
Trikk |
I remember in 3.0/3.5 there was a spell, "blood wind", that gave natural attacks the throwing ability. So at least there is something, that such an idea can have some roots in.
With the ridiculous amount of content for those editions, I'd be surprised if something like that didn't exist. The bar for quality was non-existent.
Rathendar |
Amulet of Mighty Fists has a line that specifically says "Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks."
Emphasis mine. I think it's obvious that fists cannot be thrown, in the literal sense.
Edit: If you have monstrous regeneration (like a 3.x troll) you can always cut off your hand and throw it at someone.... But that's besides the point.
+1. This explanation mirrors my view.
Rathendar |
In counterpoint, i would point out that using the same power on a real weapon that meets the category also seems silly. Spiked gauntlet +1, Throwing?
So i punch, and my hand goes flying off? You have a fist, so it's not like the glove slips off and slips back on. For added humor make it a Locked Spiked Gauntlet. Does it work now? (YMMV but i say no to both.)
For those that do, my old school anime quote for you is... Boost Knuckle!
I am familiar with blood wind. It is a decent spell for specific build concepts but does not make your limbs detach to damage at range.
Saying that Throwing enchantment turns it into ki-blast effects adds something that normal weapons with throwing don't get. If i use my Greatsword +1 Throwing, i do not chop the air and retain hold of my weapon while a wave of energy arcs into the distant target so neither would/should the amulet.
That's about all i have to add to the points of consideration, thank you for reading!
Fenrisnorth |
Ah, but you forget it is now enchanted spit, and is being used as part of a monk's flurry, so is likely also ki-laden.
Heck I can't find the part where it says you have to let go of a thrown weapon in general. By RAW, it actually looks like you don't actually have to throw it. But that' can't be right, so I'm going to keep looking.
Shar Tahl |
Amulet of Mighty Fists has a line that specifically says "Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks."
Emphasis mine. I think it's obvious that fists cannot be thrown, in the literal sense.
Edit: If you have monstrous regeneration (like a 3.x troll) you can always cut off your hand and throw it at someone.... But that's besides the point.
Strictly by the rules, you cannot apply. It only uses the melee ability
Bane
Defending
Flaming
Frost
Shock
Ghost touch
Keen Cannot apply to Amulet of Mighty Fists, but perhaps on the styles that change damage types to slash or pierce
Ki Focus
Merciful
Mighty cleaving
Spell storing
Throwing Cannot apply to Amulet of Mighty Fists
Thundering
Vicious
Anarchic
Axiomatic
Disruption3
Flaming burst
Icy burst
Holy
Shocking burst
Unholy
Wounding
Speed
Brilliant energy
Dancing Cannot apply to Amulet of Mighty Fists
Vorpal Cannot apply to Amulet of Mighty Fists, but perhaps on the style that change damage type to slash
Fenrisnorth |
The problem with that statement is that it doesn't have a list of what can go on an AoMF....
Ok, I solved this particular issue. Just throw slingstones or whatever. You hands count as a weapon (if you place the throwing enchant on them, they have a range increment of 10,) and magic weapons bestow their enchantment of the ammunition you use with them. So if you have a monk, just pimp up your fists, and throw shurikens.
Shar Tahl |
If there are RAW reasons for yes, or no, please post.
Umm, several posts give why not. Nothing in Paizo products lets you detach your hand, foot or head and throw it, unless they implement the Fireys from Labyrinth.
Amulet of Mighty Fists
Aura faint evocation; CL 5th
Slot neck; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5); Weight —
Description
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, 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. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
Rathendar |
Well, to be fair, that list does include the Throwing enchant. And it just says it CAN be thrown, not that it MUST be thrown to be used as a ranged weapon.
This statement i find rediculous to be honest. You are trying to rules lawyer something that just does not work that way. It's fine if you want to do it in your home games tho. The bottom line there is have fun!
Fenrisnorth |
Is there an Errata or FAQ where they have addressed this issue? The point is that there is no place in the rules where it says that AoMF can't use the throwing enchant. There are enchants that have RULES that prevent them from working with unarmed strikes (Keen and Vorpal) because it's the wrong damage type.
It's fine if you want to disallow it in your home games tho. The bottom line there is make up whatever rules you want.
Malkaresh |
I was going through the list of weapon special abilities to decide what to make my Amulet of Mighty Fists do. When I got to throwing, I started laughing at the idea but decided to search here and see what the consensus was.
It does say in the description of the amulet that it has to apply to unarmed attacks, but in the monk's description 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."
I don't really think it should work, but I love the image of a monk flying 10 feet and unleashing a flurry of blows on someone that thought they were out of range.
Davor |
I would say that the Throwing ability works as normal. Remember, any part of the body is considered being armed for an unarmed strike. You could "throw" body part, just remember that it's connected to the rest of your body.
I have a really funny image in my head of a monk ragdolling through the air to body slam his opponent now.
To be fair, I would TOTALLY allow this as a means of allowing a character to flurry from range, with the caveate that a missed attack has to account for landing in a space adjacent to the foe.
Under A Bleeding Sun |
There is a third party that puts out rules for severing limbs, they even have a prc built around it (the name escapes me). I guess you buy the aomf (throwing) in the hope of getting severed. If you throw it within one round of it getting chopped off its body it still has the throwing property...hmm I wonder if you can combine it without returning.
You just chopped off my foot, that was a bad move watch this.