| Optimistic Cynic |
Not many people on the forums disagree with the thought that the Amulet of Mighty Fists is overpriced...at least in regards to the Monk. Perhaps not for the Druid's Animal Companion, or that Eidiolon floating around with all those arms, but for the humanoid Monk it is underwhelming. Not just for the tremendous cost (both in terms of the gp value, and the fact it takes that neck slot), but also for the fact it only goes to +5.
My group is looking to homebrew an equivilent piece of eq that would only be for Unarmed Strikes (or maybe just for the Monk class), and would go all the way up to the +10 normal weapons can get to.
So I was wondering what the Monk fans out there do in their games. Does anybody have good suggestions on pricing for such a piece of equipment? Should the fact it enhances all your unarmed strikes be that big of a contributing factor? Should the fact you lose that Amulet of Natural Armor be taken into account?
What if instead of a body slot, it took the form of a tattoo or mystical potion that cannot be reversed once chosen? How much would slotless add?
| Dabbler |
I put a suggested item (and some feats) in the first post of this thread. Please feel free to critique.
| 8 Red Wizards |
The Amulet of Natural Attacks is priced higher because it works for hand, feet, head, bite, legs, elbow effectively turning your entire body in to a +1 weapon or whatever the bonus is aside from the fact that a +1 sword is only for that sword and no other form of attack. I would say the price is set very well.
| Dabbler |
The Amulet of Natural Attacks is priced higher because it works for hand, feet, head, bite, legs, elbow effectively turning your entire body in to a +1 weapon or whatever the bonus is aside from the fact that a +1 sword is only for that sword and no other form of attack. I would say the price is set very well.
I agree. The problem is that it is expensive for what the monk gets out of it, without one he has no chance of hitting CR appropriate challenges at high level.
| master arminas |
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The Amulet of Natural Attacks is priced higher because it works for hand, feet, head, bite, legs, elbow effectively turning your entire body in to a +1 weapon or whatever the bonus is aside from the fact that a +1 sword is only for that sword and no other form of attack. I would say the price is set very well.
No. No. NO. Unarmed strikes are ONE weapon. Just because SKR and other developers want to change that doesn't mean that they are correct. The original (D&D 3rd edition) Amulet of the Mighty Fists was priced high because of the monk's scaling unarmed damage and the developers at the time considered it worthwhile to make the monk pay for increasing a weapon that could potentially deal 20 points of damage before Strength and enhancement. It was also deliberately set in the wrong slot, so that added on an extra 50% cost. Remember that version was higher priced than in Pathfinder (I believe a +5 cost 180,000 gp, if I am remembering right).
Pathfinder did away with the +50% for inappropriate slot, but they didn't reduce the cost by a full third. It went from 3x what a weapon would cost to 2.5x. The reason for that is because the amulet of the mighty fists might have started as a monk item, but it became so useful to critters, animal companions, mounts, edilons, the whole natural attack spectrum that reducing the cost more would have made it far too good for critters and druids and rangers and summoners.
And it is correctly price for that purpose. bonus x bonus x 2,000 gp for the unarmed strikes; bonus x bonus x 2,000 gp for the natural weapons +50% for a secondary property. Fits exactly the current Pathfinder pricing.
This is why people who play monks say that their characters are still getting screwed. We don't have a single item that only enhances unarmed strikes, because the current design/development team believes that would be meta-gaming. So monks are stuck with an item that has 60% of its cost sunk in features that are not relevant to the monk class.
In order to cut down the complaints, they came up with this idea (dropped since the first days of 3.0) that unarmed attacks are multiple weapons and you are paying for that--not for the ability to enhance natural attacks. It is sophistry, nothing more.
In my view, unarmed strikes are and should be considered to be a single weapon. Meaning that you can't two-weapon fight with just your fists. Monks don't have two-weapon fighting--they have flurry of blows. Getting enhancement bonuses and special weapon properties to unarmed strikes should be no different than applying those same bonuses to weapons.
And if that makes people who use two-weapon fighting upset; well, they can be upset. I don't imagine there would be a sudden rush of people intending to play super-uber-fighting monks; do you? No. Because even with that change, the monk will still remain a very low power class in relation other other canon classes in Pathfinder.
Master Arminas
| Optimistic Cynic |
Thanks for everybody's input so far! I'll link this thread to my group.
I did have a big reply here, but I just snipped it, as it was getting away from the intent of the thread and merely spouted my opinions on the current Monk controvercies.
Long and short, the Monk needs help. I learned this a few weeks ago when I rolled up and started to play my first PF Monk.
Anyways, everybody keep their opinions coming in regards to the AoMF and what its costs/abilities/slots/etc. should be!
| Chris Kenney |
Honestly, what I would probably do is replace the text for Ki Strike with the following:
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons. In addition, as a standard action he can imbue his strikes as a standard action to bypass any one of the following forms of damage reduction: Silver, Cold Iron, Lawful. At 10th level, he can additionally choose to bypass Good or Evil. At 16th, he may choose two forms of damage reduction to bypass with one use of this ability, and adds Adamantine to the list. Imbuing his Unarmed Strikes in this manner lasts one minute.
| Optimistic Cynic |
What do you guys think of this idea?
An Amulet similar to the AoMF that only gives bonus equivalents, and not numerical bonuses (i.e. no +1, +2, +3, +4, nor +5, just flaming, holy, etc.) The Amulet can only go to a equivalent +5 bonus level. The cost would be the same as a weapon enchantment of the same type and level.
In combination with this, the Monk is given a new Class Ability that grants a +1 to Attacks and Damage for every four Monk Levels the character has.
Thoughts? Weak, Strong, Just Right?
Deadmanwalking
|
I just give them the additional benefit of working as an Amulet of Natural Armor of their level. That takes a lot of the sting out of the high price, while still keeping them costly enough to not be abused. And it helps out Monks and Druids in an area they're happy for help in, but not to any broken degree.
| Dabbler |
What do you guys think of this idea?
An Amulet similar to the AoMF that only gives bonus equivalents, and not numerical bonuses (i.e. no +1, +2, +3, +4, nor +5, just flaming, holy, etc.) The Amulet can only go to a equivalent +5 bonus level. The cost would be the same as a weapon enchantment of the same type and level.
In combination with this, the Monk is given a new Class Ability that grants a +1 to Attacks and Damage for every four Monk Levels the character has.
Thoughts? Weak, Strong, Just Right?
Strong. For better or worse the monk already gets scaling damage, remember. +5 to hit and 2d10 damage is keeping up with the combat classes, +5 to hit and 2d10+5 damage could be excessive.
If the monk's unarmed damage was static, I would agree this is what the doctor ordered, but it isn't.
If the monk just gets the enhancement to hit, then the AoMF isn't so overblown because you can use it to add static damage or use it to add effects. +5 to hit keeps you up with the combat classes and 2d10 flaming holy axiomatic damage (for example) is perfectly adequate, and while you are paying less than for a +10 weapon you are getting less for it.
| Optimistic Cynic |
I just give them the additional benefit of working as an Amulet of Natural Armor of their level. That takes a lot of the sting out of the high price, while still keeping them costly enough to not be abused. And it helps out Monks and Druids in an area they're happy for help in, but not to any broken degree.
Anybody else think that if the AoMF would also apply to Nat Armor, the price would be worth it? Assuming you use numerical buffs of course. Giving +X to Attacks/Damage/Nat Armor does sound fairly strong, and it removes the problem of losing that neck slot.
Deadmanwalking
|
Anybody else think that if the AoMF would also apply to Nat Armor, the price would be worth it? Assuming you use numerical buffs of course. Giving +X to Attacks/Damage/Nat Armor does sound fairly strong, and it removes the problem of losing that neck slot.
For clarity: In my games you get the NA bonus whether you went bonus or properties on offense. So a +1 Acidic AoMF gives a +2 NA bonus.
And it's a bit more expensive than a weapon and AoNA of it's level...but a bit less than two weapons and an AoNA, which strikes me as a good midpoint to be at.
| Dabbler |
So you think if I modify the above to say that the Monk would get +1 to Attack rolls per four Monk levels, and leave out the damage part, it would be good, without being overly powerful? Keep the modified AoMF, reduce t's price, and give the Monk this class ability?
The bonus to hit is the big thing the monk needs to keep up. The AoMF then becomes gravy, not main course. It doesn't then need to be modified because you can use it for properties without sacrificing accuracy. The cost of it, and adding natural armour for 150% cost of an AoNA isn't even a major gripe, because you are paying for something non-essential.
If you think about it, by the time compare the cost of an AoNA x 150% plus AoMF for properties, at level 20, to the cost of a +10 weapon which other classes are forking out for, it suddenly loses pain. The AoMF was only painful when it was costing you that much for something that was only ever half as effective. With the bonus to hit and scaling unarmed damage making up for the first +5, that doesn't hurt any more.
| Optimistic Cynic |
For clarity: In my games you get the NA bonus whether you went bonus or properties on offense. So a +1 Acidic AoMF gives a +2 NA bonus.
And it's a bit more expensive than a weapon and AoNA of it's level...but a bit less than two weapons and an AoNA, which strikes me as a good midpoint to be at.
Ah, I see. I'll bring it up to the group as an option.
The bonus to hit is the big thing the monk needs to keep up. The AoMF then becomes gravy, not main course. It doesn't then need to be modified because you can use it for properties without sacrificing accuracy. The cost of it, and adding natural armour for 150% cost of an AoNA isn't even a major gripe, because you are paying for something non-essential.
If you think about it, by the time compare the cost of an AoNA x 150% plus AoMF for properties, at level 20, to the cost of a +10 weapon which other classes are forking out for, it suddenly loses pain. The AoMF was only painful when it was costing you that much for something that was only ever half as effective. With the bonus to hit and scaling unarmed damage making up for the first +5, that doesn't hurt any more.
I'm sorry, I do not quite get what you are sayng with your second paragraph. Are you agreeing with Deadmanwalking about adding auto Natural Armor abilities to the modified AoMF?
Trying to summarize what I see above...
1)
The Amulet of Might Strikes - only works for Unarmed Strikes, and can only contain melee weapon properties, up to an equivalant +5. The cost is simply the cost of those properties, as if they were being applied to any melee weapon.
The Monk class gains the special ability of gaining +1 to Attack rolls for every four levels of Monk the character has, up to a max of +5 at level 20.
2)
The AoMF should have the same pricing as any melee weapon being enchanted with the same property.
3)
Keep the price, but auto add Natural Armor buffs equal to the sum of the weapon property bonuses enchanted into the amulet
Is that about right? Anything I've missed or that people would recommend?
| Optimistic Cynic |
Just a thought though, doesn't the +1 attack per four levels of Monk still cause the lower levels of Monk to be behind the other melee warriors who can buy those bonuses? I agree, it seems to even out around level 20, but how many characters are taken that far? My group tends to not go above 15.
What if the Monk's Robe was given the added benefit of gaining the attack bonus as well as the unarmed damage and ac boost as if you were five levels higher?
| Dabbler |
I'm sorry, I do not quite get what you are sayng with your second paragraph. Are you agreeing with Deadmanwalking about adding auto Natural Armor abilities to the modified AoMF?
No, I was saying it was unnecessary. At level 20 you would have a +5 modifier to hit with unarmed strike, and an amulet of mighty fists for +5 worth of features/properties. If you incorporate an amulet of natural armour into the bargain, at 150% cost, the total cost still comes to 200,000gp. This is exactly the cost of a +10 weapon, which you effectively have with +5 to hit, 2d10 base damage (OK, no static +5 but it's 2d10, you know?) and +5 worth of special properties, with +5 to AC on top.
You don't need to add in the extra AoNA bonus into the AoMF for free, it works out nicely without it.
Just a thought though, doesn't the +1 attack per four levels of Monk still cause the lower levels of Monk to be behind the other melee warriors who can buy those bonuses? I agree, it seems to even out around level 20, but how many characters are taken that far? My group tends to not go above 15.
What if the Monk's Robe was given the added benefit of gaining the attack bonus as well as the unarmed damage and ac boost as if you were five levels higher?
Good point - and good solution!
Deadmanwalking
|
No, I was saying it was unnecessary. At level 20 you would have a +5 modifier to hit with unarmed strike, and an amulet of mighty fists for +5 worth of features/properties. If you incorporate an amulet of natural armour into the bargain, at 150% cost, the total cost still comes to 200,000gp. This is exactly the cost of a +10 weapon, which you effectively have with +5 to hit, 2d10 base damage (OK, no static +5 but it's 2d10, you know?) and +5 worth of special properties, with +5 to AC on top.
You don't need to add in the extra AoNA bonus into the AoMF for free, it works out nicely without it.
For the record, my proposal was intended as an alternative to the others listed, not necessarily as something additive. I do have other Monk house rules that I use with it...but nothing that gives a flat to-hit bonus.
Or, to put it another way: I tend to agree with Dabbler that my solution plus Optimistic Cynic's is probably a tad excessive.
| Optimistic Cynic |
Good point - and good solution!
The problem will be increasing the cost of the robe if we are going to increase its benefits. Perhaps I can switch out the +1 stunning fist (already houseruled to affect elemental fist) for the buff to the attack. Otherwise, it would only make sense the cost for the robe would increase to some extent.
| Optimistic Cynic |
For the record, my proposal was intended as an alternative to the others listed, not necessarily as something additive. I do have other Monk house rules that I use with it...but nothing that gives a flat to-hit bonus.
Or, to put it another way: I tend to agree with Dabbler that my solution plus Optimistic Cynic's is probably a tad excessive.
Nod, I got that. You are saying to keep the AoMF as-is, but add the additional benefit that it gives a Natural Armor bonus equal to the Amulet's equivalent bonus level.
It sounds good, though it would still be a pricy item. The price is just more reasonable with your idea. :)
| Dabbler |
Dabbler wrote:Good point - and good solution!The problem will be increasing the cost of the robe if we are going to increase its benefits. Perhaps I can switch out the +1 stunning fist (already houseruled to affect elemental fist) for the buff to the attack. Otherwise, it would only make sense the cost for the robe would increase to some extent.
Indeed. But consider that the monk is getting a +1 per four levels to hit, so at 8th level that's +2 to hit, the equivelant of two +2 weapons if you want to look at it that way. It's always important to recall that flurry of blows amplifies any bonus as if the monk had two weapons, not one.
| Optimistic Cynic |
Okay, its always a good idea to take a step back and re-evaluate things. Let us take my above suggested course and apply it to an 8th level Monk
At 8th level, would it be unreasonable to assume a Monk would have the Monk's Robe and an Amulet with a +1 property (lets say Flaming)?
So these items would give him a +1 to AC, a +1 to Attack rolls, an extra Stunning Fist, and 2d6+1d6 fire damage per hit for the price of 22,333 gp (assuming simple price increase of 4333 gp for the Robe).
Does that sound inline for other classes? (I'm not looking for total numerical equality, each class should have its own thing it 'does', but they should at least be conceptually equivelant). Sounds reasonable to me.
I just noticed. My suggested Attack bonus matches the given AC bonus Monks get. You could just refine the AC Bonus to say that it is an AC/Attack bonus, and thus won't have to introduce a new ability, just slightly redefine an existing one.
| Majuba |
Not many people on the forums disagree with the thought that the Amulet of Mighty Fists is overpriced...at least in regards to the Monk.
For the record, this Monk simply pays the price for the amulet, because it is worth every copper. The endless complaints about the price feel ridiculous to me.
| Dabbler |
Optimistic Cynic wrote:Not many people on the forums disagree with the thought that the Amulet of Mighty Fists is overpriced...at least in regards to the Monk.For the record, this Monk simply pays the price for the amulet, because it is worth every copper. The endless complaints about the price feel ridiculous to me.
As it stands monk gets less out of the AoMF than another combat class gets out of two magic weapons, so paying 2.5x the price of a magic weapon is overpriced. The fact it is capped at +5 rather than +10 is insult to injury.
I don't disagree that the AoMF is correctly priced for what it does, it's just not priced correctly for what the monk gets out of it.
| Optimistic Cynic |
Optimistic Cynic wrote:Not many people on the forums disagree with the thought that the Amulet of Mighty Fists is overpriced...at least in regards to the Monk.For the record, this Monk simply pays the price for the amulet, because it is worth every copper. The endless complaints about the price feel ridiculous to me.
I had no opinion on it myself, nor even knew it existed really, until a couple months ago when I started a Monk character for the first time.
The fact of the matter is that to pay that much for a simple numerical buff to your Unarmed Strikes is silly.
Now if I was a Dire Bear with claw attacks and bite attacks, or an ediolon with two primary natural attacks and three secondary natural attacks, or a hydra with all those head attacks, then the cost is just right and I'll take two and a bag of fries please.
But the Monk isn't like that. He doesn't get all those nice things, he just gets Unarmed Strike. True, it is a cool Unarmed Strike ability, but in the end you punch with one fist and then punch with the other. Or kick, or headbut, or whatever flavor you want to use, it makes no difference. And currently the AoMF is the only way to buff that attack in the same way that any other class can buff their primary weapons. And it only goes to +5. And it prevents you from getting that Amulet of Natural Armor your unarmored Monk craves.
So while the price might be just right as the Amulet is currently written (meaning it includes the Natural Attacks), the Monk is being forced to pay for all that extra benefit that he will never use. And he has no choice in the matter.
So it is not a matter of being ridiculous, it is a matter of finding/creating a simular item that doesn 't do all that extranuous stuff the Monk doesn't need.
Tell me, what if Paizo came out tomorrow and said that all weapon buffs will now cost 15k more, but they will also grant a +1 to the user's caster level? Don't you think people playing pure fighters might not want to pay that price since they will never use that +1 to Caster Level? Would it be considered ridiculous if they started asking for +1 buffs that don't include that Caster Level increase and would be cheaper as a result?
Or if Mage Armor suddenly was given a 1000gp material componant, but the spell was changed so that it added +6d6 to sneak attack damage. Would it be ridiculous if the wizard players got upset?
Monks are being asked to pay huge sums for abilities they will never use. And they have no choice if they wish to use their classes main ability, the Unarmed Strike. It is not being ridiculous, nor is it trying to overpower the class. It is just trying to get a reasonable magic item for a reasonable price.
But I'm starting to get away from the topic of this thread.
One of the players in my group is wondering if the +1 to attack change might not be too powerful, and moves the Monk from a second string fighter (which is how I am my group view the Monk), into the realm of first string fighter.
To clarify, I and my group see the Monk as somebody that should be a second string fighter with excellent Combat Maneuvers. He should not match the fighter or other front line melee warriors is terms of hitting/damage potential. But he should be a good backup if needed, and his movement and CMBs should help with some battlefield control.
| Dabbler |
The fact of the matter is that to pay that much for a simple numerical buff to your Unarmed Strikes is silly.
I agree. If you have the automatic enhancement to the unarmed strike, and use the AoMF for weapon properties, it's suddenly worth it, because hey, you end up with a much better weapon than the AoMF is on paper, so it's cool. But as-is, the AoMF is just not cutting it for monk support.
To clarify, I and my group see the Monk as somebody that should be a second string fighter with excellent Combat Maneuvers. He should not match the fighter or other front line melee warriors is terms of hitting/damage potential. But he should be a good backup if needed, and his movement and CMBs should help with some battlefield control.
The monk's best role is as mobile support: hold yourself in reserve, then go where you are needed to disrupt the enemy. Best example is how I used a monk in a 3.5 campaign some years back. The party and our allies attacked a bandit camp deep in the woods; the bandits formed a defensive line and held us off while their leader proceeded to nail us and our allies with lethal archery.
Enter my monk: using acrobatics to get around their lines, I made a dash for the leader and tried to trip him. He was now in melee, and couldn't ignore me and shoot holes in the party any more. I knew my monk wouldn't last three rounds, as he dropped his bow and drew his sword, but that wasn't the point: he was tied down for those three rounds, which was long enough for the party's fighter and barbarian to chop through the enemy ranks and come to my rescue now he wasn't murdering them.
Thing is, the monk cannot do this if the monk cannot hit anything. And that's where enhancement comes in...
| Optimistic Cynic |
So we didn't have a game this Saturday, as the GM bailed on us at the last second. But we players stil got together and discussed homerules for the Monk and the AoMF.
One of the players started off feeling that the AoMF shouldn't be changed at all. His reasoning was that since the FoB gave the MOnk extra attacks, he could effectively attack with three weapons with impunity (Monk Weapon 1, Monk Weapon 2, and Unarmed Strike), that the Unarmed Strike was a weapon with great damage potential that could not be sundered, disarmed, etc., and it increases with multiple Stat bonuses the Monk might buy or increase. I won't go into all the details of the debate between the two of us. Suffice it to say those points were brought up, as well as arguing if a Monk's Body is one weapon or multiple, if FoB is the same as TWF, and the role of the Monk (his belief, as with the rest of my group as mentioned before, is that the Monk should be second class in terms of fighting, but fantastic at CMBs). In the end that player recommends ignoring the ruling about Brass Knuckles (call them Hand Wraps instead) and call it good.
I'm stilll trying to figure out if that would be overpowered or not.
The other player (we only have three, as one guy is currently in Afganistan), seems okay with the larger changes I proposed, but fears that the class ability increase to Attack Rolls might make him more a first string fighter rather than the second string fighter we think he should be. He suggested that the ability be keyed into the Ki system, either it costs a Ki to activate for an hour, or he must have one in his pool for it to work.
He also thinks that the change to the Monk's Robe is doable if we remove the Stunning Fist ability from it, though again he wonders if that won't actually put the Monk at the same level as, if not more than, than a fighter at power (6-10) levels.
He believes that the altered AoMF should still be higher priced than the normal weapon enhancements, as the enhancements affect multiple weapons (que arguement about whether or not a Monk's Unarmed Strike is multi-weapons or just one).
| master arminas |
Deadmanwalking wrote:I just give them the additional benefit of working as an Amulet of Natural Armor of their level. That takes a lot of the sting out of the high price, while still keeping them costly enough to not be abused. And it helps out Monks and Druids in an area they're happy for help in, but not to any broken degree.Anybody else think that if the AoMF would also apply to Nat Armor, the price would be worth it? Assuming you use numerical buffs of course. Giving +X to Attacks/Damage/Nat Armor does sound fairly strong, and it removes the problem of losing that neck slot.
Sorry it took so long to get back to you, Optimistic Cynic. If, IF, the Amulet of Mighty Fists only applies to unarmed strikes, then you can add in the natural armor bonus without changing the book price.
The formula would be (bonus x bonus x 2,000 gp) [for unarmed strike] + (bonus x bonus x 2,000 gp) [for natural armor] + (bonus x bonus x 1,000 gp) [for the natural armor being a secondary property]. For a +1 AoMF taht comes out to 5,000 gp--exactly book price. For a +5 AoMF that comes out to 125,000 gp--excactly book price.
If, on the other hand, the amulet applies to unarmed strikes, natural weapons, AND natural armor--and the price doesn't change--it is far too good. Such an amulet should cost the following:
+1: 7,500 gp
+2: 32,000 gp
+3: 72,000 gp
+4: 128,000 gp
+5: 200,000 gp
Druids and summoners would go crazy over having such an option, even if they had to sell the souls of their fellow party members to afford it. Don't laugh; I've seen people try to sell other party members souls in game before. It can happen to you, so be warned!
Master Arminas
| Optimistic Cynic |
So that is a valid option for those who want the +5 bonuses and the Natural Armor bonuses as well!
Here is another option up for discussion.
No change to the AoMF.
The Monk gains the class ability to meditate while comsuming expensive incense/herbs/oils to perminantly give himself melee weapon bonuses and ehancements following the weapons rules (+5 numerical bonus, +5 propoerty bonuses). These bonuses do not atack with the AoMF! The materials, unsurprisingly, cost the same as if you were paying somebody to enchant a melee weapon.
Up Side : The Monk's weapon(his Body) is able to keep up with everybody else's weapons in terms of enhancements. He stll won't match the frontline fighters, as they have all those juicy feats and abilities and such that Monks cannot get, but he will no longer be so far away as to become negligable.
Down Side : Once chosen, the abilties cannot be changed short of Wish or Miracle. So if you have flaming, and that creature you are fighting heals when hit by fire? Pull out that backup weapon. You know, just like every warrior might have to do, but in your case the base damage will almost certainly go down. Ditto is facing a creature with Dr against bludgeoning.
Strong/Weak? I'll admit I'm more of an idea man, and not very good with math. At all.
| BlueAria |
Greater Magic Fang and permanency does what you want, the AMF is for things like holy and flaming, if you account for that the monk will catch up late game the only down side is dispel dropping the enhancement bonus.
Just as a note enhancement bonuses still punch through dr's as the bonus grow.
Monks are 2 weapon fighters and they always have been, unfortunately some people missed that fact, and it is and always has been a fact. Compared to a two weapon rouge monks are fine compared to a fighter they are weak witch I would be fine with except that a fighter can be a better martial artist than most monks and that should be fixed. Better CM's is where the fix needs to be made the weapon bonuses don't need fixed you all just need to start paying attention.
TL;DR Buy the best G. Magic fang you can on both you arms, buy permanency on both arms, get a weaker AMF have all the same things everyone else has.
| master arminas |
Greater Magic Fang and permanency does what you want, the AMF is for things like holy and flaming, if you account for that the monk will catch up late game the only down side is dispel dropping the enhancement bonus.
You have a find two different casters. And pay them to cast the spells at least two times each.
Greater Magic Fang is a 3rd level, requiring a 5th level caster (for +1), an 8th level caster (for +2), a 12th level caster (for +3), a 16th level caster (for +4), or a 20th level caster (for +5). It is a druid/ranger only spell.
That means the cost for casting that spell is 150 gp (+1), 240 gp (+2), 360 gp (+3), 480 gp (+4), and 600 gp (+5). You need two of these.
Permanency is a 5th level spell, and requires an 11th level caster to make a greater magic fang permanent. It also has an additional cost of 7,500 gp. So two castings would cost 16,100 gp minimum. That is for a caster level of 11. And it can be dispelled.
Note, also, that under spellcasting in goods and services, it says that any spell that costs more than 3,000 gp is generally unavailable.
Just as a note enhancement bonuses still punch through dr's as the bonus grow.
Wrong. That applies to weapons. Look at the spell description of greater magic fang again. It specifically says This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.
Monks are 2 weapon fighters and they always have been, unfortunately some people missed that fact, and it is and always has been a fact. Compared to a two weapon rouge monks are fine compared to a fighter they are weak witch I would be fine with except that a fighter can be a better martial artist than most monks and that should be fixed. Better CM's is where the fix needs to be made the weapon bonuses don't need fixed you all just need to start paying attention.
Once again, no. If monks had always been TWFers then Paizo's own products and adventure paths would not have shown the monk NPCs included in those products as using a single weapon with their flurry of blows attacks. Not since the monk was reintroduced in 3.0 has any version of the monk been considered a two-weapon fighter. Not in 3.0, not in 3.5, and not in Pathfinder until Sean K. Reynolds decided to clarify things.
Rogues (one weapon or two weapon) have that Boomstick called sneak attack. They don't hit as often as martial characters (usually), but when they do and sneak attack applies, they deal tremendous damage.
Fighters, rangers, barbarians, paladins, and cavaliers using two-weapon fighting have the same virtual BAB as the monk, but then they ALL receive bonuses to attack and damage that quickly put the monk four or more points behind them (sometimes a lot more than four). And those classes can afford to buy up their Strength scores to levels a monk can't touch, since he needs four or five good scores to their one or two or three.
I should also note that is a relatively rare fighter, barbarian, paladin, or cavalier who chooses to use two-weapon fighting. If they don't, the difference in attack bonuses increases by an additional 2 points. Monks, under the SKR Protocol (which I am now calling it), do not have that choice. If they don't flurry, their BAB is cut to medium, adding another three points in difference.
And I will thank you to not suggest that it is we who have not been paying attention, Sir. I believe that you will, with a little research, that we, the fans who like and appreciate the monk, have been harping on these issues since the first Alpha and Beta tests.
TL;DR Buy the best G. Magic fang you can on both you arms, buy permanency on both arms, get a weaker AMF have all the same things everyone else has.
No, sir. You are quite simply wrong. Is that succient enough for you?
Master Arminas