| Hjolmaer |
Wounding: A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, bleed; Price +2 bonus.
I don't see why not.
| Jeff Clem |
Yes. In a home game right now we have a synthesist with a +1 Wounding Amulet of Mighty Fists. 5 potentially Wounding attacks per round . . ..
Unless you have made a house ruling Wounding Amulet of Mighty Fists will only work on Unarmed attacks when adding weapon enhancement abilities . Synthesist summoners, you can't use Amulet of Mighty Fists because their attacks are weapon attacks or natural attacks. You can use an Amulet of Mighty Fists for natural attacks but only pluses to hit with. No weapon ability adds.