Monk Questions


Rules Questions


1. Does Amulet of Mighty Fists stack with Greater Magic Fang?

2. Is there a way to protect the permanent Greater Magic Fang from being dispelled?

3. Is the Amulet worth the coin vs. just enchanting a flurry-able weapon in the traditional manner? That would restrict you from being able to knee evil in the face, but perhaps you'd be able to hit hard enough to bypass some of the DR just from raw damage. Considering that you can flurry with one weapon now (FAQ we loves you) that one weapon might be able to amped up to the extreme.

4a) Is there a melee weapon in the game that could be augmented to increase one's unarmed strikes (e.g. knuckle dusters, guantlets), or are you just considered to be armed when doing so?

4b) If so would you get the Amulet of Mighty Fists DR bypassing thing with it as well?

5) Is there a way to apply magical enhancements to the monk's attacks? I'd love vorpal elbows...


Jinx Wigglesnort wrote:
1. Does Amulet of Mighty Fists stack with Greater Magic Fang?

Amulet of Mighty Fists: "This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons."

Magic Fang, Greater: "This spell functions like magic fang..."

Magic Fang: "Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls."

Bonus: "Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies."

An enhancement bonus from an amulet of mighty fists will not stack with an enhancement bonus from magic fang (or any other source of enhancement bonus).

However,

Amulet of Mighty Fists: "Alternatively, this amulet can grant melee weapon special abilities..."

Special weapon abilities would stack with an enhancement bonus.

If Greater Magic Fang is granting a +3 enhancement bonus, and your amulet of mighty fists is granting flaming and ghost touch, then they will work together.

Jinx Wigglesnort wrote:
2. Is there a way to protect the permanent Greater Magic Fang from being dispelled?

Not that I know of, other than having it cast at a higher caster level, or having lots of other spells active that might get removed first (if the caster doesn't specifically target the GMF)

Jinx Wigglesnort wrote:
3. Is the Amulet worth the coin vs. just enchanting a flurry-able weapon in the traditional manner?

You might get better answers to this in the Advice forums.

Jinx Wigglesnort wrote:
4a) Is there a melee weapon in the game that could be augmented to increase one's unarmed strikes (e.g. knuckle dusters, guantlets), or are you just considered to be armed when doing so?

Nope, the fist weapons are just normal weapons, even the ones that specifically say they work with unarmed strike damage. See SKR's post here.

Jinx Wigglesnort wrote:
5) Is there a way to apply magical enhancements to the monk's attacks?

No, since there's no masterwork equivalent of an unarmed strike.


Thanks for the speedy reply.

Just for my clarification, how would I turn that amulet into a vorpal enhancement? Pretending like I could call a monk attack a slashing weapon for a moment.


Jinx Wigglesnort wrote:
how would I turn that amulet into a vorpal enhancement?

You just buy or make one that has vorpal, just like you would flaming or bane or holy.

However a vorpal weapon must be a slashing melee weapon, that may not be considered eligible for an amulet of mighty fists.


Grick wrote:
You just buy or make one that has vorpal, just like you would flaming or bane or holy.

I pay for an amulet, it's already magical/masterwork, so I am just paying to get the vorpal quality?

Is it always vorpal? Or could I take the +5 enhancement if that better fit the situation?


This might be a better place to ask:

Quote:
Brass Knuckles: These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you're casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them.

Is this exception still true? Do brass knuckles use the monks unarmed damage?

Kingmaker (AP 32 pg 32):
I change the 'broken +2 fey bane bastard sword' that was in The Lonely Barrow to a 'broken +2 fey bane brass knuckles' because the closest thing to a fighter I had at the time was a monk. If the brass knuckles don't work anymore then I'll be significantly nerfing my monk player.

Scarab Sages

Karlgamer wrote:

This might be a better place to ask:

Quote:
Brass Knuckles: These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you're casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them.

Is this exception still true? Do brass knuckles use the monks unarmed damage?

** spoiler omitted **

That line was specifically erratad out when they released Adventurer's Armory and later, Ultimate Equipment. There are currently no weapons that use the monk's unarmed strike damage and their own enhancement bonus. (Obviously there's the AoMF, but that's not really a weapon). The closest thing out there is the Bodywraps of Mighty Striking.

Scarab Sages

Jinx Wigglesnort wrote:
Grick wrote:
You just buy or make one that has vorpal, just like you would flaming or bane or holy.

I pay for an amulet, it's already magical/masterwork, so I am just paying to get the vorpal quality?

Is it always vorpal? Or could I take the +5 enhancement if that better fit the situation?

You enchant the Amulet just like a weapon. So, once it's made it's either a +3 Flaming AoMF, or a Vorpal AoMF, or a +1 Bane (Humanoid-Human)... etc. The AoMF only provides whatever bonii it was initially made with (or later had added to its enchantment), and you can't swap them around for equivalent enhancements or abilities.


Ssalarn wrote:
You enchant the Amulet just like a weapon. So, once it's made it's either a +3 Flaming AoMF, or a Vorpal AoMF, or a +1 Bane (Humanoid-Human)... etc. The AoMF only provides whatever bonii it was initially made with (or later had added to its enchantment), and you can't swap them around for equivalent enhancements or abilities.

Perfect, danke :)


There are feats that make a Monk's unarmed strikes slashing weapons, in the Tiger Style and Boar Style chains.


Ssalarn wrote:
Jinx Wigglesnort wrote:
I pay for an amulet, it's already magical/masterwork, so I am just paying to get the vorpal quality?
You enchant the Amulet just like a weapon.

Not really, it's a magic item, you just buy one, or create one, like you would any other magic amulet.

A +5 Amulet of Mighty Fists (or a Vorpal Amulet of Mighty Fists, if possible) would cost 50,000 gp to buy, or 25,000 gp to create. (using the new discounted rules)

AdAstraGames wrote:
There are feats that make a Monk's unarmed strikes slashing weapons, in the Tiger Style and Boar Style chains.

Which only works if the amulet can be made in the first place.

"Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks."

That doesn't depend on the specific unarmed attacks of the guy wearing it, it's a general requirement. So if vorpal can be applied to unarmed attacks, then it's legal to create a Vorpal AoMF. Once created, the monk would still have to have his fists considered a slashing melee weapon to benefit.

Personally, I think Vorpal is kind of sketchy, but not clearly illegal like Throwing.


I just figure "Throwing" is a "ki" strike.

Once per combat, you air-punch hard enough to hit someone at range with the shockwave of your awesomeness. You have to go to the square the target was in, and spend a standard action to go "F@@* YEAH!" to recharge the ability.

When it's a Returning, Throwing AoMF, you can spend a move action in your own square to say "F~@! YEAH!" to regenerate the ability.


Yar!

I just need to make a quick little correction...

Grick wrote:

A +5 Amulet of Mighty Fists (or a Vorpal Amulet of Mighty Fists, if possible) would cost 50,000 gp to buy, or 25,000 gp to create. (using the new discounted rules)

This is incorrect, as:

Monkeying Around Blog wrote:
Amulet of Mighty Fists: On Friday, we posted up a FAQ that stated that the enhancement bonus from an amulet of mighty fists does allow natural attacks and unarmed strikes to bypass damage reduction if the enhancement bonus is at least +3 (as with other weapons, see page 562 of the Core Rulebook). In addition, we have decided to adjust the price of the amulet of mighty fists. The new prices are as follows: 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5). Accordingly, the costs to create these amulets are also reduced to the following: 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5).

Bolding mine. A Vorpal AoMF (or any +5 equivalent AoMF) would cost 100,000 to buy, 50,000 to make.

~P

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