
Sunglar |

Simple question, as stated in the subject.
Can a Monk use both the Deliquescent Gloves and a Forge fist Amulet at the same time with his or her unarmed strikes?
The links if you want to check them out!
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/wondrousItems/hands.ht ml#_deliquescent-gloves
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/wondrousItems/neck.htm l#_forge-fist-amulet
Thanks in advance for the feedback!

Tarantula |

Looks good to me.
Deliquescent gloves says: "If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability."
And forge fist amulet says: "Unarmed strikes and natural attacks the wearer make with his hands gain the flaming weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness)."
So in effect, your unarmed strike would gain both corrosive and flaming and count as adamantine for bypassing DR.
Since you are already using your neck slot, I don't get why you wouldn't just buy an AoMF for 16k and choose flaming/corrosive for the abilities instead of the +2.

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As these magic items do not occupy the same slot they can be used at the same time.
Nothing in either entry prevents the other from working. You could potentially add a Bodywrap of Mighty Strikes +1, shocking if you wanted and make a single attack that is at +1 to hit and damage and does 1d6 fire, acid and cold damage.
The only thing you couldn't do is combine this with the Frostfist amulet since that occupies the same slot as the forgefist one.
Keep in mind that the Bodywrap only works on 1 attack per round plus 1 for each additional iterative.

Dabbler |

Since you are already using your neck slot, I don't get why you wouldn't just buy an AoMF for 16k and choose flaming/corrosive for the abilities instead of the +2.
I don't see why you wouldn't get a +2 amulet regardless. If you run the math, +1 to hit is worth +2 damage (general rule-of-thumb), so +2 AoMF is worth +6 damage. The 1d6 energy damage from each energy type may add to +7 damage, BUT against higher AC targets this will be less, because you score less hits without that +2 to hit, even the slightest resistance effectively nullifies your damage bonus to an energy type, and the damage doesn't multiply on critical hits.
Flat enhancement bonuses are almost always preferable to special properties, with a few rare exceptions.