
Laif |
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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.
Furyborn (+2)
This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.
So... We have a Furyborn AoMF (+2)
We make 3 attacks and it's already +3 (+5) with the fourth attack increases to +4? Or it stops only giving you a +3 bonus?
What happens if you have a Flaming Furyborn AoMF(+3)? It stops at +2 ench bonus (+5)?

Laif |
@Xaratherus I've read the topic that opened aboniks and I changed my opinion about that.
Now I see that the Furyborn AoMF doesn't actually enchances the AoMF, it enchances the weapons used and the weapons used that start at +0 simply take longer but they can reach +5.
The important part is that Furyborn enchances the weapon, not the AoMF.
Maybe I'm wrong but this interpretation is the one I find more logical right now.

Xaratherus |

Effectively it's the same thing. Weapons are capped at a maximum of a +5 enhancement bonus (with an additional +5 in special abilities allowed). So with a +2 Furyborn AoMF, your first two attacks against a creature would both be at a +2 (Furyborn would grant a +1 enhancement, which wouldn't stack with the +2 the AoMF is already granting); the third would be at +3, the fourth at +4, and the fifth at +5, at which point you'd stop gaining benefit from Furyborn.

Laif |
Well... I'm building a Barb/alch/X
And at lvl 3 he gains his 3 natural attacks from Feral Mutagen, at four he gains his fourth attack while ragin and I was kinda lost in what will happen with de DR/magicsilveralgimentadamantite with that amulet.
Now... Can I build a Furyborn Furious Bane AoMF and go to +9
after 5 attacks: +5 from Furyborn, then +7 raging fromg Furious and +9 if I hit the Bane enemy?