
reyyvin |
I think your confusing what the restriction means. Uas are light melee weapons. Any weapon enchantment that can go on a light melee weapon or does not restrict it from applying to uas. This means furyborn works lead blades does not.
^^ This. An US counts as a blunt, light weapon. This means things like Impact (not for light weapons) and Keen (not for blunt weapons) cannot be applied to AoMF, but things like Disruption (blunt only) can be.

Kazaan |
You can apply whatever you want, the question is "does it work?" You can have a Keen AoMF and, if you only deal blunt damage with your US, the Keen property does nothing. However, if you attack with Claws, Bite, or use Boar/Tiger Styles, Keen functions. You could put Impact on your AoMF but, since there's really no way to make US or natural attacks anything but light weapons (you can't make them 1-h or 2-h), it will never grant this ability in practice.
But wouldn't the amulet meld when you Wild Shape anyway?

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I'd allow it at a PFS if I were the GM.
You may (I have no knowledge either of these are issues) have table variance:
- You may have a GM saying this is something that activates and can't be used while Wild Shaped because it isn't constant.
- You may have a GM saying it isn't a light weapon.
You will likely need to live with table variance, because this isn't something they are likely to want to spend the time to rule on for PFS.
Also, I'd personally recommend against it. Adding more things to my plate I need to remember when doing my turn is a bad bad thing in my book. If it isn't constant and static, I don't take the feature/item.

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The bonus applies to the amulet you never have a separate bonus on each natural attack. The problem most people have is the fact that Furyborn says weapon because it is a weapon enchant. The AoMF is the weapon in this situation so damaging an opponent increases the enhancement bonus of the weapon which in this situation is the AoMF and never an individual attack.

Surtyr |

Aye that's the official ruling I'm looking for is that if it works, and I have 3 attacks in a round (claw/claw/bite) and if each one does damage then by the end of this round it would be +3 and would bypass that level of DR.
There seems to be so much variation in interpretation among individuals that I was just wanting an official ruling one way or the other. Don't want to spend that much gold on something that is going to vary a lot from table to table.

reyyvin |
Aye that's the official ruling I'm looking for is that if it works, and I have 3 attacks in a round (claw/claw/bite) and if each one does damage then by the end of this round it would be +3 and would bypass that level of DR.
There seems to be so much variation in interpretation among individuals that I was just wanting an official ruling one way or the other. Don't want to spend that much gold on something that is going to vary a lot from table to table.
It doesn't work like that. The text of Furyborn says:
"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)."
They use 'it'... aka, the weapon. If they were referring to the wielder, they would have said him/her (or other gender pronoun). Each time the weapon damages the target, the weapon's enhancement bonus increases. If you want to change the wording to "the wielder's enhancement bonus increases" with every attack, you have a property that does nothing: the wielder cannot have an enhancement bonus, however, a weapon can. Natural attacks, including Unarmed Strikes, are weapons.
We also know that each natural attack is a separate weapon: if you have a claw/claw/bit, you would need 3 castings of a spell like Magic Fang to affect all 3.
Therefore, the Furyborn property would be enchanting each natural weapon separately, just like every other weapon property on an AoMF does. If you have 'flaming' property, you can't make it affect only the bite; it is all attacks or none.
Remember, the AoMF is not a weapon; it is a Wonderous Item that allows you to apply weapon properties to your natural attacks (including Unarmed strike).
Just like Bracers of Armor can add Armor properties, the bracers themselves don't count as any armor type. For example, you cannot add Brawling property to BoA, because the bracers are not Light Armor.
As to Constant vs activated magic items in wild shape... I recently learned (through my own lack of reading) that items like Corrosive property are ACTIVATED items. It takes a standard action to 'flame on' your sword, fists, or whatever with your flaming weapon/amulet ("Upon Command" = command word activated).
http://paizo.com/pathfinderRPG/prd/magicItems/weapons.html#_weapons-flaming
Compare with Holy, which does [i]not[/] require an activation: holy is always active and cannot be shut off. My Animal Companion couldn't use the Corrosive Amulet (in PFS, ACs are only allowed to activate Ioun Stones, if their Int is 3+), so I bought him a Holy one.
http://paizo.com/pathfinderRPG/prd/magicItems/weapons.html#_weapons-holy
Speaking of lack of reading, I reverse my position on adding Keen to an AoMF. By RAW, you CAN put Keen on an AoMF. I just reread the entry and it says "Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks." Emphasis mine. In the "Unarmed attacks" section, it lists "armed" unarmed attacks include natural weapons. They can be slashing or piercing, so Keen is a legal option. Now, as to whether or not it would work with a blunt unarmed strike... I'd have to go with "no;" it would work fine with Tiger/Boar/Snake doing piercing or slashing damage.
http://paizo.com/pathfinderRPG/prd/combat.html#_unarmed-attacks

Surtyr |

Ok so it sounds like a Furyborn AOMF would require the wild shaping druid using it to keep track round to round which of his attacks damaged the creature. Those attacks would then get a cumulative +1 to hit and damage for each such damaging attack for each specific weapon eventually leading (if the creature is still alive) to DR reduction dependent on that weapons current enhancement bonus.
This is a very important gameplay distinction. Since for most such battle situations with high DR, high HP creatures, (excluding AOO, riposte, etc), it would take a minimum of 5 rounds of combat to achieve a +5 bonus and subsequent DR reduction. Compared to the other interpretation of the necklace increasing bonus per hit thus plus 5 being able to be obtained in a time frame dependent upon the number of actual natural attacks that do damage in a round.
Examples:
Most people's interpretation:
3 attacks dire tiger (Bite, Claw 1, Claw 2)
Round one: (B +0, C1 +0, C2 +0) Bite does damage. Claws miss
Round two: (B +1, C1 +0, C2 +0) Bite and both claws do damage.
Round 3: (B+2, C1 +1, C2 +1) Bite and first claw do damage. second claw does no damage
Round 4: (B+3, C1 +2, C2 +1) DR of Bite now can bypass cold iron/silver. Etc, Etc
Amulet getting bonus with each hit doing damage and equally distributed to each attack.
Round one: (B+0, C1 +0, C2 +0) 2 do damage
Round two: (B +2, C1 +2, C2 +2) 2 more do damage
Round three: (B +4, C1 +4, C2 +4) Now all three attacks very quickly get +4 to hit and damage plus ability to bypass cold iron/silver and adamantine.
The first battle example would take much too long to reach DR bypass than the second and to hit and damage would be much more, quickly.
For the increased cost of a AOMF, it seems like with Furyborn the advantage of buying it versus a regular weapon with the special ability is that it grants the ability be applied to each natural weapon you have in whatever form you have. Which I think is consistent with how it applies with other special abilities.
I see now that the second example goes far beyond the original intent of pricing for the AOMF. No where in Pathfinder that I know of, allows the effect of one weapon to be passed or added to the other weapon in the other hand. Which seriously lowers the probability that the second example is valid.
Sadly however, it makes Furyborn in a AOMF more than likely not worth the money spent. I would use it primarily to try to exchange a little delay on a boss, for the possibility of generating enough enhancement bonus to bypass DR. With a minimum of 3-5 rounds to accomplish this, the boss would likely be dead due to combined party action or have killed me by this time.

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THe problem with your reading reyyvin is exactly the problem i mentioned above. The problem is your are reading weapon because its a weapon property. Therefore it is going to refer to weapon as a default. While natural attack are individual weapons the AoMF enhances all of them equally. Furthermore the bonus is applied to the amulet not the weapon itself in this specific case. The amulet is the weapon, enhancing all the natural attacks and therefor each natural attack will enhance the amulet, the weapon in this case, and grant that bonus to ALL natural weapons because that is exactly what the Amulet does.
The amulet is the weapon not the natural attack.

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No, what the amulet does is turn your attacks into weapons of the type specified by the amulet. It is not itself a weapon. Thus the furyborn would be applied separately to each attack. Get ready for a *lot* of bookkeeping.
(Now just visualize a natural attack barbarian with a Furyborn Courageous AoMF. Each natural attack is now adding half it's enhancement bonus to his strength, and they are all changing *ALL THE TIME*)

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There is no other weapon in which it can be applied too. There is nothing in the rules that suggest you apply it to individual weapons because in this case the amulet is the weapon and by its nature applies its bonus to all natural attacks. You can't have a floating +1 or +2 apply to natural weapons without some kind of magic item or spell and in this case the magic item is the amulet.
The problem is that people read the weapon and can't understand that the Amulet is the weapon not the natural attack in this case because it is one of those niche items that the language doesn't take into account.