Aydin D'Ampfer
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How does the Amulet of Mighty Fists interact with the following, and how much does it cost? (Second half for enchantments that have alternate cost than just +X Bonus):
1) Glamered (Silly, very silly)
2) Throwing (Uhh, hmm)
3) Called (This one has some amusing options, such as "I hold hands with the character wearing this for 24 hours" and "can I 'call' my foot to my hand, etc")
Additionally, is the "This enchantment is only able to be placed on melee weapons" restriction on some enchantments meant to limit what can be placed on the Amulet of Mighty Fists?
| Sandslice |
The intent of Amulet of Mighty Fists is simple: it's intended to let monks get enhancement bonuses and certain special properties like flaming, bane, disruption, etc.
The problem is that, by RAW, it can do things that are either nonsense or a source of GM headaches. These three, luckily, are not especially weird.
Glamered would, in theory, allow a monk to use Disguise Self (as though wearing a Hat of Disguise,) but not while attacking and for a minute afterward. Its price tag of +4k makes it inefficient compared to the Hat. Check with your GM before trying this, as it may fall under the "changing item slots" rule.
Throwing cannot possibly work, as a matter of common sense. You'd have to sever your fist in order to throw it; but then, being detached from your body, it becomes an ordinary improvised weapon and not subject to the Amulet's power.
Called has the same problem as its magic only operates if the enchanted weapon is not in your possession. If your fist is not in your possession, it's because it's severed; and it does not have Called as a result.
| Game Master |
Source for flat-cost abilities not being compatible with the Amulet? (Just as a curiosity - since other than glamered, all of them would be excluded for being nonsense.)
I can't find anything which indicates that you can't do this. I'd say you can.
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.
Nothing there says that only bonus-equivalent special abilities can be applied.
Aydin D'Ampfer
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Glamered has a flat cost. Cannot be added.
Also, it notes "Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks."
So, with Throwing/Called, you have your answer.
Where does it say "No Throwing/Called on Unarmed Strikes"?
| Brain in a Jar |
blackbloodtroll wrote:Where does it say "No Throwing/Called on Unarmed Strikes"?Glamered has a flat cost. Cannot be added.
Also, it notes "Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks."
So, with Throwing/Called, you have your answer.
The part that mentions "Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks."
| Durngrun Stonebreaker |
blackbloodtroll wrote:Where does it say "No Throwing/Called on Unarmed Strikes"?Glamered has a flat cost. Cannot be added.
Also, it notes "Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks."
So, with Throwing/Called, you have your answer.
By virtue of unarmed attacks not being able to be thrown or called.
| Sandslice |
blackbloodtroll wrote:Where does it say "No Throwing/Called on Unarmed Strikes"?Glamered has a flat cost. Cannot be added.
Also, it notes "Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks."
So, with Throwing/Called, you have your answer.
Before we go looking for it, please explain how your unarmed striking appendage can be removed from your possession without losing the property "unarmed striking appendage" while so removed. :)
Or, in simpler terms, please explain how, if you wield your severed hand in melee, it should still count as an unarmed strike. (And also how AoMF - which does NOT impart properties to weapons, only unarmed strikes - should still impart properties on the severed hand. And if your own hand, why not some other appendage? An ankylosaur-tail flail, perhaps?)
| Byakko |
Waits for ridiculous argument around the common construction "to throw a punch"
Sorry, Dhalsim, ranged punch attacks have been voted against. Poor guy.
It might be entertaining to give a Throwing AoMF to a creature with inherently detachable body parts, tho.
Say, some sort of ooze, skeleton, or robot.
| Sandslice |
Wait, did you guys really have never seen a ranged punch?
Mazinger-Z
Colossal construct (robot)...
Rocket Punch (EX): As a standard action, a Mazinger-Z can launch its fists at a target. This attack ignores all hardness and DR, and deals 10d6+90 damage. Rocket Punch has a range of 1 mile and no range increment. After this attack, the fists reattach to the Mazinger-Z's wrist sockets as a free action.
This attack may be used once every 1d4+1 rounds.