| LuZeke |
I made a search on the forums, trying to find my specific question, but realized it'd be a needle/haystack situation, so I'll just pose my question instead.
A player looking to play a monk is aiming for getting an Amulet of Mighty Fists down the road. Having read up on the item, my interpretation of it is that while it can grant special abilities in place of pure enhancement bonuses, this is something decided at the time of creation. So if you find a AoMF +2, you're stuck with the +2 enhancement and can't switch around the bonuses on the fly to make it, say, +1 Agile instead. Am I correct in this interpretation?
| lemeres |
Why would it let you switch around on the fly? How many items can do that without sayins so explicitly?
That sounds like an entire class feature to me. We all know the various 'enhancement but you can grab a speical property' abilities, but this would more immediately steal away the inquisitor's bane abilities. Cause if you can do it on the fly, then why wouldn't you always amke it a bane weapon vs. whatever you are fighting? So that is pretty much a constant +2 enhancement bonus and 2d6 extra damage as long as you make knowledge checks.
Inquisitors get that ability for ROUNDS per day. And it takes a swift action (significant, since inquisitors have decent swift actions, such as judgments, or various spells)