
Natural 1s |

Is it possible to create +5 enhancement and Agile Amulet of Mighty Fists?
So it will overcome Alingment-based Damage Reduction and use Dexterity for damage.
For example using Multiple Different Abilities from Magic Item Creation rules?
I am building dexterity based natural attacking character and looking for viable magic items.

Gallant Armor |
Body Wrap of Mighty Strikes is expensive and only applies to a limited number of attacks based on BAB, but can go up to a +7 bonus.
Alternatively, Vivisectionist Alchemist can be used to make an awesome natural attack build. You would also get mutagen and extracts to self buff and full sneak attack progression. A CL 20 potion of Greater Magic Fang and Alchemical Allocation extracts would give you a +5 enhancement bonus to your natural attacks but not the corresponding DR aside from DR magic.
Stacking the Beastmorph archetype would give you pounce at level 10 which is amazing.
To get additional natural attacks:
Feral Mutagen
Animal Totem Tattoo (eagle for talons to utilize legs)
Aspect of the Beast
Helm of the Mammoth Lord
Fleshwarped Scorpion's Tail
Vestigial arms with claws added if GM allows it
To overcome DR:
Eldrich Claws
Frost Fist Amulet (claws only, also gives frost weapon ability)
Forge Fist Amulet (claws only, also gives flaming weapon ability)
Holy Weapon enchantment

Zwordsman |
I guess you might be able to VMC magus stuff for arcane weapon?
or i guess a dip into somethign that gives that "stacking" line. Off hand without checking again.
I think magus and occultist's lines say its tacks with pre existing bonuses. (I know one does at least, as if you do it in the right order you can use both on one weapon. last i checked anyway)
don't remember if either of those has any stipulations on dr stuff though.

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Last bit of advice is to check with your DM and ask if you can have a +5 AoMF with Agile (+6 total enchantment) notwithstanding the rules. DMs can depart from the rules if they wish. Personally, I don't see a +5 Agile AoMF being game breaking. Your DM might simply let you obtain one in due course, or might make you meet certain requirements (like a quest) to get one.

GM Rednal |
I'm pretty sure the AoMF has a lower normal maximum bonus because it can be used on multiple attacks (such as a bite/claw/claw combo). Allowing it to (potentially) upgrade all of the attacks a character might be using is quite powerful, after all, and it gets only more so if you get more attacks since they could instantly benefit from the bonuses.

Shadowkire |
But isn't the advantage of the AoMF effecting many natural attacks mostly offset by the increased cost of enhancements on an AoMF?
A +1 enhancement bonus on a weapon costs 2000gp, on the amulet it is 4000gp. While I understand that some players can make characters with a ridiculous amount of natural attacks, to the point where the extra cost becomes a good investment, it seems like doubling the cost AND halving the maximum enhancement bonus cripples "common" unarmed builds at various levels.

swoosh |
I'm pretty sure the AoMF has a lower normal maximum bonus because it can be used on multiple attacks (such as a bite/claw/claw combo). Allowing it to (potentially) upgrade all of the attacks a character might be using is quite powerful, after all, and it gets only more so if you get more attacks since they could instantly benefit from the bonuses.
It's already priced as two weapons, so it doesn't really give you any edge when TWFing unarmed and natural attacks are going to be fundamentally limited anyways late game.