+5 & Agile – Amulet of Mighty Fists


Rules Questions


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.


amulet of mighty fists wrote:
An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5.

Agile is a +1 equivalent so the most you could have is a +4 agile AoMF.


Does spell buffs work with the damage reduction stuff?
I.e. there are spells and or abilities that say "stacks with pre-existing bonuses" but I don't know if there is some sort of faq or rule somewhere about it not applying for reduction.


I am almost certain that if a spell or ability increases the enchantment bonus of a weapon, then it is considered increased for all purposes, unless the spell or ability says otherwise.


Can you give an example of a spell or ability you are thinking of? Because their may be some odd interactions when dealing with the AoMF instead of a weapon.


The most common form of enhancement bonus applied by spells is Greater Magic Weapon, which specifies it doesn't overcome damage reduction except DR magic.


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


Also if you can't do as Balkoth said doesn't that mean getting through epic DR is impossible for unarmed fighters?


Ignore my (deleted) post, Chromantic, AoMF is apparently a specific exception to that rule, which seems weird.

Quote:
An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5.

Scarab Sages

You can have a +3 furious agile amulet of mighty fists. Dip urban barbarian or urban bloodrager, and your rage will boost your dexterity, and your agile amulet of mighty fists will be +5 while raging.


Thank you everybody :)


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.

Lantern Lodge

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.


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.


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.


we just use body wraps that go up to +10 at the same cost of a normal magic weapon and they apply to unarmed strikes cuz needing an amulet of mighty fists on a monk is dumb as its only +5 and is the same price of a +10 weapon


GM Rednal wrote:
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.


is it still high priced? I thought it was changed at one point to be more similarly priced

Liberty's Edge

Zwordsman wrote:
is it still high priced? I thought it was changed at one point to be more similarly priced

They did it used to start out costing 5.000 GP

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