
Darkon |
This topic appears to have been often discussed, and the answers I see are typically "no, it cant be done, an unarmed strike is not masterwork" and that masterwork transformation cannot be used to make an unarmed strike a masterwork weapon because "there is no such thing as a masterwork unarmed strike"
But where is it substantiated that there is no such thing as a masterwork unarmed strike?
Masterwork Weapons
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.Without using magic, you can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork transformation spell transforms a non-masterwork weapon into a masterwork weapon.
The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).
Masterwork ammunition is damaged (and effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.
All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.
Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.
So shouldn't all that is needed be for the characters unarmed strike weapon to have been created with a sufficiently high craft check and 100g more in raw materials (beyond 0)? I ask because I am in a multi-generational game atm, on the second generation, and one of the first generation characters was a human perfectionist, and primarily a crafter. They wanted to implement eugenics, and institute policies to make sure the children born are the best they can be, and went as far as to expend over a million gold throughout their adventuring career and after to establish schools and other facilities to do so, and yes, they had something like a +30 to their craft checks, for whatever would be relevant.
Essentially given this context, is there any rules reason for said children to not be able to be enhanced as magic items, or anything that would prevent their unarmed strikes from being masterwork weapons?

toastedamphibian |
It cannot be done simply because there are not rules for it. What your talking about has gone far beyond a rules question into storytelling and campaign setting territory.
So yes, it can be done, if your DM says it is so. If not, then no. It really all depends on what is possible in his world at this point.
Balancing it is another thing, of course. Might I make a suggestion? An Implanted Ioun Stone with the functions of an Amulet of Mighty Fists.
Expensive as all heck, but should not upset game balance in anyway, and money does not seem to be the primary concern here. End result is that you pay 4x the price of a normal magic weapon, but it affects all your natural weapons, takes no body slots, and cannot be stolen or sundered.
Advanced Ioun Stones
Most ioun stones use the normal pricing rules for magic items; the major difference is that they all use the ×2 modifier for not using a magic item space on the body. For example, figuring out the price of upgrading a deep red sphere ioun stone from a +2 enhancement bonus to a +4 enhancement bonus is just a matter of using the formula (bonus squared × 1,000 gp × 2), which gives a final price of 32,000 gp; the difference between that and the standard item cost of 8,000 gp is 24,000 gp, so a qualified character with the Craft Wondrous Item feat can upgrade the stone by spending half that amount (12,000 gp) in materials.Implanted Ioun Stones
Not all the secrets of the ioun stones lie with the Ancients. While the First Humans mastered the intrinsic powers of the stones, uncovering new attributes and binding them to devices, the Second Empire explored the interaction of ioun stones and the mind and body, and in time devised a means of implanting an ioun stone within the flesh. This process, originally believed to be irreversible, protected the ioun stone from harm and theft while still providing its full powers to the owner.Binding a stone to a single owner is a lengthy process. To begin the ritual, the owner meditates with but a single stone in orbit around him. The body must be cleansed by fasting for a period of at least 3 days. If the fast is broken or interrupted, the process must begin anew. At the end of the fast, the owner makes a DC 20 Charisma check; taking 10 is not permitted on this check. Success indicates the stone has bonded with the owner, and may be implanted. Extending the fasting increases the chance of bonding with the stone, but the character may suffer the effects of starvation and thirst if he persists after several failures; the character gains a +1 circumstance bonus to the Charisma check for each full day past the third spent in fasting, to a maximum of +5. Failing the check means the owner must start over.
Once the owner establishes this bond with the stone, he can have it implanted in his body, which takes 1 hour. This requires a DC 25 Heal check (with a –5 penalty if the owner is the one performing the surgery) and a DC 25 Knowledge (arcana) check to succeed. Failure inflicts 1d6 points of Constitution damage and means the implantation process must start again. Success binds the stone on the surface of the owner’s skin in a location of his choice (usually the head, arm, or hand), where it becomes one with the owner’s flesh, deals him 1d2 points of Constitution damage (which he can heal naturally or with magic), and gives him the full benefits of the ioun stone. Once implanted, an ioun stone may not be sundered or targeted by effects and cannot be removed without the owner’s consent while he is alive (barring complete removal of the implanted body part).
Rumors exist of stranger, darker magics that allow spellcasters to channel spells through their implanted stones, or that cause the stones to shatter if the owner is killed, but those with any actual knowledge of these procedures are dead, hidden, or not talking.

wraithstrike |

Unarmed strikes are things such as elbows, knees, and punches. They are not things you can create.
The rules tell you what you can enhance. They aren't going to list everything you can't enhance, and no you can create elbows, and people are not listed as craftable weapons or enhancable weapons.
A GM can allow it because a GM can always change the rules for his table, but that is the only way this will happen.
Also a +30 skill check is not really that high with regard to someone actually focusing on a check. You can get a +30 well before level 20 if you really want to.
In addition if you could enhance creatures there'd be no reason to buy the amulet of might fist.
That is my rules answer.
---------------------------------
My partially non-rules answer:
Get the GM to say these kids have the monk's ability to have his unarmed strikes enhanced due to genetic manipulation. Crafting wouldn't work, but he could have hired someone and/or used magic who could make this happen.
Then have the kids get greater magic weapon, and permanency cast on them. With millions of gold that is more than enough to pay some high level caster to do it. Now you have kids with +5 unarmed strikes.

Darkon |
My question is, where rules wise, does it say that these are not things that can be created? The unarmed strike is a weapon, which in the monk's case is even specifically a manufactured weapon. The rules for masterwork weapons state that they must be masterwork when created, which the craft(human) or whatever check should provide. Furthermore unarmed strike is a simple melee weapon, which actually makes it specifcally a thing you CAN craft, see the craft skills and DCs table, it is the 9th entry. Also note that its not that they had a +30 to any specific craft, it was just a general +30 on any craft check that they didn't have ranks in, might have actually been higher, but it means that they could easily make a masterwork item of whatever craft is needed, and even if not, the spell masterwork transformation should still be able to render the unarmed strikes masterwork, unless there is a specific ruling for unarmed strikes not having a masterwork equivalent in spite of the general rules for weapons.
On the amulet of mighty fists front? it enhances all of your natural attacks, that still has a niche location in druids, and monsters, and takes out the monk tax.
Essentially I want a solid RAW answer, that doesn't rely on an extraneous assumption that people cannot be crafted.

Lady-J |
2 people marked this as a favorite. |
Unarmed strikes are things such as elbows, knees, and punches. They are not things you can create.
The rules tell you what you can enhance. They aren't going to list everything you can't enhance, and no you can create elbows, and people are not listed as craftable weapons or enhancable weapons.
A GM can allow it because a GM can always change the rules for his table, but that is the only way this will happen.
Also a +30 skill check is not really that high with regard to someone actually focusing on a check. You can get a +30 well before level 20 if you really want to.
In addition if you could enhance creatures there'd be no reason to buy the amulet of might fist.
That is my rules answer.
---------------------------------
My partially non-rules answer:
Get the GM to say these kids have the monk's ability to have his unarmed strikes enhanced due to genetic manipulation. Crafting wouldn't work, but he could have hired someone and/or used magic who could make this happen.Then have the kids get greater magic weapon, and permanency cast on them. With millions of gold that is more than enough to pay some high level caster to do it. Now you have kids with +5 unarmed strikes.
that is debatable pretty sure a robot monk could be created as masterworked

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Maybe you should check technology guide and try your gm let you theme cibertech into genetech.
About "create" unarmed strike. Im think the name, raw, is "unarmed".. but if you want it maybe implanted weaponry will be your choice.
Slot: arm; Price: 10,000 gp (special); Weight: 1 lb. (special)
Install: DC 26; Implantation: 2;
CONSTRUCTION
Craft: DC 25; Cost: 5,000 gp (special);
DESCRIPTION
A single light melee weapon or one-handed firearm can be implanted in an arm or cybernetic arm. Melee weapons extend or retract as a swift action. Ranged weapons fire through a port on the palm or back of the wrist. Either type of weapon has statistics identical to its normal form. Firearms reload through a breach in the arm, increasing the reloading time of the weapon to a full-round action, or doubling reloading times that already take a full round or longer. Implanted weapons are well concealed; detecting one requires a thorough search (Perception DC 25). Implanted weaponry can be damaged or destroyed by sundering, but cannot be disarmed. Weaponry installed in a cybernetic arm does not count against a creature's implantation limit. The cost, price, and weight of the weapon to be implanted are added to the cost, price, and weight listed in this stat block.

wraithstrike |

wraithstrike wrote:that is debatable pretty sure a robot monk could be created as masterworkedUnarmed strikes are things such as elbows, knees, and punches. They are not things you can create.
The rules tell you what you can enhance. They aren't going to list everything you can't enhance, and no you can create elbows, and people are not listed as craftable weapons or enhancable weapons.
A GM can allow it because a GM can always change the rules for his table, but that is the only way this will happen.
Also a +30 skill check is not really that high with regard to someone actually focusing on a check. You can get a +30 well before level 20 if you really want to.
In addition if you could enhance creatures there'd be no reason to buy the amulet of might fist.
That is my rules answer.
---------------------------------
My partially non-rules answer:
Get the GM to say these kids have the monk's ability to have his unarmed strikes enhanced due to genetic manipulation. Crafting wouldn't work, but he could have hired someone and/or used magic who could make this happen.Then have the kids get greater magic weapon, and permanency cast on them. With millions of gold that is more than enough to pay some high level caster to do it. Now you have kids with +5 unarmed strikes.
Robots are creatures, can not be masterwork.

wraithstrike |

My question is, where rules wise, does it say that these are not things that can be created? The unarmed strike is a weapon, which in the monk's case is even specifically a manufactured weapon. The rules for masterwork weapons state that they must be masterwork when created, which the craft(human) or whatever check should provide. Furthermore unarmed strike is a simple melee weapon, which actually makes it specifcally a thing you CAN craft, see the craft skills and DCs table, it is the 9th entry. Also note that its not that they had a +30 to any specific craft, it was just a general +30 on any craft check that they didn't have ranks in, might have actually been higher, but it means that they could easily make a masterwork item of whatever craft is needed, and even if not, the spell masterwork transformation should still be able to render the unarmed strikes masterwork, unless there is a specific ruling for unarmed strikes not having a masterwork equivalent in spite of the general rules for weapons.
On the amulet of mighty fists front? it enhances all of your natural attacks, that still has a niche location in druids, and monsters, and takes out the monk tax.
Essentially I want a solid RAW answer, that doesn't rely on an extraneous assumption that people cannot be crafted.
What material is an elbow made of, and how much does an adamantine elbow cost?

Lady-J |
Lady-J wrote:Robots are creatures, can not be masterwork.wraithstrike wrote:that is debatable pretty sure a robot monk could be created as masterworkedUnarmed strikes are things such as elbows, knees, and punches. They are not things you can create.
The rules tell you what you can enhance. They aren't going to list everything you can't enhance, and no you can create elbows, and people are not listed as craftable weapons or enhancable weapons.
A GM can allow it because a GM can always change the rules for his table, but that is the only way this will happen.
Also a +30 skill check is not really that high with regard to someone actually focusing on a check. You can get a +30 well before level 20 if you really want to.
In addition if you could enhance creatures there'd be no reason to buy the amulet of might fist.
That is my rules answer.
---------------------------------
My partially non-rules answer:
Get the GM to say these kids have the monk's ability to have his unarmed strikes enhanced due to genetic manipulation. Crafting wouldn't work, but he could have hired someone and/or used magic who could make this happen.Then have the kids get greater magic weapon, and permanency cast on them. With millions of gold that is more than enough to pay some high level caster to do it. Now you have kids with +5 unarmed strikes.
that's what you think, quite a few special materials have the line anything make out of this material is always masterwork quality

graystone |

"Masterwork" is a quality given to items, not creatures. Granting the masterwork quality to a robot is as meaningless as crafting a +1 flaming human.
Edit: Tell you what, though, if you want to body bludgeon with said masterwork robot, I'll give you the bonus. : )
You can make a masterwork item a creature though: Animated Object!

Scott Wilhelm |
wraithstrike wrote:that's what you think, quite a few special materials have the line anything make out of this material is always masterwork qualityLady-J wrote:Robots are creatures, can not be masterwork.wraithstrike wrote:that is debatable pretty sure a robot monk could be created as masterworkedUnarmed strikes are things such as elbows, knees, and punches. They are not things you can create.
The rules tell you what you can enhance. They aren't going to list everything you can't enhance, and no you can create elbows, and people are not listed as craftable weapons or enhancable weapons.
A GM can allow it because a GM can always change the rules for his table, but that is the only way this will happen.
Also a +30 skill check is not really that high with regard to someone actually focusing on a check. You can get a +30 well before level 20 if you really want to.
In addition if you could enhance creatures there'd be no reason to buy the amulet of might fist.
That is my rules answer.
---------------------------------
My partially non-rules answer:
Get the GM to say these kids have the monk's ability to have his unarmed strikes enhanced due to genetic manipulation. Crafting wouldn't work, but he could have hired someone and/or used magic who could make this happen.Then have the kids get greater magic weapon, and permanency cast on them. With millions of gold that is more than enough to pay some high level caster to do it. Now you have kids with +5 unarmed strikes.
I was thinking Golems, myself. I suppose you could presume that Golems are already of Masterwork quality, and so would their Unarmed Strikes be. I don't recall, but I think that Unarmed Strike Damage is not given for Golems, only Slam Damage. But I don't see why a Golem mayn't deliver Unarmed Strikes the same as nearly every other monster. If the GM decides to do this, I guess he would be able to add an extra +1 to the Attack Roll for a Masterwork headbutt!

Darkon |
Okay, so related question then, can armor spikes be masterwork weapons? they are a weapon that is a part of a non-weapon. I'm not certain how an unarmed strike meaningfully differs. And if people then consider the issue to be that babies are grown, well so are wyroot and darkwood, yet they can be made into masterwork weapons.
It's not like you have no control over the growth either, medical literature is full of ways to make sure your child is born and stays healthy, while many martial arts have some variation of iron body training which adjusts parts of your body to be harder and better for combat. For example a spearhand strike is generally a fairly useless attack, but someone who has done the iron body training to strengthen their fingers and keep them aligned properly while striking can deliver a meaningful blow with it that is more damaging than a normal punch due to the lower contact area.

toastedamphibian |

Darkon |
Not quite what was being asked here toastedamphibian, though I would also like to point out, technically Craft(Babies) is a perfectly valid skill, as the craft sub-categories are not enumerated, and I cannot find a rules definition of item anywhere, so it would default to the english definition, which does include animate objects such as humans, even more obviously so if you are of a old grecian school of thought and do not consider children to be alive until they are several months old.
I am asking for a RAW refutation of this point, not one made on an assumption that is not substantiated in RAW.

Kobara |
Okay, so related question then, can armor spikes be masterwork weapons? they are a weapon that is a part of a non-weapon. I'm not certain how an unarmed strike meaningfully differs. And if people then consider the issue to be that babies are grown, well so are wyroot and darkwood, yet they can be made into masterwork weapons.
It's not like you have no control over the growth either, medical literature is full of ways to make sure your child is born and stays healthy, while many martial arts have some variation of iron body training which adjusts parts of your body to be harder and better for combat. For example a spearhand strike is generally a fairly useless attack, but someone who has done the iron body training to strengthen their fingers and keep them aligned properly while striking can deliver a meaningful blow with it that is more damaging than a normal punch due to the lower contact area.
Well first of all, armor spikes can be removed by taking off the armor they are attached to or removed manually one by one. Doing that with an unarmed strike is gonna send the individual to the amputee home.
Secondly, training is why monks and brawlers do increased die damage as they go up in levels. A weapon is a constructed thing, material shaped and balanced for optimal effect. They can also be produced in a way that is repeatable. People are a lot more variable. Genetics and heredity are big factors in physical development.

wraithstrike |

wraithstrike wrote:that's what you think, quite a few special materials have the line anything make out of this material is always masterwork qualityLady-J wrote:Robots are creatures, can not be masterwork.wraithstrike wrote:that is debatable pretty sure a robot monk could be created as masterworkedUnarmed strikes are things such as elbows, knees, and punches. They are not things you can create.
The rules tell you what you can enhance. They aren't going to list everything you can't enhance, and no you can create elbows, and people are not listed as craftable weapons or enhancable weapons.
A GM can allow it because a GM can always change the rules for his table, but that is the only way this will happen.
Also a +30 skill check is not really that high with regard to someone actually focusing on a check. You can get a +30 well before level 20 if you really want to.
In addition if you could enhance creatures there'd be no reason to buy the amulet of might fist.
That is my rules answer.
---------------------------------
My partially non-rules answer:
Get the GM to say these kids have the monk's ability to have his unarmed strikes enhanced due to genetic manipulation. Crafting wouldn't work, but he could have hired someone and/or used magic who could make this happen.Then have the kids get greater magic weapon, and permanency cast on them. With millions of gold that is more than enough to pay some high level caster to do it. Now you have kids with +5 unarmed strikes.
Being made of something that is used to create the masterwork component doesnt make something masterwork.
In other words adamantine itself is not masterwork. It is however a material that can be used to create a masterwork component. So like I said robots are not masterwork. If they were you would be able to find a rule stating how to price an MW one from one that was not MW, and what the differences were.

toastedamphibian |
Not quite what was being asked here toastedamphibian,
No I get it, like:
"Let me introduce you to my daughters, Jessica and Alicia. I grew them myself, raw materials and all. Look at this edge, see how fine it is? You have to harden the bones very carefully. Third rib down, 3 times a day, with progressively larger hammers. You have to be consistent or they will grow unevenly and the tempering will be useless. Continue for at least 3 years. Don't wait longer than that, or the cranial plates will fuse, and the skulls will be much harder to fashion into cross guards..."
Right? Like growing trees to make weapons.

wraithstrike |

wraithstrike |

wraithstrike wrote:What are you on about? There are rules for masterwork bone weapons, halfway through the description. That is how you make masterwork weapons from babies.
Bone is a special material, it doesnt qualify as a masterwork component.
I thought he was saying it was a masterwork component. That was my dispute. I see what you are talking about. Babies would be an improvised weapon, but I thin there is a way to enhance improvised weapons as if they were regular weapons. I'm going to stop here with the baby as a weapon talk because I dont want to get the thread shut down. I can already see how this can go sideways.

toastedamphibian |
Babies would be an improvised weapon, but I thin there is a way to enhance improvised weapons as if they were regular weapons.
There is also a barbarian power I believe that let's you wield a creature as a weapon, that would work. And some gloves that give enhancement bonuses to improvised weapons.
I'm going to stop here with the baby as a weapon talk because I dont want to get the thread shut down.
Wise. Okay I'm done.

Scott Wilhelm |
1 person marked this as a favorite. |
Okay, so related question then, can armor spikes be masterwork weapons? they are a weapon that is a part of a non-weapon. I'm not certain how an unarmed strike meaningfully differs. And if people then consider the issue to be that babies are grown, well so are wyroot and darkwood, yet they can be made into masterwork weapons.
It's not like you have no control over the growth either, medical literature is full of ways to make sure your child is born and stays healthy, while many martial arts have some variation of iron body training which adjusts parts of your body to be harder and better for combat. For example a spearhand strike is generally a fairly useless attack, but someone who has done the iron body training to strengthen their fingers and keep them aligned properly while striking can deliver a meaningful blow with it that is more damaging than a normal punch due to the lower contact area.
You can totally have Masterwork Armor Spikes. You can have Masterwork Armor Spikes without having Masterwork Armor. Armor Spikes are an item. Unarmed Strikes are not an item. There isn't even a single body part associated with Unarmed Strikes.

wraithstrike |

How is an unarmed strike not an item if it is a weapon, a weapon is a type of item, therefore an unarmed strike must be an item, even if a non-traditional one, I still cant find anything in the PRD to suggest otherwise.
Natural attacks are weapons, and they aren't items. Some spell effects are also counted as weapons.
An unarmed strike is how you use your body to attack someone.
-----
If you look in the combat chapter it has an attack section.
The attack section has a subheading under attacks called melee attacks that talks about manufactured weapons.
Then the attack section has a subheading under attacks called unarmed attacks.
The unarmed attack section description is:
Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:
So if unarmed attacks are like attacking with melee weapons and it has its own rules then we know they are not melee weapons. They just use the melee attack rules as far as how to resolve hitting targets and damage.
Then under armed attacks we have unarmed strike damage. So that means that unarmed strike fall under unarmed attacks. So if unarmed attacks are not actual weapons, and an unarmed strike falls under unarmed strikes then we know an unarmed strike is not a weapon.
We also know from the books that things such as knees and elbows are used for to do unarmed strike damage. You are not armed when your hands are empty, but you can still do damage. Therefore you have unarmed strike damage.
Unarmed basically means you don't have a weapon to damage anyone with. That is why people who are unarmed don't threaten, and can't normally make AoO's. You have to take a feat such as improved unarmed strike to even threaten someone when your hands are empty. This allows you to be considered as armed, even though you don't have any weapons.
Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
If that is not enough for you then I am done here. I will leave it to you and your GM to work it out.

brehven |
As a GM and owner of many books with several hours/years of reading it is not only possible to have an unarmed strike that is masterwork it is literally in the level progression. At level 16 a monk gets Ki pool (adamantine), making his strikes bypass DR like his fists were made of this material. Adamantine weapons, as detailed in the Ultimate Equipment book as so rare that when one is created they are "always" masterwork, except in this case the monk is honing his weapon over a long career of punches.
I'm only bringing this to the table for those players/GM's that have monks in their game and find them underpowered for attack or versatility at later levels, and balance is kept because a monk has to wait the entire game to get to that point.
I personally wouldn't however allow knees, elbows, hands, feet to be collectively or individually enchanted directly, they are as mentioned "treated" as manufactured yet are not. To me if a player really wanted a +5 flaming burst enchantment, they would have to have an amulet or ioun stone that stored the enchantment, then at level 16 when their body is trained and strong enough to fuse with such power they can activate the enchant as a move action, and end the effect at will. At or before this level other party members should already be decked with their own enchants.
Now, my personal opinion is it shouldn't be allowed, not fully. Monk's already get great damage and a ton of attacks, the only thing they do not get is enchantment accuracy of +5 to hit. Elemental strike supplements damage enchantments, or they can use stunning fist, etc. Please do remember monks are especially good are combat moves like grapple/disarm/pinning and the like as some have a -5 when your hands are not empty. They are not typical fighters, you stun and disarm your opponent, sundering strike their armor, now you are way better suited for attack. If that is still not enough to make you satisfied, then ask your GM about if you could find +2 manuals to increase strength and get the same effect as an enchantment.

blahpers |
1 person marked this as a favorite. |

As a GM and owner of many books with several hours/years of reading it is not only possible to have an unarmed strike that is masterwork it is literally in the level progression. At level 16 a monk gets Ki pool (adamantine), making his strikes bypass DR like his fists were made of this material. Adamantine weapons, as detailed in the Ultimate Equipment book as so rare that when one is created they are "always" masterwork, except in this case the monk is honing his weapon over a long career of punches.
Nope. Being able to bypass DR/adamantine does not make the unarmed strike itself adamantine, and it doesn't change the fact that an unarmed strike is not an item and thus cannot be masterwork. Let it go, folks. Get one of the stupid new handwraps and call it a day.

Melkiador |

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
So, I don’t know why masterwork transformation wouldn’t work on it. The intent would seem to be for that kind of thing to work.

Derklord |

Quote:A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.So, I don’t know why masterwork transformation wouldn’t work on it. The intent would seem to be for that kind of thing to work.
Because Masterwork Transformation says you "convert a non-masterwork item", and while your US may count as a weapon, it's still not an item.

Melkiador |

Melkiador wrote:Because Masterwork Transformation says you "convert a non-masterwork item", and while your US may count as a weapon, it's still not an item.Quote:A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.So, I don’t know why masterwork transformation wouldn’t work on it. The intent would seem to be for that kind of thing to work.
A manufactured weapon is a kind of item though. Moreover, the spell’s target specifies weapons, which the monk unarmed strike unquestionably is. I mean, I guess I could see how someone might try to nitpick it into not working, but I can’t imagine the intent is anything other than for it to work.

blahpers |

A manufactured weapon is a kind of item though.
That's the part that's being missed here--this is not universally true.
Moreover, the spell’s target specifies weapons, which the monk unarmed strike unquestionably is.
There's a whole bunch of text below the "Target" field of most spells. This text often applies additional restrictions or qualifiers that determine whether a spell works and what it does when it works.
I mean, I guess I could see how someone might try to nitpick it into not working, but I can’t imagine the intent is anything other than for it to work.
Leaving aside that this is an argument from incredulity coming from someone stating that you can craft superior versions of your fists, elbows, and feet: The intent is illustrated by (a) the spell description clearly stating "item"; and (b) the vast body of published work and the existence of items specifically designed to do the thing that this wants to do in other ways for different costs.
A monk's unarmed strike is treated as a manufactured weapon so that it benefits from effects that only work with manufactured weapons. That's all. It does not make a monk's unarmed strike an item. Here are a few other ways that a monk's unarmed strike is not an item despite the "treated as a manufactured weapon" clause:
1. A monk may not craft additional unarmed strikes.
2. A monk may not sell their unarmed strike for half its cost, metaphor notwithstanding.
3. A monk's unarmed strike doesn't have weight.
4. A monk may not throw their unarmed strike.
5. A monk's unarmed strike may not be stolen, disarmed, nor sundered.
It doesn't work, it wasn't meant to work, and specific workarounds have been added to the game to let you do what you want anyway. If you want to play it differently, faboo!

Melkiador |

First, “item” isn’t even a well defined in-game term. Unarmed strike is an item in that it is part of a list. And if you have some other definition for item, exactly how is a manufactured weapon not one?
Second, the monk’s unarmed strike isn’t a manufactured weapon for all cases, but only for spells and effects, which masterwork transformation is.
Third, your interpretation would break other classic rules, such as share spells. So, a Druid can cast humanoid targeting spells on their companion, but it won’t do anything because they aren’t actually human? That’s clearly not the intent.

blahpers |

First, “item” isn’t even a well defined in-game term. Unarmed strike is an item in that it is part of a list. And if you have some other definition for item, exactly how is a manufactured weapon not one?
When a word isn't explicitly defined in the rules, use the common meaning of the word in the context in which it appears. There's more than enough context, both in the description for masterwork transformation specifically and the rules text in general, to indicate the "element of a list" is not the definition being used.
Second, the monk’s unarmed strike isn’t a manufactured weapon for all cases, but only for spells and effects, which masterwork transformation is.
But it is not an item, which the spell requires. We've been over this already; ignoring the text you don't like doesn't make it go away. Unless you're the GM, anyway--I ignore text I don't like all the time. : )
Third, your interpretation would break other classic rules, such as share spells. So, a Druid can cast humanoid targeting spells on their companion, but it won’t do anything because they aren’t actually human? That’s clearly not the intent.
Non sequitur--share spells has no relation whatsoever to what I wrote. Regardless, share spells has specific language stating that such spells work "even if the spells normally do not affect creatures of the companion’s type". A monk's unarmed strike has no such language stating that it can be treated as an item. Which is good for the monk--we wouldn't want to be able to sunder their primary class feature, after all.