Amulet of Mighty Fists - Costs and Bonuses


Rules Questions


So, how much would a +4 Amulet of Mighty fists with say... corrosive?
is it:
A) 50,000 gp
B) 34,000 gp
C) 32,000 gp

Secondly, can one have a +5 Amulet of Mighty Fists with corrosive? (I don't think so, but want to check?) Also, can an Amulet of Mighty Fists have Impervious? (look... monks punch a lot of things, it might me useful)

http://paizo.com/pathfinderRPG/prd/coreRulebook/magicItems/wondrousItems.ht ml#amulet-of-mighty-fists

http://paizo.com/pathfinderRPG/prd/ultimateEquipment/magicArmsAndArmor/weap onSpecialAbilities.html

http://paizo.com/products/btpy88yj/faq?Pathfinder-Roleplaying-Game-Core-Rul ebook#v5748eaic9qd8


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Quote:

MULET OF MIGHTY FISTS

Aura faint evocation; CL 5th
Slot neck; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 (+4), 100,000 gp (+5); Weight —
DESCRIPTION

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.

CONSTRUCTION

Requirements Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 (+4), 50,000 (+5)

Quote:

CORROSIVE

Price +1 bonus; Aura moderate evocation; CL 10th; Weight —
Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.
CONSTRUCTION REQUIREMENTS

Cost +1 bonus
Craft Magic Arms and Armor, acid arrow

100,000 GP


Helpful Harry is correct. The FAQ that you linked to explains the price change so 100,000 is the new price.

No, it can't have impervious because impervious is not something that happens on an unarmed attack. It is just something that makes weapons harder to break.

If it did something to increase how much damage an unarmed attack did that would be something you could apply.


Quote:
Secondly, can one have a +5 Amulet of Mighty Fists with corrosive? (I don't think so, but want to check?)

No. The amulet is limited to a maximum effective bonus of +5. That includes any special abilities on it. The best it can be is a +4 Amulet of Mighty Fists with corrosive.

Quote:
Also, can an Amulet of Mighty Fists have Impervious? (look... monks punch a lot of things, it might me useful)

No. The amulet doesn't let you apply just any special ability. It seems to only function with those special abilities that have an effective bonus cost, like +1 or +2. IT has no language that allows for special abilities with a flat cost (likely because no such abilities existed at the time).

Even if you could, it would have absolutely no effect. Natural attacks/unarmed strikes aren't metal, so can't rust. They aren't wood so can't warp or rot. They don't have hardness or HP, nor do they have a break DC and they can't be sundered. There would be no benefit at all.


There is an errata in the original question you should all take into account.


PhoenixScientist wrote:
There is an errata in the original question you should all take into account.

Can you be more specific? I can't see a problem. The only errata I know of is the price, and Helpful Harry and wraithstrike are correct only that. A +4 amulet with corrosive (+1 effective, for a total of +5) costs 100,000gp to buy and 50,000gp to make.


PhoenixScientist wrote:
There is an errata in the original question you should all take into account.

The errata is what dropped the price down to what the FAQ says it is now.

Fifth Printing to Sixth Printing (v5.0) errata wrote:


Page 496—In the amulet of mighty fists, change the price line to read as follows: “Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5)”. Change the cost line to read as follows “Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)”

Those prices are identical to what is in the FAQ also. There has been no errata that takes the price back up to the old price.


Jeraa wrote:
Quote:
Secondly, can one have a +5 Amulet of Mighty Fists with corrosive? (I don't think so, but want to check?)
No. The amulet is limited to a maximum effective bonus of +5. That includes any special abilities on it. The best it can be is a +4 Amulet of Mighty Fists with corrosive.

you can get higher so long as you pay the extra 50% on the cost for combining magic items i think, have a +10 equivalent of enchantments on an amulet of mighty fists but it will cost 250k so if you want the option its there its just gona be hella expensive and most likely not worth it


Lady-J wrote:
Jeraa wrote:
Quote:
Secondly, can one have a +5 Amulet of Mighty Fists with corrosive? (I don't think so, but want to check?)
No. The amulet is limited to a maximum effective bonus of +5. That includes any special abilities on it. The best it can be is a +4 Amulet of Mighty Fists with corrosive.
you can get higher so long as you pay the extra 50% on the cost for combining magic items i think, have a +10 equivalent of enchantments on an amulet of mighty fists but it will cost 250k so if you want the option its there its just gona be hella expensive and most likely not worth it

The combing magic items rule has doesn't do anything for bypassing the +5 limit on the AoMF. If the AoMF was being combined with another item the +50% rule(guideline) would work.


wraithstrike wrote:
Lady-J wrote:
Jeraa wrote:
Quote:
Secondly, can one have a +5 Amulet of Mighty Fists with corrosive? (I don't think so, but want to check?)
No. The amulet is limited to a maximum effective bonus of +5. That includes any special abilities on it. The best it can be is a +4 Amulet of Mighty Fists with corrosive.
you can get higher so long as you pay the extra 50% on the cost for combining magic items i think, have a +10 equivalent of enchantments on an amulet of mighty fists but it will cost 250k so if you want the option its there its just gona be hella expensive and most likely not worth it
The combing magic items rule has doesn't do anything for bypassing the +5 limit on the AoMF. If the AoMF was being combined with another item the +50% rule(guideline) would work.

it would be 2 amulets of mighty fist in the same item use one for the static bonuses the other for the effects neither one is going over their +5 cap but you would get the bonuses of both


Lady-J wrote:
wraithstrike wrote:
Lady-J wrote:
Jeraa wrote:
Quote:
Secondly, can one have a +5 Amulet of Mighty Fists with corrosive? (I don't think so, but want to check?)
No. The amulet is limited to a maximum effective bonus of +5. That includes any special abilities on it. The best it can be is a +4 Amulet of Mighty Fists with corrosive.
you can get higher so long as you pay the extra 50% on the cost for combining magic items i think, have a +10 equivalent of enchantments on an amulet of mighty fists but it will cost 250k so if you want the option its there its just gona be hella expensive and most likely not worth it
The combing magic items rule has doesn't do anything for bypassing the +5 limit on the AoMF. If the AoMF was being combined with another item the +50% rule(guideline) would work.
it would be 2 amulets of mighty fist in the same item use one for the static bonuses the other for the effects neither one is going over their +5 cap but you would get the bonuses of both

I don't think that was the intent of the guideline, but at this point we are talking about custom items so I guess it doesn't matter.

Personally I feel like the amulets should have an alternative item that only works on punches so the price can drop, and people can get higher enhancements more easily, but that horse has been beaten enough, and Paizo is not budging.

IIRC they feel like nobody would use the AoMF, but I feel like it still would be good for monsters, and people who want to have their other limbs available while holding things.

edit: I just remembered the cost is the same as two weapons with the same bonus. I would just allow the max to go to +10.


wraithstrike wrote:
Lady-J wrote:
wraithstrike wrote:
Lady-J wrote:
Jeraa wrote:
Quote:
Secondly, can one have a +5 Amulet of Mighty Fists with corrosive? (I don't think so, but want to check?)
No. The amulet is limited to a maximum effective bonus of +5. That includes any special abilities on it. The best it can be is a +4 Amulet of Mighty Fists with corrosive.
you can get higher so long as you pay the extra 50% on the cost for combining magic items i think, have a +10 equivalent of enchantments on an amulet of mighty fists but it will cost 250k so if you want the option its there its just gona be hella expensive and most likely not worth it
The combing magic items rule has doesn't do anything for bypassing the +5 limit on the AoMF. If the AoMF was being combined with another item the +50% rule(guideline) would work.
it would be 2 amulets of mighty fist in the same item use one for the static bonuses the other for the effects neither one is going over their +5 cap but you would get the bonuses of both

I don't think that was the intent of the guideline, but at this point we are talking about custom items so I guess it doesn't matter.

Personally I feel like the amulets should have an alternative item that only works on punches so the price can drop, and people can get higher enhancements more easily, but that horse has been beaten enough, and Paizo is not budging.

IIRC they feel like nobody would use the AoMF, but I feel like it still would be good for monsters, and people who want to have their other limbs available while holding things.

edit: I just remembered the cost is the same as two weapons with the same bonus. I would just allow the max to go to +10.

i home brew it, it goes to +10 it only effects unarmed strikes cost is the same as normal magic weapon costs, also home brew one specifically for natural attacks and made it scale to +10 as well but made it so if you want the effect of both natural attacks and unarmed boosting you pay an extra 50% on the price


The FAQ reduced the price from 5000*N*N to 4000*N*N.

As written a single AoMF has a +5 cap.
But what about a slotless AoMF?
It has no language about only allowing one to work.
I can see a +3 amulet and a +2 amulet only giving the better of the two, but what about a +3 and a slotless corrosive/bane amulet? There is no overlap, and being slotless, it does not occupy a slot. Yeah, you pay double, but it could be worth it.

Watch out, you might end up looking like this.

/cevah

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