Monk Equipment Woes


Magic Items


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Two problems with, I think, easy-to-implement solutions.

First, "trinkets while unarmed".

Trinkets are nifty little one-use magic items attached to either your weapons or your armor. You attach them ahead of time, and then use them for whatever effect they grant. They thematically fit for a Monk. Monks usually eschew equipment, preferring to rely on their own talents, but a one-time use item that they have to be patient and judicious to use to its best effect? Right up their alley. Which is not to say that Monks with constant-use magic items aren't thematic, just that trinkets definitely are.

And Monks are even allowed to benefit from armor-trinkets, through the use of Bracers of Armor, which are specifically called out as able to be treated as light armor for the purpose.

So what's the problem?

"So is everyone ready for the upcoming battle?"
"Yes!"
"Ready!"
"Weapons sharpened? Trinkets affixed?"
"Took care of it ahead of time."
"And Mr. Monk, you've got your trinkets on your dagger?"
"Yep."
"The not-magic dagger you haven't used as a weapon in hundreds of battles?"
"Yep."
"The dagger you only carry for the express purpose of being able to use trinkets, while exclusively punching and kicking?"
"You seem to be driving at something..."

Except for weapon-affixed trinkets that specifically operate based on what the weapon they're affixed to does, it technically works, but it's contrived and unthematic as hell.

Solution: Let Handwraps of Mighty Fists be able to be affixed with weapon-affixed trinkets, the same as Bracers of Armor. And if necessary, specify that they can only be affixed with trinkets that work on melee, brawling, light bulk weapons (the same criterion as what determines which property runes the handwraps can have).

"But how do you use a repair kit to affix a trinkets onto a strip of cloth?" I hear some people ask. "The same way you etch a rune onto that same cloth," I'd say.

Second, "armor property runes".

As mentioned above, Handwraps of Mighty Fists can have weapon property runes (as though they're melee, brawling, and light bulk), letting a Monk character enjoy the diversity of weapon enhancements available to other martial combatants even if they decide to operate unarmed.

But unfortunately, Bracers of Armor do not allow armor property runes to be used on them. Those properties, like magic weapon properties, are magic effects both fun and useful to front line martial combatants, which a Monk is, even if he's using otherwise going unarmored.

In particular, I've always been disappointed that Glamored was always something that could only be applied to armor. It provides a certain freedom of aesthetic expression*, letting your character go through a dungeon wearing something besides bog-standard armor.

*

Spoiler:
"But doesn't the Hat of Disguise give you exactly what you want, anyway?"

No, for two reasons. One, there are other armor property runes that a Monk would want (Energy Resistant, Ethereal, Invisibility, Shadow, Slick, even Antimagic if he can get his hands on it). Two, it's not the same freedom of expression, due to Specific Overrides General. Generally, Illusory Disguise (the spell effect provided by the Hat of Disguise) lets you make your clothing and items appear different, and there's no real qualification beyond that. The Hat of Disguise specifically only let's you change the hat itself into another piece of headwear. I.e., you cannot forgo some form of headwear, and since that's a stipulation that Glamored doesn't have, that's why it's preferable.

Solution: Allow Bracers of Armor be able to have armor property runes etched onto them. Specifically, allow one once the potency bonus is +2, two property runes once the potency bonus is +4, and a third at +5 (to match how many regular armors are allowed to have). And if need be, specify that Bracers of Armor only count as light armor for the purposes of property runes, the same way they count as light armor for trinkets.


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Seconded, the current deal makes little sense.

Silver Crusade

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I have to agree with the suggestion, particularly the argument about "aesthetic expression". Locally players like the old system for the many options to diversify their characters, of course, the new system will be limited in this regard, but at the same time since we hopefully axe item slots - that presents an opportunity.

A good example would be the Demon Mask:

Playtest Handbook page 387 wrote:

DEMON MASK ITEM 6+
Method of Use worn, mask; Bulk L
Activation Operate Activation
This terrifying mask is crafted in the visage of a
leering demon and grants an item bonus to Intimidation checks.
You can activate the mask once per day to have the mask cast a
fear spell that implants images of demonic horror.
Type standard; Level 6; Price 230 gp
This blood-red mask grants a +2 bonus. It casts 1st-level fear
with a DC of 20.
Type greater; Level 14; Price 4,100 gp
This grotesque green mask grants a +4 bonus. It casts 3rd-level
fear with a DC of 31.

Right now this is not a great fit for a Paladin who wants to intimidate evil doer, but frankly, with the system as open as it is right now, do we really still need to limit items like this? Is there not a practical difference between this and literally anything that fits a characters description/them?


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Simple Solution, Robes.

You can apply runes to them, and if an item quality becomes a requirement, use the monk's unarmoured defense.

Question is, do you allow armour potency runes to be applied.

I was going to say Monk's Robes, but allowing Sorcerors and Wizards to use them, whilst gating the +AC behind unarmoured defense keeps them relying on the Bracers of Armour.


Yeah, they should be able to use trinkets.

But also weapon using monks should have support. There's currently no reason to use a weapon, fists are pretty much always better. Weapon monks should work too.

Silver Crusade

citricking wrote:

Yeah, they should be able to use trinkets.

But also weapon using monks should have support. There's currently no reason to use a weapon, fists are pretty much always better. Weapon monks should work too.

My monk/paladin used a reach monk weapon, it worked very well for me, though many other monk weapons are kinda underwhelming.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Monk Robes should totally be a thing. Or at the very least, you should be able to enchant Bracers of Armor just as you can normal armor items. It's silly that you wouldn't be able to do this.


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I prefer being able to put trinkets on bracers to robes, since I kind of want to let my super beefy monk just walk around in minimal clothing.

But "handwraps and bracers are magic weapons and armor, except they are not" is weird and unnecessarily complicated. I propose a "if it quacks like a duck" standard here.

Liberty's Edge

Is there some fundamental reason to NOT allow Characters to apply Potency Runes to regular Clothing in place of needing to fiddle with Bracers or Handwraps?

I feel like it is more cool and thematic to allow a Character to buy an Expert Quality Robe and have it Enchanted with Offensive and Defensive Runes.

Which begs the question, is it OK to have clothing provide AC Bonuses when enchanted? The Mage Armor Spell leads me to believe its fine. What about Potency boosts to Natural Attacks without a Weapon/Item middleman? Magic Fang leads me to believe its fine.


Themetricsystem wrote:

Is there some fundamental reason to NOT allow Characters to apply Potency Runes to regular Clothing in place of needing to fiddle with Bracers or Handwraps?

I feel like it is more cool and thematic to allow a Character to buy an Expert Quality Robe and have it Enchanted with Offensive and Defensive Runes.

Which begs the question, is it OK to have clothing provide AC Bonuses when enchanted? The Mage Armor Spell leads me to believe its fine. What about Potency boosts to Natural Attacks without a Weapon/Item middleman? Magic Fang leads me to believe its fine.

We know there's support for magic clothes in the lore. Master of Devils had Radovan buying a magic jacket (and this was while Burning Cloud Devil was training him as a Monk).

Silver Crusade

Themetricsystem wrote:

Is there some fundamental reason to NOT allow Characters to apply Potency Runes to regular Clothing in place of needing to fiddle with Bracers or Handwraps?

I feel like it is more cool and thematic to allow a Character to buy an Expert Quality Robe and have it Enchanted with Offensive and Defensive Runes.

Which begs the question, is it OK to have clothing provide AC Bonuses when enchanted? The Mage Armor Spell leads me to believe its fine. What about Potency boosts to Natural Attacks without a Weapon/Item middleman? Magic Fang leads me to believe its fine.

If they still manage to kill items slots, there should be no reason not to allow all of those. I really like the chance to kit out my characters in ways that fit, without any real gameplay change.

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