Harboured Phantom Blade & Amulet of Mighty Fists


Rules Questions


So, if I'm a Phantom Blade Spiritualist, and I have my blade harboured, then my unarmed strikes have the enhancement bonus of the blade.

Quote:
Weapon of the Mind (Ex): The phantom blade can harbour her phantom weapon in her consciousness or manifest it in its ectoplasmic form. The phantom blade can manifest the weapon through a ritual that takes 1 minute to perform. Harbouring the phantom weapon requires a full-round action. While the weapon is harboured, the phantom blade gains Improved Unarmed Strike as a bonus feat and treats her unarmed strike damage as a monk of her level – 2. If the phantom blade already has this feat, she instead gains Weapon Focus (unarmed strike). The phantom blade’s unarmed strikes gain the phantom weapon’s enhancement bonus and other abilities when the weapon is harboured. The phantom weapon also recovers a number of hit points equal to its ego score every hour that it is harboured.

If I then get myself an Amulet of Mighty Fists w/ the duelling ability (the old one from the Field Guide), it looks to me like I'll get a luck bonus twice the size of my enhancement bonus to certain manoeuvres. Like Trip

Quote:
A duelling weapon bears magical enhancements that makes it particularly effective at performing certain combat manoeuvres. When a duelling weapon is used to perform a combat manoeuvre that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the manoeuvre. The duelling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat manoeuvres. These combat manoeuvres include disarm and trip manoeuvres, but not bull rush, grapple, or overrun manoeuvres. If you’re using the additional combat manoeuvres in the Advanced Player’s Guide, this also includes any dirty trick manoeuvres that utilize the weapon, as well as reposition combat manoeuvres, but not drag or steal combat manoeuvres. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.

Unless I'm missing something, this means that at fifth level, I can have a +6 to trip attempts just from this nice little 4K amulet.


Yes, that adds up.


Well then. I think I finally have my unarmed vicious stomping magus character.


Don't forget to take fate's favored for another +1.


That's a good idea. I have a trait that gives my +1 to hit on AoO right now; an extra +1 to trip instead is probably more useful.

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