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hazardjsimpson
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Join Date: Jun 2010
Posts: 6

Old June 7th, 2010, 09:00 AM
Quote:
Originally Posted by Mathias View Post
By enchanting, I presume he means treating them as a magic item - that's what the Amulet of Mighty Fists does.
Incorrect, the amulet doesn't actually treat your anything as a magic item - it adds effects to specific types of attacks. In fact, the Amulet of Mighty Fists in the current version of Hero Lab (Pathfinder) is totally wrong. The tooltip only shows the +1 to +5 enhancement bonuses.

In 3.5, the Amulet acted as a magic weapon for the purpose of determining enchant costs / slots and then added those effects to any natural attacks that the wearer has. 'Unarmed Strike' is a type of natural attack a character gets when they have the Improved Unarmed Strike feat - a character without this feat is not considered to have a natural weapon when just punching someone.

So, in 3.5, you could get an Amulet enchanted to a base +1 enhancement bonus and then add other effects , like +1d6 fire (+1 weapon cost) , shocking burst (+2 weapon cost) , etc - up to a max of +5.

In Pathfinder, the Amulet gives you a total of +5 bonus in usable enchantment spaces, but it specifically says that you do NOT have to give it the base +1 enhancement bonus any more.

From the PF SRD:
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.


So, how would you in HL apply the effects with no enhancement bonuses? I believe that the design change here is to allow the Monk/Fighter/whoever to add enhancement bonuses using Magic Fang / Greater Magic Fang + Permanency to give enh. bonuses and use the Amulet to allow another +5 in effects from the Amulet, which brinks the Monk/ etc closer in line with the ideal of 'enchanted fists.'
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