Log in

View Full Version : Looking for magical weapon enhancements, for my fists



bcg737
2013-09-17, 11:41 AM
My DM is pretty flexible with using enhancements from different systems if need be.

I basically play a dwarven brawler, and I want to improve my fists by getting tattoos on my fists enchanted to act like weapon enhancements. Magical tattooing systems I have found have not been satisfying really, so I am seeing what I can find in good old weapon enhancements.

What do ya got for me?

Curmudgeon
2013-09-17, 12:30 PM
Well, there's a basic problem with your requests: fists aren't weapons in D&D. You won't find them on the Weapons table (http://www.d20srd.org/srd/equipment/weapons.htm#tableWeapons). Instead, you'll find the unarmed strike (http://www.d20srd.org/srd/equipment/weapons.htm#unarmedStrike):
unarmed strike

A successful blow, typically dealing nonlethal damage, from a character attacking without weapons. A monk can deal lethal damage with an unarmed strike, but others deal nonlethal damage. Now, the best workaround for this problem is with a specific magic item: the Necklace of Natural Attacks, which you'll find here (http://www.wizards.com/default.asp?x=dnd/fc/20060707a) (bottom of the page). Of course, that's going to spiff up your entire unarmed strike. You can't improve your punches without also improving your kicks and head butts.

Captnq
2013-09-17, 12:46 PM
Well, there's a basic problem with your requests: fists aren't weapons in D&D. You won't find them on the Weapons table (http://www.d20srd.org/srd/equipment/weapons.htm#tableWeapons). Instead, you'll find the unarmed strike (http://www.d20srd.org/srd/equipment/weapons.htm#unarmedStrike): Now, the best workaround for this problem is with a specific magic item: the Necklace of Natural Attacks, which you'll find here (http://www.wizards.com/default.asp?x=dnd/fc/20060707a) (bottom of the page). Of course, that's going to spiff up your entire unarmed strike. You can't improve your punches without also improving your kicks and head butts.

No can-do.

He's got to have that first level of monk. Improved unarmed strike only covers fists for non-monks. If you want the fists/feet/elbows/knees/forehead/complete package, you need one level of monk.

And you can improve your fists with Ward Cestus, Battle Gauntlets, Amulet of Natural Weaponry (Not attacks, everyone screws that one up.), and Bracers of Striking.

There are no rules for directly enchanting your fists unless you take the Kensi PrC. None. Nada. Zip. Zilch. You will have to house rule them.

And I would like to point out you can have more then one weapon in a NoNW. So you could enchant each foot, hand, elbow, knee and your forehead seperately.

However, you sound like a charging sort. Get a Horned Helmet. Every dwarf needs a horned helmet. Unless you like charging with two hands, then get the spiked. You can charge two handed with a spiked helmet. I don't know... HOW one wields a spiked helmet with two hands, but the rules say you can.

Curmudgeon
2013-09-17, 01:39 PM
No can-do.

He's got to have that first level of monk. Improved unarmed strike only covers fists for non-monks. If you want the fists/feet/elbows/knees/forehead/complete package, you need one level of monk.
I don't know where you're getting that idea from. From the Equipment chapter, page 121 of Player's Handbook:
Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. There's absolutely no dependence on Monk abilities. Monks get better damage compared to non-Monks with Improved Unarmed Strike, but that's really the only difference.

Again, fists aren't weapons in D&D. They're just two striking surfaces of your unarmed attack, akin to spike links on a spiked chain.

bcg737
2013-09-17, 01:56 PM
Im playing a wow class known as "boncrusher", basically a punching machine.
I am considered armed at all times etc, its covered.

DM has already OK'ed me enhancing my fists in the way described in the OP.

I am strictly looking for weapons enhancement that could work on a pair of fists.

bcg737
2013-09-17, 02:39 PM
Via tattoos mostly, me and the DM rationalized that a good magic user could enchant the ink in the tattoos.

jaybird
2013-09-17, 02:56 PM
Throwing and Returning :smallamused:

Rubik
2013-09-17, 02:57 PM
http://www.giantitp.com/forums/showthread.php?p=15474863#post15474863

bcg737
2013-09-17, 03:18 PM
Throwing and Returning :smallamused:

Rocket boomerang fists =)

Rubik
2013-09-17, 03:26 PM
Rocket boomerang fists =)I fluffed it as my warforged monk hurling his entire body at the enemy, which means adding the exit wounds property has some interesting repercussions. As I said later in the thread I linked:


You'd just see the icky things explode randomly as he sneaks up to them without them realizing and bursts through them like some sort of horrific Kool-Aid Man.

bcg737
2013-09-17, 03:56 PM
I fluffed it as my warforged monk hurling his entire body at the enemy, which means adding the exit wounds property has some interesting repercussions. As I said later in the thread I linked:

That is terrifying.

Rubik
2013-09-17, 04:04 PM
That is terrifying.I know, right? Awesome, innit.

Anyway, there should be some interesting things in that link, so if there's something or other you don't understand, feel free to ask questions.

jaybird
2013-09-17, 07:29 PM
You'd just see the icky things explode randomly as he sneaks up to them without them realizing and bursts through them like some sort of horrific Kool-Aid Man.

My face when I read that: D8

Rubik
2013-09-17, 07:44 PM
My face when I read that: D8OH YEAH!!!!!!!!!!!!!

Shalist
2013-09-17, 08:04 PM
Via tattoos mostly, me and the DM rationalized that a good magic user could enchant the ink in the tattoos.Tatoos? Pfft, your DM should've made the enchantments beard-based, so that if your character ever shaves, he temporarily loses all his special abilities.

RustyArmor
2013-09-17, 08:09 PM
In our game we just have magical fist wraps, brassknuckles, whatever. And just count them as unarmed strike. So monks can have magical enchantments much like a fighter using magical swords. It makes it so monks can have such as well but it can be taken/removed/etc much like a fighters sword can be. Just having "enchanted fist" would be pretty amazing unstealable magical item that is a free body slot.

Mando Knight
2013-09-17, 08:14 PM
I fluffed it as my warforged monk hurling his entire body at the enemy, which means adding the exit wounds property has some interesting repercussions. As I said later in the thread I linked:

...Does jumping at them with my fists count as ranged?
-Veronica Santangelo, Fallout: New Vegas (http://fallout.wikia.com/wiki/File:FNV_Veronica_DoesJumpingCount.ogg)

Rubik
2013-09-17, 08:23 PM
You'll notice that the various gauntlet entries are grouped under unarmed strike. Meaning that a monk can flurry with them, and they would use the monk's enhanced damage capabilities. And also meaning that a +1 flaming/frost/shock/thundering/metalline gauntlet would also be a flurryable option.

Warforged battlefists can also be enhanced in the same way. They're warforged components, but if you spend 1,000 gp on a pair of mighty arms (from Faiths of Eberron), any corporeal creature should be able to use them.

Also, since chronocharms are considered appropriate for the throat slot, and you can wear several simultaneously, adding the effects of a +1 necklace of natural weapons (from Savage Species) keyed to your unarmed strike to each of them should stack for non-enhancement-bonus weapon qualities. And you can also hang them from yet another necklace of natural weapons.

You can also use your own body as your Ancestral Relic and Item Familiar. Just make sure it's masterwork by spending +300 gp on character creation, and...

I used all this (and more) on that monk build. Have fun!