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<blockquote data-quote="ZuulMoG" data-source="post: 2329709" data-attributes="member: 32135"><p>Thunderpuch</p><p>This pair of adamantine +5 gauntlets appears to be nothing more than finely crafted battle gloves that seem to hum as a tuning fork near the end of its tone. On the hands of a monk, they show their true power, allowing the wearer to cast Toronexti's Fists of Fury (sonic), 2 times per day at 20th caster level. Even without the spell, fists augmented by the gauntlets still benefit from adamantine quality for penetrating damage reduction, and gain a +5 enhancement bonus to attacks and damage. Note that kicks, headbutts, bites, tail slams and wing buffets are also empowered by this spell, but only the hands gain the adamantine and enhancement bonuses. This set of enchantments would work equally well on footgear.</p><p> </p><p>(Caster level 20th; Prerequisites: Craft Wondrous Items, Craft Magic Arms and Armor, Toronexti's Fists of Fury, Greater Magic Weapon; Market Price 98,000; Cost to Create: 49,000gp + 1960xp)</p><p> </p><p>Toronexti’s Fists of Fury</p><p>Alteration</p><p>Level Sor/Wiz 3</p><p>Components: V, S</p><p>Casting time: 1 action</p><p>Range: Touch</p><p>Target: Target’s natural weapons</p><p>Duration: 1 round/level</p><p>Saving throw: Yes (harmless) and Reflex partial</p><p>Spell Resistance: Yes (harmless), and Yes</p><p> </p><p>When this spell is prepared, the wizard chooses an energy type (acid, cold, electricity, fire, or sonic). For the duration of the spell, all of the target’s ('unarmed fighter's' hereafter) natural weapons (defined as an entire limb or entire head; knees and feet are the same natural weapon for purposes of this spell, as are elbows and hands or claws) deal additional damage of that type equal to 1d6 per 3 levels of the caster (max 5d6), with those struck being entitled to a Reflex save for half damage. Each natural weapon may only deal this damage once per round, but recharges at the unarmed fighter’s initiative each round for the duration of the spell. If the unarmed fighter has the Deflect Arrows feat, he may attempt to deflect any ray or energy missile attack of the type he is charged with by making a Reflex save against it. If successful, the attack is redirected away from him in a random direction. If the Snatch Arrows feat is possessed, the incoming spell may be thrown in the direction of any desired other target, to a range of 25’ + 5’ per level or HD of the unarmed fighter, if the range is sufficient, treat it as a ranged touch attack against the new target.</p><p> </p><p>(Well, yeah, this is just the cat's ass for a monk. Then again, it was created by a monk-wizard gestalt, so it ought to be. Kick, punch, kick, punch, head-butt, all at + a butt-load d6 if your wizard friend is any good. High time monks got a flaming burst...)</p></blockquote><p></p>
[QUOTE="ZuulMoG, post: 2329709, member: 32135"] Thunderpuch This pair of adamantine +5 gauntlets appears to be nothing more than finely crafted battle gloves that seem to hum as a tuning fork near the end of its tone. On the hands of a monk, they show their true power, allowing the wearer to cast Toronexti's Fists of Fury (sonic), 2 times per day at 20th caster level. Even without the spell, fists augmented by the gauntlets still benefit from adamantine quality for penetrating damage reduction, and gain a +5 enhancement bonus to attacks and damage. Note that kicks, headbutts, bites, tail slams and wing buffets are also empowered by this spell, but only the hands gain the adamantine and enhancement bonuses. This set of enchantments would work equally well on footgear. (Caster level 20th; Prerequisites: Craft Wondrous Items, Craft Magic Arms and Armor, Toronexti's Fists of Fury, Greater Magic Weapon; Market Price 98,000; Cost to Create: 49,000gp + 1960xp) Toronexti’s Fists of Fury Alteration Level Sor/Wiz 3 Components: V, S Casting time: 1 action Range: Touch Target: Target’s natural weapons Duration: 1 round/level Saving throw: Yes (harmless) and Reflex partial Spell Resistance: Yes (harmless), and Yes When this spell is prepared, the wizard chooses an energy type (acid, cold, electricity, fire, or sonic). For the duration of the spell, all of the target’s ('unarmed fighter's' hereafter) natural weapons (defined as an entire limb or entire head; knees and feet are the same natural weapon for purposes of this spell, as are elbows and hands or claws) deal additional damage of that type equal to 1d6 per 3 levels of the caster (max 5d6), with those struck being entitled to a Reflex save for half damage. Each natural weapon may only deal this damage once per round, but recharges at the unarmed fighter’s initiative each round for the duration of the spell. If the unarmed fighter has the Deflect Arrows feat, he may attempt to deflect any ray or energy missile attack of the type he is charged with by making a Reflex save against it. If successful, the attack is redirected away from him in a random direction. If the Snatch Arrows feat is possessed, the incoming spell may be thrown in the direction of any desired other target, to a range of 25’ + 5’ per level or HD of the unarmed fighter, if the range is sufficient, treat it as a ranged touch attack against the new target. (Well, yeah, this is just the cat's ass for a monk. Then again, it was created by a monk-wizard gestalt, so it ought to be. Kick, punch, kick, punch, head-butt, all at + a butt-load d6 if your wizard friend is any good. High time monks got a flaming burst...) [/QUOTE]
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