Pesky weapon enhancement bonuses for monks

karn smackdrim

First Post
The Sword and Fist has that amulet that gives the monk's unarmed attacks enhancement bonuses at bonus squared times six!

Then the Magic of Faerun's Bracers of striking are only +1310 and you can have as many bonuses as you damn well please(up to +10) it says double the cost because they are treated like double weapons but double weapons you can put different bonuses on each end and not necesarily put bonuses on each end, so why would u have to pay double cost? This seems a tidbit overpowered if all a monk has to pay is an extra crummy grand, does this seem wrong to anyone else?

I come to the conclusion the amulets nice if you like to do alot of kicks otherwise it is a complete rip off

Does anyone have any comments to add to try and clarify this BS?
 

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IME, Monks have a serious problem. If you only use the PHB stuff, their fists are too weak. Sure, raw damage is nice, but look at how many Fighter-types use a straight +5 weapon... practically none, it's always +3 Keen Flaming or something. And, most of them will have several different weapon options to choose from. Monks, on the other hand, are straight damage that almost always lags behind the monster DR.

But, if you use those amulets and bracers, suddenly they have NO problems with this. Swapping bracers/amulets becomes just like swapping weapons, and the cost difference isn't enough to matter.
Mind's Eye (WotC website) also includes Psychic Warrior/Psion powers that give your fists straight enhancement bonuses, too.

End result, the balance swings too far the other way. As a DM this is a royal pain in the ass, since it forces each DM to make his own judgement to whether the Monk's lack of damage options was just an unintended thing or whether it was a deliberate balance point. Then, you have to decide IF to allow these items in, and if so, should you change the price?

***Gratuitous Plug***
Since this is the House Rules forum, here's mine.
What I did was work the special weapon abilities into the core character concept, which I previously posted to this board.
http://enworld.cyberstreet.com/showthread.php?s=&threadid=31073
Admittedly I did a lot of other things too. What I'm referring to in this post was the Ki Mode concept. Since the fists now become true weapon enchantments, the Bracers won't change the balance much.
If you allow the Bracers and such, have them just add another mode (with the caveat that it has to be one he COULD get himself, no +5 Keen Flaming Burst bracers).
I've changed the class slightly since I posted it there, but if I edit the post it bumps it.
***End Plug***
 

I don't have my book with me but i read it last night, so correct me if i'm wrong....

Don't those gloves also say to triple the cost for each + bonus?
 

DOESN'T MATTER!?! (it should matter a little)

"But, if you use those amulets and bracers, suddenly they have NO problems with this. Swapping bracers/amulets becomes just like swapping weapons, and the cost difference isn't enough to matter.
Mind's Eye (WotC website) also includes Psychic Warrior/Psion powers that give your fists straight enhancement bonuses, too."

x6 normal amounts of gold pieces for only enhancment bonuses(non-specials like flaming) on a amulet(that also takes up that slot by the way) DOESN"T MATTER??? conisdering their unarmed damage is only 3 size levels higher than a meduim wep. and you could easily equal the damage out by adding those flaming and shocking exc. with all the extra cash

I have no interest in the psychic crap, yeh I played darksun the original pc game, it kicked ass, zap your dead(disentigrate) but have no reason to add a whole bunch of extra stuff to deal with

"I don't have my book with me but i read it last night, so correct me if i'm wrong....

Don't those gloves also say to triple the cost for each + bonus?"

I was looking really hard but I didn't think so; I know it says their considered double weapons so double the cost and that is the part that really confused me. I can't check from were I am at now, mind double checking that please...
 

x6 normal amounts of gold pieces for only enhancment bonuses

Yeah, I saw this too, and I asked the same question in another thread and didn't get a response. I mean, come on, if you use their example about adding disarm it's 49k+ for improved unarmed strike (and if you already have it do you get anything else? I don't remember) and can add on the disarming ability. Um, what! I think the same math "logic" they used for doubling damage on criticals should be applied (in other words 3x2=4) or you can put a different ability on each. 32,000 is still on the high side for a plus 2 ability.
 

Pricing for "Bracers of Striking"

This has been bugging me, so I put in an email to Wizard's Customer Service. I'll let you all know what they say as soon as they get back to me.

I suppose you could try various other combinations of other feats/items to do more damage (which is sort of an end around DR). These were originally suggested to me by Dremen on these very boards, you've probably already thought of these but maybe it will help:

A monk's belt (9000 GP) with Ki Straps (S&F- 5000 GP. Ups DC save for stunning attack by 5) helps with all of these. Start with Choke Hold add a periapt of wisdom to raise the DC for the fortitude save. Then if knocked unconscious use Death Blow (S&F- prereqs Improved initiative, BAB 2 or higher) for a Coup de Grace attack as an MEA. Also Improved Grapple with Improved Critical: unarmed strike would grant an easy critical (especially if stunned)against a pinned opponent you attack. Add Expert Tactician (S&F) to add an additional attack against your pinned opponent if hasted with the Monk's Belt ability (provided you already had stunning fist) that's two extra attacks- eventually the damage piles up. Or Improved Grapple and Earth's Embrace for automatic double damage while maintaining the pin. If the other party members can avoid hitting you with their enhanced weapons you could take out DR creatures rather easily.

-Joe
 

Here's the clarification on the Bracer's pricing from Wizards

If you choose to add abilities to the bracers, the cost
of doing so is double since you must add abilities to both.
The bit line about trippling reads "Character Level: Three
times the magical bonus (minimum 5th level). This means
that in order for a caster who is able to create wondrous
items must be at a level 3 times the magical bonus being added
to the bracers.

If the person using this item already has Improved Unarmed
Strike, the wearer does not receive any extra bonus to this
since similar magical effects do not stack.

Hope that helps,

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thanks for the clear-up, drdevoid, i remembered "triple" but i couldn't remember exactly what was tripled

heh, they might just be worth it then....almost
 


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