Wyvernhand
First Post
arms and equipment guide provided rules for bracers of armor trading +'s for abilities, don't see why you can't do the same thing for AoMF
There is no reason you can't OTHER than the fact that it says you can't. As with anything else, a DM can override anything.
If you have 7 natural attacks, I'd go with Wounding. 1 con/hit results in 7 con per round lost. That's, assuming an even starting con score, 4 HP/HD lost on the first full attack, 3 HP/HD on the second. On your average 10 HD creature, that's 40 HP lost to Con loss on top of the normal damage delt. Contrast that with Collision, which gives a flat +5 damage, and you are ahead as long as most things you fight have ~10+ HD, pulling further ahead as HD climb. Granted, wounding doesn't work on everything like Collision does, and Collision has the added benefit of multiplying on a critical, but Wounding also lowers fort saves, setting up 1-2 combo punches with other abilities like Stunning Fist, Finger of Death, or even something simple like Staggering Strike.