![]() ![]() The wearer still takes a –4 nonproficiency penalty on attack rolls with improvised weapons, as normal, unless he has the Catch Off-Guard feat or a similar ability. Normal weapons are unaffected by gloves of improvised might except when used as an improvised weapon in a way specifically permitted by the weapon description, such as using an arrow or bolt as a melee weapon (or if the user has an ability that allows the use of normal weapons as improvised weapons). Unlike an amulet of mighty fists, gloves of improvised might must have a +1 enhancement bonus to grant a melee weapon special ability. Gloves of improvised might cannot have a modified bonus ( enhancement bonus plus special ability bonus equivalents) higher than +5. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Alternatively, the gloves can grant melee weapon special abilities, so long as they can be applied to melee or thrown weapons. Amulets may have special abilities without enhancement bonuses. It does not have a cost or purchase price on its own. And ignored that a kineticist does get additional. I see you've left out Magus and Paladin (who don't generally). they ALL get to add item bonuses ON TOP of class bonuses. ![]() These rough leather gloves grant an enhancement bonus of +1 to +5 on attack and damage rolls with improvised weapons. A +1 ghost touch amulet of mighty fists costs 8,000 gp to construct or 16,000 to purchase, because it is equivalent to a +2 amulet. Yah, tell that to the Fighter with his weapon mastery bonus, or Barb and his rage, or Rogue and his debuffs, or Vivisectionist and his mutagens, or Cleric and his spells. Home > Magic Items > Wondrous Items > E-G > Gloves of Improvised Might ![]()
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