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![]() Since I've been GMing for most of the last 25 years, I've used a number of setting, mostly Greyhawk with a little gaming in Darksun and Ravenloft for variety. Since the end of dungeon magazine, I have only run games in Ptolus (we did the spire campaign) and my own homebrew, which is a bronze age world. Golarion doesn't really appeal to me. Feels too huge, like Forgotten Realms did. I actually use the APs (so far we have used Kingmaker and The Red Hand of Doom) to flesh out parts of my world. I just modify the trappings and make it fit, but leave the stories otherwise intact. I think Tides of dread mixed with selected parts of other APs will be the next campaign set in my homebrew. I'm envisioning Robinson Crusoe meets Jurassic Park. ![]()
![]() Honestly, I'd go for the wolf (or another single attack large creature) for several reasons. 1- it reaches large, making it a very strong animal. 2- Since it only has 1 natural attack, it does 1.5 strength damage as if using a 2-handed weapon. See large size above and note high strength. 3- when you read greater magic fang, you should note that it can give +1 to all attacks or its full bonus to ONE natural attack. Wolves only have the bite, so this is good. As an animal companion base attack begins to lag at higher levels, this can help compensate for that problem. 4. When multi-attack is reached, the wolf instead gains a second attack with the bite at -5, much like a character would with a weapon. this still counts as a single natural attack, so enjoy your 1.5 strength bonus. 5. Trip on all attacks against large targets or smaller for free. 6. No need for an amulet of natural attacks. Those things are stupid expensive, and if you shape change as a druid, you might need one for yourself. No one can afford 2 of those things. With some minor magic items and all of the druid's long duration buff spells (greater magic fang, barkskin, etc...) my 13th level druid's wolf fights slightly better than the 3/4 BA characters in the party. Average damage is in the mid 20s- mid 30s range per power attack with a +21/+16 to hit. ![]()
![]() I learned that unlike WoTC, Paizo realized that a company built around quality adventures could be more successful than one built around hardcover rulebook bloat. The APs are what keep me coming back here. No one makes adventures as good as Paizo's. On the negative side, I feel that I have learned that the opinions of organized play members/PFS management matter more than general customers. If its a problem for PFS it gets solved, even if the solution is unpopular with the community at large. If its a problem for the community (monk), it gets studied. I know some board members will take offense to this observation. Don't. I've been here an awful long time (since the plain blue site, actually). I've spent a boatload of dollars with Paizo. I'm not walking in out of the wild and slamming Paizo. This is just my opinion about things. I think they are a solid company, but no one is perfect. Monday morning rules quarterbacking (this is what we always meant when its a clear rules change based off their own publication history) and pandering to organized play are the problems i see here. ![]()
![]() Ceres Cato wrote:
While I understand and sympathize with your (and your fiance's ) distaste for such situations in your fantasy novels, I need to call shenanigans on this post. I have also read this book, and the rape in question was committed by bandits who had every intention of killing their victims (by leaving them helpless in the wilderness as the corelings were about to rise). This, while unpleasant, was not gratuitous. It was realistic. There is a reason that the terms rape and pillage go together in the vernacular. In this case, the distateful event (which occurs off camera I might add) is a piece of versimilitude that fits the environs and circumstances of the story.' Please understand that I am not questioning your reaction, just the statement that it was unwarranted in the novel. I hope you are successful in finding books that appeal to both of your tastes. I recommend the Mara of the Acoma novels (empire?) by Raymond Feist. Very strong female protagonist. ![]()
![]() As a wizard you HAVE to use mage armor until you can replace it with something better. Something better means bracers of armor or at least +5 (25000gp). Since wealth per level cramps your purchasing power for an item like this until about 11 or 12th level (you need to buy spells and too many other items), there is no logical reason to eliminate mage armor from your rotation until then. ![]()
![]() have you considered the unarmed fighter or brawler archetypes for the fighter class? They have a lot of monk-like combat ability, but drastically reduce your MAD. Eldritch knight is also a very good viable choice here. If you do go with monk, you really need a 3/4 - 1/4 split between the classes at most. Either you are a monk with a little arcane power, or a wizard with some monk training. With this philosophy, the MAD also goes down. In a 20 pt buy that focuses on wizard, put a 17 (racial bonus applied) in int and you would still have 13 points to spread around your monk stats. You could easily dump chr to 8 and have 14s in dex, con and wis. Not great, but you would be effective. go 2 or 3 levels of monk and then wizard for a good long time. The monastic legacy feat (selectable at monk3) also helps with damage as half your non-monk levels are applied when calculating unarmed damage. ![]()
![]() Twigs wrote:
The Barcher is a very nice combo. bard 8, and then all arcane archer. ![]()
![]() Mergy wrote: It's more important than damage rolls, but you need to consider that your monk's single attack is made with his 3/4 BAB rather than the flurrying full BAB. You have about the same chance to hit, but you have less attacks. True for a straight monk. But the design I posted is a monk/unarmed fighter. Most levels end up in the fighter column, so you're advancing with full BAB. That's why you invest in monastic legacy and its also how you can benefit from fighter only benefits like weapon training, greater focus, weapon spec and greater specialization. ![]()
![]() Argus The Slayer wrote:
I beg to differ. I have the number somewhere, but don't want to look for them right now - I'll just explain the logic here. DPR stays ahead of the curve for flurry based monks the whole way for 2 reasons. 1st, your chance to hit is far superior with this build. Between no 2 wpn fighting penalty from flurry and no to hit penalty from power attack, you will always be power attacking at a very high chance to hit. The 2nd reason is getting tiger claw at 7th level. You now roll once at full BAB and hit twice. 2 dice, 2 bonuses, and if you crit, 2 criticals. Those are both at x2 strength damage since they are one strike. at 6th level you should be +12 to hit for d8+15. At 7th that jumps to 2d8 + 30. at 8th (with better equipment, wpn spec and a stat bump) it goes up more. By 10th level you should be over +20 to hit and doing 2d8 + 50 or more. Don't forget that you are eligible for fighter weapon training bonuses as well as greater focus and greater spec. That all adds up fast. Don't ever underestimate the role to hit chance plays in DPR. In many ways its equally important to damage rolls. ![]()
![]() I've posted this idea in several threads right after Ultimate Combat hit the stores, but I love it enough to post again. Its all about early feat entry to gain abilities well below the level a standard monk would have them.Go Fighter/Monk and use the unarmed fighter with a Quigong Master of Many Styles. Here is a potential feat progression to level 6. F1 = power attack, weapon focus unarmed (HB), and Dragon style (FB)
at 7th level (F3/M4) you'd grab tiger claws as your final style feat. Now a Master of Many styles gives up flurry, but this character would never go beyond Monk4. you'd continue as an unarmed fighter for the rest of your career. You wear armor and your only Quigong power is barkskin, which you can use 3-4 times a day at level 6 to get a natural armor bump. But the benefits of this fighting style are sick. since you can use them at the same time, by 6th level you can:
In a 15 point buy I'd start with 17/14/13/10/12/8
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![]() Kamelguru wrote:
8th level dwarf monk 20 pt buy (PFS standard)
Quiggong power @ lvl 4 barkskin (+3 NA, 80 minutes, 1 ki)
AC: 26 (with dodge) if you fight defensively (with acrobatics and crane style your AC goes to 30+. Note that this is not an AC optimized monk with a 12 dex)) chance to hit in a flurry: +13/+13/+8/+8 (with wpn focus). damage is d10+6 x 4. Is it the fighter's equal? no. Is it good enough to be a valuable combatant? yes. When you factor in the best saves in the game, plus all of your myriad of other abilities, you have a character every bit as good as other classes. People really become myopic about character building. Just because a class is not the BEST at any one thing does not make them ineffective. being good enough at many things can be invaluable in a party. ![]()
![]() Grick wrote:
There must be some mighty upset rabbits on these boards, because you my friend are splitting some mighty fine hares. See what I did there? And for the record, I believe that you are reading entirely too much into this circumstance. An unarmed attack is a weapon that always counts as light. Story over. ![]()
![]() Suzaku wrote: Why do adventure paths begin at level 1? I been looking through the various Adventure paths and I noticed that they all begin at Level 1, which I find to be the most boring level Um... because many people like those levels. Low level play requires smart tactics, and encourages improvisation and creative use of resources. In other words, fun. ![]()
![]() Fing Mandragoran wrote:
With master of many styles you ignore prereqs and can use two styles at the same time in exchange for giving up flurry. ![]()
![]() klevis69 wrote:
The only problem with wisdom for ki is I am almost possitive that you actually have to have reached the class feature to make that choice. Thus you need 4 levels of monk. If you did go this route, the advantage is that you can further prop up one of your weakest saves, Will. Since many Save or suck spells target will, this is a good thing. ![]()
![]() Apotheosis wrote:
with respect, the statement above is not only irrelevant, its actually wrong. What you can roll on a 3d6 is completely irrelevant in PFRPG - it is not the norm of character building for home games or organized play. It is an optional rule system that some people like, but no more. I've been playing since 1982, and I happily abandoned the randomness of rolling for the order and balance of point buy. EDIT: removed a redundant statement ![]()
![]() Mike Schneider wrote: monk[flowing]1/ninjaX If I were not going to go straight ninja, I would much prefer a 2 level dip into monk (master of many styles). With just those 2 levels, you can complete all 3 feats of the crane style, which work with both unarmed strike and weapons. As a ninja, the +4 AC when fighting defensively (-1 to hit instead of -4) would be a huge boon for a strength build. PLus the ability to negate a hit without rolling and get an immediate retaliatory strike is huge. Having this at 2nd level would ensure that your ninja could get into melee even if con was a little low. If you go straight ninja, I would suggest int be your dump stat. An 8 is no problem since you get so many skill points and a bonus rank for human ( you are human, right?) try S:16(18) D:13 C:12 I:8 W:10 CH:13 as your array. put your 1st 2 stat bumps into dex and chr, and you're ready to roll. Use Katana for the beautiful threat range, plus str x 1.5 and power attack x1.5 for great damage. ![]()
![]() MyTThor wrote: I can see how it has extreme utility for a Magus, For an equally valid (and stylistically pleasing) alternative, try the katana wielding, strength based bladebound-kensai magus. Intelligence replaces dex for AC, init, and provides many other benefits. You can basically dump dex and only have AC issues at the very lowest of levels. By 10th, you're a beast. ![]()
![]() KrispyXIV wrote: For me, its an attractive Feat entirely because of style. I vastly prefer the idea of a nimble, skill based fighter to a brutish, strength based one... Dervish Dance lets the little guy compete. I know that the comparison I'm about to draw is coincidental, but after Drizzt I'm completely burnt out on nimble scimitar wielding fighters. I know Paizo created this feat because of their love for Saranrae (evidenced by all of the dawnflower references in feats, traits, modules, pregens, campaign stories from the devs, etc...) Regardless of origin, I honestly would prefer that any weapon that can be used with weapon finesse would function with this feat. Failing that, I'd rather see the feat not exist at all. We already see far more scimitars than I'd prefer. To have it be the ONLY weapon that gets this benefit makes me groan every time a 'new' Spoiler: build is posted. drizzt! ![]()
![]() Buba HoTep wrote:
Since both spells provide enhancement bonuses (same as the items), the spells bonuses would not add to, but rather supercede the items. This would occur only if the spell's bonus was greater than the bonus of the item, otherwise you would get no benefit at all. ![]()
![]() Werthead wrote:
WOW I've got to give this guy another chance! Sounds great! 3 for 3! Spoiler: just kidding. But that does read as a phenomenally funny resume when I thought he was just a hack who stole Robert Jordan's ideas and worked some freaky bondage soft-core pr0n into his books ![]()
![]() Jason Rice wrote:
This is why I no longer play good characters. Neutral lets me kill the damn orc for the general good and move on with the adventure. Many of my neutral characters do good and heroic things in ways many of you consider 'not good' or 'bad wrong think'. So fine, you can call me neutral, I'll ditch the good moniker, and get on with what I consider good behavior. Seriously, how is it reasonable to hobble a good character with peaceful, sensitive morals of the 21st century in a roleplaying game simulating a much more primitive, violent period. In many periods of history, killing a predator or a cultural enemy was good, as it increased the chance of your clan/family/village's survival. Now you're eradicating an endangered species or committing murder. This type of projecting morals and values onto other cultures and time periods is the very definition of ethnocentrism, and frankly, it seems to be getting wildly out of control in these type of discussions. ![]()
![]() Rhino hide barding Start with the cost of hide armor (15 gp) and multiply it by 4 for a large non-humanoid animal. That yields 60 gold for the barding. Add 150 for masterwork. The total is now 210. Reverse engineering the cost of Rhino Hide armor yields 165 for the masterwork, 4000 for the +2, and an additional 1000 for the charge bonus. Would it seem correct then to say barding of the Rhino would cost 5210? That would be 60 for the barding, 150 for the masterwork, 4000 for the enhancement and 1000 for the charge bonus. ![]()
![]() Ed-Zero wrote:
Hey nice catch on the boar style. I was misled by the table in the UC pdf which says boar style allows bludgeoning or piercing. Its actually slashing. So I guess you can officially switch Sock-Puppet (Meat-Puppet?) prerequisites to serpent style for the piercing damage. As for the efficacy of this combo, I know it sucks. The chances of pulling this off in a fight are so close to nill that its barely worth considering as an option. But the humor factor is unmatched in PFRPG. Heck, the fact that it IS possible (if highly improbable) amusing me to no end. If you want this to actually be somewhat practical, use a cestus and get the keen enchantment on it. 17-20 crit range on a piercing weapon. You still need to be at least a 13th level fighter to get all of the feats, so its no easy task. ![]()
![]() Mergy wrote: I think I saw that feat used in a movie once. The classic 80's anime Fist of the Northstar had a similar scene. One guy was punching his finger into the helpless protagonist. Come to think of it, that movie is a great source of visual ideas for over the top unarmed combat for a PF game. You had exploding heads (Quivering palm?) iron bodies, vorpal fingers, and more. As for the combo, with improved impaling critical, once you impale the guy he needs a grapple check against you to pull free. If he fails that first one and you grapple him, he gets on check a round, so he can either break the grapple or pull your hand out - not both. ![]()
![]() Mike Schneider wrote:
Ummm... your 'facsimile' requires expending potions ($$$) or multiple rounds (2+) PLUS successful stealth checks against opposed perception and it depends on lighting conditions (stealth modifiers) to replace an ability that can be done in a single round for free. Sorry, but that is not a reasonable facsimile. Even pounce is not a true facsimile of the dimensional dervish ability. Its a teleport effect. That ignores intervening enemies, most battlefield distance, and terrain between you and the target. Can a rogue do that? Heck, can pounce? Dimensional dervish has a lot of upside, that's why its so difficult to fit in under 12th level. ![]()
![]() And by giggle, I mean really more of that evil GM chuckle that makes player go oh Shit! So lets imagine an unarmed fighter who uses boar style. If he has boar style, body shield, impaling critical and improved impaling critical all sorts of fun can ensue. Boar style lets unarmed strikes do piercing damage. With impaling critical (that requires critical focus and weapon spec in your piercing weapon) you actually impale your victim on your weapon when you critical. In this case, your hand. Improved impaling critical, while unnecessary, does make it harder for your victim to escape. So, now that your hand is literally somewhere inside your opponent and you are doing damage every round until they manage to remove it, what should you do? grapple. Once they are impaled and then grappled, you can use body shield to move them between you and one attack each round. If the provided cover forces a miss, your impaled victim takes the damage instead. I call this my Sock Puppet combat style. Oh man, now I'm giggling again. Gotta go re-stat that arena barbarian from Kingmaker 5 to use this style.:) ![]()
![]() prototype00 wrote:
Agreed. One level of unarmed fighter compliments any monk build quite well. the weapons, the BAB and HP, and also the free style feat make it practically a no-brainer for almost any build. And yes, snake-panther is quite nice. ![]()
![]() Argus The Slayer wrote:
Master of many styles multiclassed with a fighter with the unarmed archetype ftw. look at how this works. You must start with 1 level of fighter. You get any style feat (ignoring prereqs) and can take power attack and weapon focus at 1st level. Your 2nd and 3rd levels would be master of many styles monk. At each level, you get an additional free style feat, (ignoring prereqs again!). After this, you can go with either class and you will have a strong character. My prefered route is 4 levels of monk (for ki pool and monastic legacy) and straight fighter. PROS: in those 1st three levels, you can get power attack, weapon focus and one other useful feat with your 1st/3rd and human bonus feat. The beauty lies in your bonus style feats. Take tiger style, dragon style and tiger pounce. By 3rd level, you can do 1.5 strength damage AND power attack with no penalty to hit. At 5th level, you can get dragon ferocity, and at 7th you qualify for tiger strike. That means by 7th level, you can do a power attack tiger strike where you roll once to hit at max bonus, while power attacking and enjoying double strength damage on each of two damage rolls. Until base attack reaches 11, this is the only full attack option you will ever want to make. CONS: you lose flurry of blows. I'm not gonna lie, this is a biggie. That's why in many respects, I view Master of many style as an awesome dip option rather than a single class. If you multiclass, you'll never have a great flurry anyway, so its not as big a sacrifice. Now with the new unarmed archetypes for fighter and barbarians, there are a lot of attractive options to consider. Other than the loss of flurry, there really isn't a downside to the archetype. ![]()
![]() FarmerBob wrote:
I believe you need the quickdraw feat to throw more than one weapon in a round. Other than that, you're spot on. A high strength ninja with the clustered shot feat and the flurry of stars trick (or just rapid shot) can shred damage reduction with these. ![]()
![]() The feat says that a 15'cone issues from the monk doing his unarmed damage to all in the area. Is that just the monk's unarmed damage roll from the class table? Does it include the effect of items like the monk robe or stat bonuses? What about amulet of the mighty fist? Essentially, the feat seems unclear whether this is a simple die roll at whatever die a monk of your level would use, or an actual damage roll for one of your unarmed attacks. At the investment of 2 uses of stunning fist, the straight die roll seems a paltry result, but again, the text is not specific. However, the difference is significant, as the answer makes this feat either a nice tactical option or one that would never be taken. ![]()
![]() Ninjaiguana wrote: And if you are fighting unarmed, why aren't you a monk? Let me see if I can provide you with a good argument why you won't be a straight monk. The below design uses a fusion of dragon and tiger style, relies on armor in lieu of wisdom, and ignores two weapon fighting. The idea is to maximize damage and chance to hit unarmed, while gaining abilities as early as possible. Earlier access to core abilities increases performance through all levels, which in my opinion, makes any build stronger. You must start with Fighter (unarmed kit) so you can get power attack and weapon focus at 1st level. You also get a bonus style feat (ignore prereqs)as well. You would then follow with 3 levels of monk (master of many styles) to earn 2 more bonus style feats, and finally an additional level of fighter so you can take monastic legacy and dragon ferocity at the same level. After this, I would take 1 more level of monk and then you can choose to go fighter or monk from then on out, depending on which class has the features you want. Here is the basic level progression through level 6: human F1 = power attack, weapon focus, tiger style
by level six, you:
and more. I'll edit later with the full list. Still, very interesting power build unarmed fighter ![]()
![]() underling wrote:
Any response? I can't be the only one wondering about this. Is this a candidate for the ask James Jacobs thread? ![]()
nullPlanet Stories Subscriber
![]() Vic Wertz wrote:
That's good to hear. I'd love to read these on my kindle. Were there any Planet Stories announcements at Gencon? I'm not keen on listening to the podcasts, so I'm looking for some news in print. ![]()
![]() Robb Smith wrote:
This is why we cant have nice things! I recommend nerfing posters who want to nerf things. Their posts should be invisible to game devs so the rest of us can get on playing a game with some VARIETY. As it stands, nerfing the Falcata is ridiculous. I'd want other exotics upped in power. Right now, there is really NO reason to take EWP except for a paltry 1 or 2 good weapons. Nerfing them out of some misguided attempt to have people 'start taking other exotic weapons' (yeah right! why would you?) makes no sense from a design standpoint. You want differentiation, not universal mediocrity. ![]()
![]() Robb Smith wrote: Go 3 levels for still mind, then you can also take monastic legacy as well. You also pick up fast movement, +1 to all saves, and you don't lose on BAB. That's a good idea. I see a progression that starts with 1 level of fighter (Unarmed fighter achetype) followed by 3 levels of monk (master of many styles archetype) and then all fighter. You'd get to use 2 styles at once, and many of the fighter archetype's abilities work nicely with your monk styles. I'd honestly avoid crane style because of the 'fighting defensively' restriction. A hard hitting version might look like this: Human Fighter (Unarmed)/Monk (many styles)
F1/M1- Tiger style (monk bonus - to get fusion right away)
by 5th level, you are hitting for double str on the 1st strike and 1.5 str on every other. This is due to combining dragon and tiger with your fuse ability. You don't have flurry, but with a figher HP and BAB progression, you should be substantially better off than a straight master of many styles. Plus, as your monk AC bonuses and stunning fists are really just a low level sideshow in this build, you can do all of this while wearing light armor as well. ![]()
![]() ProfPotts wrote: Isn't Spring Attack it's own full-round action these days, meaning you can't fight defensively (the option for which is only available for a standard action or a full-attack action) while using it? HAHAHHAHA! Oh, how did I miss that! You are correct. Spring attack is a full round action. You can't fight defensively or total defense and still spring attack. I delcare this thread officially over. Crane attack is useful, but no more than that, as it is of limited utility. Bow strings do not exist in the game, cannot be sundered and do not need to be enchanted seperately. A locking gauntket IS NOT part of a sword. That's why they have a seperate entry in the equipment list. So many silly arguments slain. YAY logic! ![]()
![]() Foghammer wrote:
See, I read that as referring only to monk bonus feats. When he takes a bonus feat at 1,2,6, 10, etc... he can take any style feat, or feat in a style he already has ignoring prerequisites. Regular feats every odd level would not get this benefit. ![]()
![]() Fozbek wrote:
Wow, that would take some fast work. I'd probably require the wizard to have quickdraw to pull it out er... pull it off. :) Ok, I'm ashamed. and done. ![]()
![]() LazarX wrote:
To be completely fair here, LazarX, it appears to be your reading of the fluff that suggests experimentation. The actual text explicitly states your parents were great users of magic and you have inherited their knack. That's it. Nothing about you experimenting or learning a trick, but rather due to heredity you are somehow better at using a spell than normal. I honestly can't see how the fluff would suggest that taking a non 1st level spell would be metagamey. ![]()
![]() LazarX wrote: As a PFS judge, I'd have to allow it. I'd forbid pulling such shennanigans on any campaign I run though. How is that shenanigans? Your dad was an entertainer so you pick charm monster or pyrotechnics. Or mom was an exterminator so you pick fireball ;) there's really no harm done by allowing this. Honestly, the higher level the spell they choose, the longer they have to wait for any benefit out of this trait. makes sense to me. ![]()
![]() Aelryinth wrote:
I give up. You ignore the rules that you don't like and continue to argue as if no one has pointed out how your position doesn't line up with the RAW. What you are doing when you change rules for things like sunder is called creating house rules. I have no desire to discuss your house rules, as they are 100% under your control. If you think the feats are broken after numerous people demonstrated how they are most assuredly not, than house rule them. ban them. Heck, color over those entries in your UC book with a sharpie. Make any rules you want. But realize that they are not the RAW. In the non-house ruled Paizo universe, the crane style feat chain adds some pretty decent defensive boosts to the characters that use it. But it is situational and easily circumvented. Now, I'm going to go download the Ultimate Combat PDF in a couple of days, and my group and I will try the rules out the way they are intended to be used. No sundered +0 bowstrings, no bouncy cartwheeling duels specifically with more restrictions than olympic fencing (all to favor the crane guy!), but actual correctly used RAW PFRPG. I'll come back and let you know how they work after that. ![]()
![]() LazarX wrote:
Yeah, I'm sorry, but this is just plain wrong and contrary to the RAW. "unarmed attacks" is an abstract single weapon. Essentially, all parts of the monk's body are a single weapon. You can't enchant a fist or a foot, and each limb does not count as a separate weapon. The entire monk is one thing to enhance. Also, the amulet is limited to +5 total, while weapons are not. Don't even get me started on the price differential. Bras knuckles were a reasonable, appropriately priced item to solve this problem and should never have been nerfed. It certainly wasn't done for balance reasons. I've yet to see the endless threads about overpowered monks winning the game because of their brass knuckles of doom. Actually, most threads are about how monks suck. Looks like I'm back to bargaining for magic weapon or magic fang from a party member. Its sad that enchanting unarmed attacks has become so expensive that the best move (again) is to outsource the job. EDITED FOR CLARITY ![]()
![]() Ravingdork wrote:
As I don't yet have the book, I have no idea if this feat chain works with weapons. However, I can't imagine any reason a fighter with imp unarmed strike wouldn't make use of the feats. But as we saw upthread, magic, missile attacks, combat maneuvers and grapples already would bypass this defense. The only reasons I focused on the fighter vs. monk angle was that the OP keeps rigidly defining the parameter for what qualifies as a duel. Since he feels free to discard any conditions that don't support his position, I felt it best to just disprove his position on his own terms. Great examples of how the argument keeps being more narrowly defined is the OP's stance that you can sunder parts of enchanted items that somehow are not enchanted? The entire bow is enchanted, but the OP thinks you can dismiss the threat posed by a missile attack against this build by saying they'd sunder the '+0 bowstring'. Um...that has no basis in any incarnation of D&D, Pathfinder or whatever that I have ever played. We're not here to argue about house rules, just the RAW and this feat chain.
RD, the deal is that this argument is silly. And I have a problem with it because monks have so few things to be happy about, that if new feat chains are added that give monks/martial artists some new tricks, I'm happy. The last thing I want to see is overblown complaints doom another usable monk idea to the trash heap (brass knuckles anyone?) because of (wrongly) perceived imbalance.
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