Unarmed Strike (alternate monk class fetaure)


Homebrew and House Rules

Verdant Wheel

changes in blue

Unarmed Strike (alternate):

Spoiler:

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk deals 1d6 damage with his unarmed strikes (or 1d4 for a small monk, 1d8 for a large monk). Every four monk levels after 1st, a monk's critical threat range with his unarmed strikes improves by one, to x19-x20 at 5th level, x18-x20 at 9th level, x17-x20 at 13th level, and finally to x16-x20 at 17th level. Other feats, spells, or effects that improve critical threat range do not stack with this effect.


...

no dice. more staying power. thoughts?


Does it work with Improved Critical?

Verdant Wheel

it grants improved critical 'for free' at 5th (with unarmed strikes) then keeps going (linearly)

the idea is to stay competitive with weapons


So now the monk hates elementals and fortification. How about dividing it between static damage modifiers and crit enhancers.

Verdant Wheel

christos gurd,
i wanted to keep it a simple yet (mostly*) effective change.

other related proposals include Flurry of Blows, Fast Movement, and Ki Strike, and i am still debating about what to do for built-in enhancement bonus. a popular progression is 4/7/10/13/16 (ask Dabbler), but i tend to prefer to subsume it with the AC Bonus progression (+1/+2/+3/+4/+5 at 4th/8th/12th/16th/20th) not only for tidiness but also to wax conservative on 'free' enhancement.

*=(as you point out)

my question is, though it cannot be combined with other threat-range-boosts, is it too good?


I actually match the ac bonus to enhancement as well. I just dont like that a +1 armor enchantment is now shutting off my primary method of doing damage 25% of the time. Hence why i was saying go half and half. Instead of pure threat range increases, increase the threat range every other interval and simply say a monk adds half his level to damage as an insight bonus.


To put this another way, becoming equal in damage to someone wielding a keen rapier at 17th level is not impressive enough for a martial class.

Sovereign Court

There are a lot of fighting styles that do something funky if you score a critical hit with unarmed attacks. Those are going to be much more impressive...

Verdant Wheel

Ascalaphus,
i count Dragon (shaken) and Tiger (bleed). plus Critical feats.

christos gurd,
i like the +1/2 level insight bonus to damage idea. but combined with enhancement bonus to damage might be excessive for an unarmed strike (can't be disarmed/sundered, no 'draw' action, melee/grapple, etc).

what i like about my proposal is that it allows 'spike' damage rather than 'consistent' damage. in fact, i think both 3/4-melee classes (monk and rogue) ought to be more mechanically bonded with critical hits via their class features.

anyhow thanks for your input!


Btw i am not trying to disuade this idea at all, i just dont necessarily see it as enough for the monk. In your version we are getting the equivalent of a +4 keen rapier via 2 main class features. One upside i see is that the feat that lets them punch people into stone has a better chance of working.


rainzax wrote:

changes in blue

Unarmed Strike (alternate):
** spoiler omitted **
...

no dice. more staying power. thoughts?

Needs weapon training or similar to keep up. Even then it doesn't solve all the monk's problems, just one of them. You still need to address MADness, lack of enhancement, and a host of smaller issues.


Dabbler wrote:
rainzax wrote:

changes in blue

Unarmed Strike (alternate):
** spoiler omitted **
...

no dice. more staying power. thoughts?

Needs weapon training or similar to keep up. Even then it doesn't solve all the monk's problems, just one of them. You still need to address MADness, lack of enhancement, and a host of smaller issues.

I proposed something a while back to my group to address some of these issues. Set the base unarmed damage die to 1d4/1d6/1d8 for small/medium/large respectively. Then, add a +1 to damage with unarmed strikes and monk weapons at 1st level, incrementing by another +1 at level 4 and every 4 levels thereafter. It went well with Ki Strike by treating this bonus as the effective enhancement bonus it allowed the monk to ignore with Ki Strike. So, for example, at level 8 it ignored the same DR types as a +3 weapon. Also, if the monk took an action to move before making their attack, this bonus was applied again to either their attack roll or damage roll. This solved most of the problem of monk accuracy for when they're not full-attacking.

Sadly, the GMs did not believe this was a workable fix.


I did similar, giving the monk a version of weapon training in a monk-redesign I did. Too long-winded though, I went to tweaking the existing monk instead.

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