Universal Unarmed & Unarmored Variant for all Classes.


Homebrew and House Rules


Hello again, fellow gamers.

I was thinking about different character concepts, and found it frustrating how there is really only one way to be a unarmored warrior, and that'd be dipping monk (and a few archetypes or PrC).

So I made this universal "archetype" for players who want to adventure without depending on armor.

This variant can only be selected at 1st level. It replaces armor (and weapon, if applicable) proficiency gained by class levels.

Evasive Maneuvers
You can exchange your armor and shield proficiency to instead be able to add a Dodge bonus to AC equal to your Int, Wis or Cha modifier (whichever you select at 1st level) when not donning armor or shield of any kind. If your class has proficiency with medium armor, this bonus increases by +1 at 4th level and every 4 levels thereafter. If your class has proficiency with heavy armor, this bonus increases by +1 at 2nd level and every 3 levels thereafter. This bonus does not stack with other class features that allow you to add Wis, Int or Cha bonus to AC, unless said class features allows the character to replace her Dex bonus to AC.

Unarmed Combat
You get the IUS feat and your Unarmed Strike's damage die rises to 1d6* (1d4 if you're small) You're considered to have the Stunning Fist feat for the purpose of fulfilling prerequisites.
*If you are a Cleric or Inquisitor of a deity whose favored weapons is unarmed strike, this damage die increases to 1d8 at 8th level (1d6 if you are small).

Additionally, if your class is proficient will all martial weapons, you can exchange this proficiency to instead be proficient with all Monk weapons and a single martial weapon of your choice.

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So... This raises a few questions...

Why add an unarmored variant for every class?
Because I like character variety. Unfortunately, while there are many ways to focus on all other combat styles (You don't have to belong to any specific class to be an archer, TWFer, 2-hander, grappler, tripper, etc), unarmed/unarmored combat remains restricted to very few classes/archetypes that don't necessarily make the best fit for your character concept. This is a more open-ended variant.

Is this balanced?
I think so. Unarmed Combat isn't known for being overpowered, and Monk weapons are not exactly amazing either.

Won't characters use this variant to get high touch ACs with no ACP?
Perhaps... But then again, their flat-footed AC will be very low, and they'll need to spend an item slot if they want to keep their AC up to par with their level. Doesn't really bother me.

What about multiclassing? What about classes who don't get armor proficiency anyway, but could benefit from this rule, such as Wizards adding Int to AC?
This variant can only be selected at 1st level. In order to multiclass, you must have at least 2 class levels, and at 2nd level, you can't take this variant.
Wizards and Sorcerers getting a free AC bonus is one of my concerns, which is why I specifically mentioned that the dodge bonus to AC replaces armor proficiency gained through class levels.

Doesn't that mean Wizards could dip a single level in a class with martial proficiency to get this ability?
Well, if they want to lose a caster level to increase their AC, I'm fine with that.

What about classes that get better armor proficiency at higher levels, such as Magus?
This is a bit more complicated. I'd simply rule that whenever a character gets better armor proficiency through class features of the class that grants him the dodge bonus to AC, he'd simply add the appropriate numerical adjustments to that bonus.
e.g.: When a Magus gains proficiency with medium armor, he'd add a bonus equal to 1/4 his Magus level to his Dodge bonus AC, as long as he got that armor proficiency from one of his Magus' class features, and not with a feat or through multi-classing.

Why give Stunning Fist for characters with martial weapon proficiency?
I didn't. They are only considered to have that feat for the purpose of fulfilling feat prerequisites. That's so that they can grab cool unarmed combat feats (such as Dragon Ferocity) at a reasonable level.

Won't this step on the Monk's toes?
Yeah... A little. However, note that the Monk is still better at fighting unarmed (his damage die scales with level and he can add his full Str modifier to off-hand unarmed attacks) and unarmored (a Monk's bonus to AC is untyped, so it applies to flat-footed AC as well, although classes with access to heavy armor will have higher AC). In my case, specifically, this is even less of an issue, since Monks benefit from a handful of house-rules that make them considerably more effective, including proficiency with all Monk weapons, free MoMS archetype and increased critical multiplier for unarmed strikes at 8th level.

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So, what do you guys and gals think of this idea? Share your thoughts!

Thanks for your replies... Except Rynjin, because I know he likes any idea that involves unarmed combat anyway. Heh.

(JK, Rynjin, I appreciate your feedback as well).


Lovely, i dont see it as too problematic outside of outlier builds like an oradin(but a decrease in combat efficiency). Kensai gets a slight advancemant ob canny defense but also get similarly reduced combat efficiency. On the other hand the kensai can get proficiency pretty easy.


Glad you like it.

Actually, an unarmed Oradin sounds like a great character concept. Sure, he'd have amazing saves and AC... But it did lose 2 caster levels and a item slot (supposing he wants to be unarmored. If he doesn't, then it doesn't matter, since this bonus only applies to characters who are not donning armor or shield of any kind)

I'll try to post a few test builds to see how they fare.


Possible unarmed builds.

Cleric of Irori:
Xiao
Male Human Cleric of Irori 10
LN Medium humanoid (human)
Init +4; Senses Perception +13
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Defense
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AC 22, touch 19, flat-footed 14 (+3 armor, +2 Dex, +1 deflection, +6 dodge)
hp 68 (10d8+20)
Fort +11, Ref +7, Will +13
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Offense
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Speed 30 ft.
Melee unarmed strike +15/+10 (1d6+10)
Special Attacks channel positive energy 4/day (DC 16, 5d6), staff of order (5 rounds, 1/day)
Domain Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—touch of law
Cleric Spells Prepared (CL 10th; concentration +14):
5th—break enchantment [D] (DC 19), breath of life (DC 19), plane shift (DC 19)
4th—air walk, blessing of fervor (2, DC 18), freedom of movement, neutralize poison [D]
3rd—dispel magic (2), invisibility purge, magic circle against chaos [D], stone shape
2nd—grace (2), remove disease [D], remove paralysis, silence (2, DC 16)
1st—divine favor (2), liberating command (3), protection from chaos [D]
0 (at will)—create water, detect magic, purify food and drink (DC 14), stabilize
[D] Domain spell; Domains Healing, Law, Restoration
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Statistics
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Str 20, Dex 14, Con 14, Int 12, Wis 18, Cha 12
Base Atk +7; CMB +12; CMD 31
Feats Combat Reflexes, Dragon Ferocity, Dragon Style, Furious Focus, Improved Unarmed Strike, Power Attack, Weapon Focus (unarmed strike)
Traits quain martial artist, reactionary
Skills Acrobatics +7, Knowledge (arcana) +13, Knowledge (religion) +13, Perception +13, Sense Motive +16, Spellcraft +13
Languages Celestial, Common
SQ aura, domains (law, restoration), healer's blessing, restorative touch
Combat Gear wand of cure light wounds, wand of restoration, lesser (50 charges); Other Gear amulet of mighty fists +2, belt of physical perfection +2, bracers of armor +3, cloak of resistance +2, feather step slippers, headband of mental prowess (wis & cha +2), ring of protection +1, 1,500 gp
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 5d6 (4/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Domain (Restoration) Associated Domain: Healing
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dragon Ferocity +2, 1d4+5 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Healer's Blessing (Su) Your cure spells are empowered for free.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Restorative Touch (7/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Staff of Order (5 rds) (1/day) (Su) A weapon you are holding becomes axiomatic
Touch of Law (7/day) (Sp) A d20 roll becomes 11.
Wand of restoration, lesser (50 charges) Add this item to create a wand of a chosen spell.

Unarmed Ranger:
Dyllan
Male Half-Elf Ranger 10
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +18
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Defense
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AC 20, touch 18, flat-footed 13 (+2 armor, +2 Dex, +1 deflection, +5 dodge)
hp 79 (10d10+20)
Fort +12 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +12, Will +12; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee unarmed strike +18/+13 (1d6+11)
Ranged +1 composite longbow +13/+8 (1d8+5/×3)
Special Attacks favored enemies (aberrations +2, evil outsiders +2, undead +6)
Ranger Spells Prepared (CL 7th; concentration +10):
3rd—instant enemy
2nd—barkskin (2)
1st—liberating command, longstrider, resist energy
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Statistics
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Str 22, Dex 15, Con 14, Int 10, Wis 16, Cha 7
Base Atk +10; CMB +16; CMD 34
Feats Boon Companion, Double Slice, Dragon Ferocity, Dragon Style, Endurance, Greater Two-weapon Fighting, Improved Two-weapon Fighting, Improved Unarmed Strike, Power Attack, Two-weapon Fighting
Traits auspicious tattoo (shoanti), reactionary
Skills Acrobatics +12, Climb +10, Intimidate +11, Knowledge (dungeoneering) +13 (+15 vs. aberrations, +15 vs. evil outsiders, +19 vs. undead), Knowledge (nature) +13 (+15 vs. aberrations, +15 vs. evil outsiders, +19 vs. undead), Perception +18 (+20 vs. aberrations, +20 vs. evil outsiders, +24 vs. undead, +22 while in forest terrain, +20 while in urban terrain), Stealth +15 (+19 while in forest terrain, +17 while in urban terrain), Survival +14 (+16 vs. aberrations, +16 vs. evil outsiders, +20 vs. undead, +18 while in forest terrain, +16 while in urban terrain, +19 to track), Swim +10 (+14 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Common, Elven
SQ combat styles (two-weapon combat), elf blood, favored terrains (forest +4, urban +2), hunter's bonds (hunter's bond [animal companion]), swift tracker, track, wild empathy +8, woodland stride
Other Gear +1 composite longbow, amulet of mighty fists +2, belt of physical might (str & con +2), bracers of armor +2, cloak of resistance +3, feather step slippers, headband of inspired wisdom +2, ring of protection +1, 12,200 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Dragon Ferocity +3, 1d4+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs Favored Enemy (Aberrations).
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Undead +6) (Ex) +6 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +4) (Ex) +4 to rolls vs Favored Terrain (Forest).
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Feather step slippers Ignore difficult terrain as though affected by feather step.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

I just realized DR X/silver and DR X/cold iron can be a problem for these unarmed variant, but I'm reluctant to give them yet another Monk class feature. I guess they'll have to deal with it...

*This Ranger still has about 12000gp left to spend. It'd be safe to assume he uses that money to boost his Animal Companion

Spinning Bard:
Kaya
Female Catfolk Bard (Dawnflower Dervish) 10
CG Medium humanoid (catfolk)
Init +6; Senses low-light vision; Perception +14
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Defense
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AC 22, touch 21, flat-footed 12 (+6 Dex, +1 natural, +1 deflection, +4 dodge)
hp 69 (10d8+30)
Fort +11, Ref +17, Will +11; +4 vs. bardic performance, sonic, and language-dependant effects
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Offense
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Speed 30 ft., climb 20 ft.
Melee +1 silversheen scimitar +14/+9 (1d6+7/18-20) and
. . +3 silversheen scimitar +16/+11 (1d6+9/18-20) and
. . unarmed strike +7/+2 (1d3)
Ranged +1 shortbow +14/+9 (1d6+1/×3)
Special Attacks bardic performance 26 rounds/day (move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion), battle dance: inspire courage, battle dance: inspire greatness, bloodline arcana: fey
Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—laughing touch
Bard (Dawnflower Dervish) Spells Known (CL 10th; concentration +14):
4th (2/day)—dimension door, freedom of movement
3rd (4/day)—dispel magic, displacement, good hope, haste
2nd (5/day)—glitterdust (DC 16), invisibility, mirror image, silence (DC 16), tongues
1st (6/day)—comprehend languages, feather fall (DC 15), grease (DC 15), saving finale (DC 15), silent image (DC 15)
0 (at will)—dancing lights, detect magic, ghost sound (DC 14), mage hand, prestidigitation (DC 14), read magic
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Statistics
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Str 10, Dex 22, Con 16, Int 10, Wis 8, Cha 18
Base Atk +7; CMB +7; CMD 28
Feats Combat Reflexes, Dervish Dance, Eldritch Heritage, Improved Unarmed Strike, Skill Focus (Knowledge [nature]), Skill Focus (Perform [oratory]), Snake Style
Traits indomitable faith, resilient
Skills Acrobatics +17, Climb +8, Knowledge (arcana) +6, Knowledge (nature) +9, Perception +14, Perform (comedy) +17, Perform (dance) +17, Perform (oratory) +23, Sense Motive +23, Spellcraft +13, Stealth +21, Survival +1; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common
SQ battle dance, cat's luck, jack of all trades (use any skill), mediative whirl, spinning spellcaster, versatile performance abilities (comedy, dance, oratory)
Other Gear +1 shortbow, +1 silversheen scimitar, +3 silversheen scimitar, amulet of natural armor +1, belt of physical might (dex & con +2), cloak of resistance +3, feather step slippers, headband of alluring charisma +2, ioun stone (pale green prism (cracked, saves), ring of protection +1, 5,140 gp
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Special Abilities
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Bardic Performance (move action) (26 rounds/day) Your performances can create magical effects.
Battle Dance (swift action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but thes
Battle Dance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls.
Battle Dance: Inspire Greatness (Su) Grants self 4 bonus hit dice, +4 to attacks and +2 to Fort saves.
Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climbing (20 feet) You have a Climb speed.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Feather step slippers Ignore difficult terrain as though affected by feather step.
Fey +2 to save DCs from spells of the Compulsion subschool.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Laughing Touch (7/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mediative Whirl (2/day) (Ex) Quicken a cure spell as a move action.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Spinning Spellcaster (Ex) +4 bonus on concentration checks to cast spells defensively.
Versatile Performance (Comedy) +17 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Dance) +17 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +23 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks


Rogue genius games has a product line called their 'archetypes' which started before the apg and thus is not the same as paizo's archetypes. They trade a set of abilities for another set of abilities from each class. So their archetypes can be added to any class. One of them in the martial archetypes product is called the Yuxia, which adds a sort of crouching tiger hiddendragon feel to a class. It includes an ability called iron skin which would allow someone to function unarmored. Doesnt do much for unarmed combat though.


I wasn't aware of that, though I did suspect one 3pp or another would have had a similar idea. That said, I don't usually follow 3pp material, except if a friend suggests it to me or if I'm looking for something specific.

Still... This is my take on it, and everyone is free to use it if they wish. I'd love to hear more commentaries on it.


Huh... AC is not as bad as I thought... Bypassing DR will be problematic, though.


The Eldritch Claws feat allows you to bypass some damage reduction with natural attacks. I don't think it would be unbalanced to create feats that do the same for unarmed attacks. Yeah this steps on the toes of the monk, but the monk gains this ability as a class feature. Others need to take feats for it. Balanced in my book.

Also, when the Advanced Class Guide comes out, you could just take some levels in Brawler to achieve similar results, though I still like this sort of flexibility for any class.

For the magus, just pump his dodge bonus up accordingly when he would gain new proficiencies.

For the wizard/sorcerer/witch issue, just state that you have to have an armor proficiency to sacrifice in the first place to use this system.

Also, if you're interested, I could post a Class AC Bonus variant rule I created for the Pure Steam campaign setting. At the very least, you could use some of the numbers/rules of the variant.


Sellsword2587 wrote:
he Eldritch Claws feat allows you to bypass some damage reduction with natural attacks. I don't think it would be unbalanced to create feats that do the same for unarmed attacks.

Bypassing DR X/magic is easy. An AoMF +1 solves that. The problem is bypassing other DRs, since +3 enhancements come kinda late for unarmed strikes.

Sellsword2587 wrote:
Yeah this steps on the toes of the monk, but the monk gains this ability as a class feature. Others need to take feats for it. Balanced in my book.

That's true. Still... I'm considering changing the AC progression to +1 every 6 levels if the character sacrificed medium armor and +1 every 4 levels (like a Monk) if he sacrificed heavy armor.

Sellsword2587 wrote:
For the magus, just pump his dodge bonus up accordingly when he would gain new proficiencies.

Yeah, that's how I'd rule it. Although I'm not sure if I was clear about it in my OP. -.-'

Sellsword2587 wrote:
For the wizard/sorcerer/witch issue, just state that you have to have an armor proficiency to sacrifice in the first place to use this system.

That's already the case. Wizards/Sorcerers/Witches can't use this variant because they don't get armor proficiency at 1st level.

Sellsword2587 wrote:
Also, if you're interested, I could post a Class AC Bonus variant rule I created for the Pure Steam campaign setting. At the very least, you could use some of the numbers/rules of the variant.

Sure, go ahead.


Actually, Eldritch Claws bypasses magic and silver, just to clarify. To overcome silver/cold iron, you need a +3 magic weapon; adamantine, +4; alingment-based, +5; epic, +6.

Also, upon taking a second look, I don't think the class AC variant would be of any use to you. Pure Steam is a low-magic setting where firearms are common, so the numbers are skewed a bit and are thus pretty irrelevant.

Basically, the system gives you a +1 dodge bonus every 3 levels (regardless of class), with an initial bonus based on your armor proficiencies (handled by your addition of stat bonus to AC), but also assumes that there will be little to no magic bonuses added to AC throughout a character's career.

So what you are doing now is fine. I'd suggest the follow progression, though:

Have only Light Armor: +1 dodge bonus per 6 levels (max of Stat Bonus + 3 by 18th level).
Sacrifice Medium Armor: +1 dodge bonus per 5 levels (max of Stat Bonus + 4 by 20th level).
Sacrifice Medium and Heavy Armor: +1 dodge bonus per 4 levels (max of Stat Bonus + 5 by 20th level).


Huh... Your system reminds me of an old idea I had... Where AC would automatically increase by rate equal to (BAB+1)/3. So Wizards would end up with +3, Clerics with +5 and Fighters with +7. The idea was to replace Rings of Protection and give a real AC advantage to martial classes.

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