Scaling Unarmed Strike Damage


Homebrew and House Rules

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What's it worth? The only Monks that don't get it are Sohei, and they don't get anything explicit for it. Scaling unarmed damage is something of a sacred cow for me (likely others) in that delaying my progression stings. But it probably shouldn't, as by the time you get to the big damage dice, they don't matter anymore. You could do fine with a d6, especially since you're essentially TWF.

So what sort of trade-outs would be fair? Martial Flexibility for Style feats only? Getting more weapon proficiencies (and treating them as though they had the monk property)?, More Ki (pool points and/or options)? Further passive ki abilities so long as you have at least one point?

I'd be interested in Qinggong style options to trade out the scaling damage die.


Simple. Change the damage type. A monk need not be all punchy-kicky. Give them an elemental theme, chosen at 1st level. So, first level fire monk does 1d6 fire damage with a successful unarmed strike as opposed to 1d6 bludgeoning. And so on...


Keep in mind this is a "I-just-woke-up-and-haven't-had-coffee-yet-BRAINS!!!" estimate, but comparing the damage increases to pre-existing feats (specifically weapon specialization), I'd wager it's close to the equivalent (around 5 3/5 feats) of a bonus feat granted at each die increase (4th, 8th, 12th, 16th, 20th).

With that in mind, you could use that as a basis for equivalencies. Hope that helps.


That'd be pretty cool actually, especially if they were monk bonus feats. Would line up perfectly with their usual feats to get one every second level, but actually result in a lot more flexibility.

The Exemplar Brawler Alternate Class replaces unarmed strike and the AC bonus with Inspire courage. I think that's a definite trade up, but apparently that's acceptable, so there you have it.


Assuming you can still flurry and have monk proficiency, you can use a temple sword (1d8/19-20 or basically a longsword). You can still flurry with this weapon, meaning you match unarmed damage up through level 7. At level 8, your fists would become 1d10, although the 19-20 crit on the temple sword could arguably be better (the difference is double crit range or +1 damage on average). So if you believe that, the temple sword basically carries you to level 11. So, assuming those things, below level 12, scaling unarmed damage is worth literally nothing (unless you happen to get disarmed or something).

Starting at level 12, unarmed damage is "worth" approximately +1 damage, at level 16 it's +2 damage, and finally at 20 it's +3 damage. So, compared to flurrying with a temple sword, unarmed scaling is "worth" about 3-4 damage per hit, but only once you're at level 12 and up.

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Using unarmed strike has advantages and disadvantages outside of DPR in comparison to weapons. Being always armed vs. touching burning spiky enemies.
There's also the ability to deliver all of those special per monk level disables, like Idiot Strike/Stunning Fist/Touch of Serenity/Punishing Kick. I know a lot of people knock those abilities for not being as consistent as they are for SAD casters, but they're still very potent control.

Inspire Courage is great. Exemplar only trades the scaling AC bonus, right? You could still keep the base +Wis I think?


One (1) feat, called Superior Unarmed Strike from 3.5's Tome of Battle.


Eh, 3.5 feats are worth like, 1.5-2 feats in PF.

Still a good deal though.

Verdant Wheel

maybe instead of progressing damage dice, you advance the critical hit spec?

so 1d8 damage (constant) x19/x18/x17/x16/x15 at 4th/8th/12th/16th/20th


x15 would be ridiculous, especially if it combines with Keen or improved critical.

I love it.


LoneKnave wrote:

x15 would be ridiculous, especially if it combines with Keen or improved critical.

I love it.

The bride in Kill Bill II had this ability, so I'd just qualify it with "if you move 5 feet after you have been struck by this ability, your heart explodes and you die." =)

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