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MageHunter |
![Malgrim](http://cdn.paizo.com/image/avatar/malgrim_color.jpg)
Hello all,
I was thinking, how would unarmed operatives work?
I thought an exploit could give the improved unarmed strike feat, and let it count as an operative weapon.
Any problems with this? It's slightly better than a feat, but so is uncanny shooter. Vesk might go crazy with the natural weapons, but for the cost of an exploit is that too much?
Or is this all completely too little by itself?
Curious on your thoughts.
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Ravingdork |
![Raegos](http://cdn.paizo.com/image/avatar/Raegos_Final.jpg)
I'd treat it like the Debilitating Sniper exploit: No extra damage, but can gain the other benefits of operative weapons.
Note that this would also mean that specialization damage is not reduced.
Giving the feat as part of the benefit is fine, but cheapens the Combat Trick exploit a little and sets a bad precedent for other new exploits to do the same.
So many damage bonuses stack onto unarmed strikes that if you just threw operative trick attack damage on top too, it would quickly become the most powerful attack form in the game, which is something to be avoided.
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MageHunter |
![Malgrim](http://cdn.paizo.com/image/avatar/malgrim_color.jpg)
That seems fair. You also get access to tri-attack, and the special multiattack feat so the damage does climb up quite a bit.
So, an exploit that treats unarmed strikes as operative weapons minus trick attack damage. Seems fairly balanced. Although I doubt anyone but a Vesk, Formian, or Nuar would nab it! :)
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oldskool |
![Karzoug the Claimer](http://cdn.paizo.com/image/avatar/Pathfinder0_Karzoug.jpg)
I kinda like where Ravingdork is going with it, and I'd probably do the same.
I would not let Vesk, Formian, or Nuar (or any other race with Natural Weapons) combine their EX trait with Improved Unarmed Strike *or* an Operative exploit for unarmed attacks. I'm not fond of the idea of those races getting what amounts to an unconditional damage advantage for what seems like a flavor text game trait.
But it's homebrew, so do what works for ya!
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baggageboy |
![Poltur](http://cdn.paizo.com/image/avatar/10-Poltur.jpg)
I think an exploit that makes unarmed strike an operative weapon is a great idea, just be sure to math it out at all levels to make sure it stays in line with other options, preferably behind weapons a bit as it provides a lot of benefits; no monetary cost, not need for a free hand, can't be disarmed/confiscated, no need to "hide" it, etc. There are some drawbacks; no fusions, and the exploit cost, but some of those can be mitigated. Mystic strikes is a pretty easy pickup if you are a high int or wis operative with the inkling/dabbler feats which are really solid choices and that's most of the reason to have a fusion. and money solves lots of other problems.
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Ravingdork |
![Raegos](http://cdn.paizo.com/image/avatar/Raegos_Final.jpg)
I kinda like where Ravingdork is going with it, and I'd probably do the same.
I would not let Vesk, Formian, or Nuar (or any other race with Natural Weapons) combine their EX trait with Improved Unarmed Strike *or* an Operative exploit for unarmed attacks. I'm not fond of the idea of those races getting what amounts to an unconditional damage advantage for what seems like a flavor text game trait.
But it's homebrew, so do what works for ya!
It's not like there's no precedent for new races getting what amounts to a damage advantage. There's an official race out now that gets to add their level in damage just for moving ten feet or more--and it stacks with everything else!