Unarmed Damage Dice


Advice


Hi.

I would love some help with finding ways to just increase the base damage dice of unarmed strikes. Monks already have really high base damage, but I'm kind of curious just how far it could be pushed. What I've managed to find on my own so far is to use Enlarge Person and the Brother of the Seal prestige class, because they get an ability at level seven that makes them do unarmed damage as if one size larger.

I'm not super familiar with Monks or unarmed strikes, so hoping someone knows more than me and can help with if there are more ways to pile on this pile of crazy.


Only one size increase, and one virtual size increase (like the prestige class ability) work at the same time (one each). With some help from another character, or multiclassing, polymorphing to huge form is possible, and Strong Jaw grants a two step increase - that's as far as you can get.

In practise, damage bonuses are more important than the base dice, so you shouldn't go too far out of the way to get these increases.

The items Monk's Robe and Braid of A Hundred Masters increase the effective Monk level.

Edit:

Jamieface wrote:
Monks already have really high base damage (...)

Not really. Seriously, you need to be 16th level to be better than a mere greatsword, and need to be 20th level to deal more damage than the highest damage weapon.


With a dip in the Living Monolith Prestige Class, that Enlarge Person can be taken as a Swift Action.

A dip in Barbarian will increase your Strength by +4. There is an Alignment issue with doing this. You can do it if you are a Martial Artist Monk, and I seem to recall a character trait that lets you be a Lawful Barbarian.

Some kind of dip into Paladin would let you put Smite Evil into your Unarmed Strikes. I've never considered actually doing this: I'm just brainstorming.

Levels in Inquisitor might be part of a powerful build that has Monk Levels.

A dip in Ranger with the Freebooter Archetype can give you and your allies a +1 Attack and Damage, and let you use Magic Wands with Ranger Spells. I like Lead Blades and Strong Jaw; both offer Virtual Size Increases. A GM with a love of sophistry might say that Lead Blades won't work for Monk Unarmed Strikes because they aren't "carried."

Strong Jaw is also a Druid Spell. A 4 level dip in Druid gives you Wild Shape, and the Shaping Focus Feat gives lets your Wildshape level continue to go up through your nondruid levels, up to 4 levels, enough to become a Kung Fu Dinosaur. Although, I think you'd be better off with a Natural Attack Build instead of a Monk build, increasing your Base Damage with Warpriest and Sacred Weapon Damage instead.

You could do Sneak Attack Damage. There are nonlethal Sneak Attack Damage Feats that would increase your Damage a lot: Sap Adept, Knockout Artist, and Sap Master.


Alchemist or mutagenic fighter would get you a mutagen, +STR for static damage coupled with power attack, or some of the style feats for extra damage.

Feral hunter would get you druid/ranger spellcasting for lead blades (works by RAW on unarmed strikes), plus a floating bonus, and the option of an animal companion for flanking bonuses/teamwork bonuses, or a static bonus you can select.
Compel hostility and panther style is golden for increasing attacks per round via Attacks of opportunity, plus you defend your party. Savage maw if you utilize weapons, for a bonus bite, entangle to apply that sweet entangled penalty. And Badgers ferocity for Keen on one weapon (Unarmed) for a little boost to crit chance.

The new handwraps are handy for adding enchantments for +N or +elemental dice. And for adding materials to overcome DR (a big issue for low level monks).

Ninja for vanish and sneak attack, followed by flurry. Helps to get in range of cautious enemies. Couple with Styles for specialized boosts to damage/attacks.

Grappling, tripping, bullrushing, etc are great for putting enemies in a bad position to increase your ability to hurt them.

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