Monks
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Bite Of The Weretiger
BITE OF THE WERETIGER
Transmutation
Level: Druid 5, sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/levelYou snarl, and your features shift into those of a tiger. Your hands grow sharp claws,
and the thick skin and striped fur of a tiger covers your body.You gain a +12 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +6 enhancement bonus to Constitution, and a +5 enhancement bonus to natural armor. Your hands become claws, granting you two claw attacks, and your mouth becomes that of a tiger, giving you a bite attack. You can attack with both claws at your full base attack bonus, but your bite attack takes a –2 penalty (as if you had the Multiattack feat). Each claw deals 1d8 points of damage (1d6 if you are Small) plus your Str modifier, and your bite deals 2d6 points of damage (2d6 if you are Small) + 1/2 your Str modifi er. You gain the benefits of the Blind-Fight and Power Attack feats, as well. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A tiger’s claw.
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Beast Strike Feat (To get you unarmed strikes and your claw attacks, from Bite of the Weretiger, to stack)
Type: General, Fighter
Source: Dragon #355Your martial training makes full use of your natural weapons in unarmed combat.
Prerequisite: Base attack bonus +5, Improved Unarmed Strike, claw or slam attack
Benefit: When you make an unarmed strike or grapple check to deal damage, you may add your claw or slam damage to your unarmed trike or grapple damage.
Special: A fighter may select Beast Strike as a fighter bonus feat. -
Staggering Blow
( Dragon Compendium)[Fighter Bonus Feat, General]
You are capable of delivering devastating strikes in melee combat, and when you land a critical blow, opponents seldom recover in time to fend off your attacks.
Prerequisite
Improved Critical (PH) (Unarmed or Bludgeoning Weapon) , Power Attack (PH) , Heal 3 ranks, STR 13, Base attack bonus +12,Benefit
Whenever you confirm a critical hit with a melee attack that deals bludgeoning or nonlethal damage for which you have the Improved Critical feat your opponent must make a Fortitude save (DC 10 + 1/2 your level + your Strength modifier) or be stunned for one round.Special
A fighter may select Staggering Blow as one ofhis fighter bonus feats. -
Fists of Iron
( Complete Warrior, p. 99)[General]
You have learned the secrets of imbuing your unarmed attacks with extra force.
Prerequisite
Improved Unarmed Strike (PH) , Stunning Fist (PH) , base attack bonus +2,Required for
Empty Hand Mastery (OA) ,Benefit
Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d6 points of damage when you make a successful unarmed attack. Each attempt counts as one of your uses of the Stunning Fist feat for the day. -
Stunning Fist
( Player’s Handbook v.3.5, p. 101)[Fighter Bonus Feat, General]
You know how to strike opponents in vulnerable areas.
Prerequisite
Improved Unarmed Strike (PH) , DEX 13, WIS 13, base attack bonus +8,Benefit
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.Special
A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats (see page 38 -
Rapid Stunning
( Complete Warrior, p. 104)[General]
You can use your stunning attacks in rapid succession.
Prerequisite
Combat Reflexes (PH) , Stunning Fist (PH) , Base attack bonus +6,Benefit
You may use one additional stunning attack (or other special attack that counts against your daily limit of stunning attacks) per round.Normal
You may only attempt a stunning attack,(or any other special attack that counts against your stunning attacks) once per round. Special a fighter may select Rapid Stunning as one of his fighter bonus feats. A character may select this multiple times, the effects stack. -
Extra Stunning
( Complete Warrior, p. 98)[General]
You gain extra stunning attacks.
Prerequisite
Stunning Fist (PH) , base attack bonus +2,Benefit
You gain the ability to make three extra stunning attacks per day.Special
You can take this feat multiple times, Its effects stack. -
Rapid Stunning
( Complete Warrior, p. 104)[General]
You can use your stunning attacks in rapid succession.
Prerequisite
Combat Reflexes (PH) , Stunning Fist (PH) , Base attack bonus +6,Benefit
You may use one additional stunning attack (or other special attack that counts against your daily limit of stunning attacks) per round.Normal
You may only attempt a stunning attack,(or any other special attack that counts against your stunning attacks) once per round. Special a fighter may select Rapid Stunning as one of his fighter bonus feats. A character may select this multiple times, the effects stack. -
Stunning Fist
( Player’s Handbook v.3.5, p. 101)[Fighter Bonus Feat, General]
You know how to strike opponents in vulnerable areas.
Prerequisite
Improved Unarmed Strike (PH) , DEX 13, WIS 13, base attack bonus +8,Benefit
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.Special
A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats (see page 38) -
Extra Stunning Attacks
( Sword and Fist: A Guidebook to Monks and Fighters, p. 6)[General]
You gain extra stunning attacks when fighting unarmed.
Prerequisite
Stunning Fist (PH) , Base attack bonus +2,Benefit
You gain the ability to make three extra stunning attacks per day. You may take this feat multiple times. -
Rattlesnake Strike
( Sandstorm, p. 51)[General]
Having observed the ways of a desert viper, you have learned to use ki in a fashion similar to poison.
Prerequisite
Improved Initiative (PH) , Improved Unarmed Strike (PH) , Stunning Fist (PH) , WIS 15,Benefit
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending one of your Stunning Fist uses for the day, you imbue your next unarmed attack with disruptive ki that mimics the effects of mild viper venom. If that attack hits, it deals normal damage and forces the target to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifi er). A creature that fails the saving throw takes 1d3 points of Constitution damage and must make a similar saving throw 1 minute later or take another 1d3 points of Constitution damage. This feat can be used only once per round.Special
A fighter may select Rattlesnake Strike as one of his fighter bonus feats.Maybe used in tandem with this spell -
Venomfire
(Serpent Kingdoms)Transmutation [Acid]
Level: Cleric 3, Druid 3, Ranger 4, Consecrated Harrier 4,
Components: V, M,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)You cause the subject’s venom to become caustic, dealing an additional 1d6 points of acid damage per caster level with each use.
This spell has no effect on creatures that do not naturally produce poison.
Material Component: A drop of acid. -
Axiomatic Strike
( Complete Warrior, p. 96)[General]
You can turn your fist into an instrument of law.
Prerequisite
Stunning Fist (PH) , Ki strike (lawful),Benefit
Against a chaotic opponent, you can make an unarmed attack that does an extra 2d6 points of damage. You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt). Each attempt counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning can be affected by this extra damage. -
Mighty Wallop
Transmutation
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One bludgeoning melee weapon
Duration: 1 minute/level
Saving Throw: None (object)
Spell Resistance: No (object)The head of the weapon you touch is suddenly encased in a fi lmy halo that only you can see, extending out from the weapon to a distance of several inches.
Mighty wallop increases the damage of a bludgeoning melee weapon by one size category without increasing the dimensions or weight of the weapon.
Focus: A melee weapon.
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Mighty Wallop, Greater
(Races of the Dragon, pg 114-115)Transmutation
Level: Sorcerer 3, Wizard 3, Spellthief 3,
Components:
Duration: 1 hour/levelAs mighty wallop, except that the bludgeoning melee weapon damage increases by one size category for every four caster levels you have, to a maximum of five size categories or up to an effective size of Colossal.
For a Small weapon that increases by more than one size category, begin by referring to the table in the mighty wallop spell description.
Once the weapon has been adjusted to an effective size of Medium, or if it was already a Medium or larger weapon, refer to Table 2-2: Increasing Damage by Weapon Size (DMG 28).From the Monk class:
“A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.” -
@halfgiant I see that I need to do some serious work on the monsters.
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@daermadm Well now that i have the Slaad working on being able to move mountains, its only fair i help the Monk punch thru them.
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EFFECT OF WEAPON SIZE
When weapons change size, many other factors change at the same time. The Player’s Handbook discusses the effect of size on weight and cost. According to Weapon Qualities on page 114 of that book, costs given are for Small and Medium versions of the weapons. Large versions cost twice as much. The same section says to halve the given weight for Small versions, and double it for Large versions. To calculate the damage a larger- or smaller-than-normal weapon deals, first determine how many size categories it changes from Medium. A longsword (normally Medium, commonly used by Medium beings) in the hand of a Huge cloud giant increases two size categories. For each category change, consult the accompanying tables, finding the weapon’s original damage in the left column and reading across to the right to find its new damage. Table 2–2: Increasing WeaponTable 2–2: Increasing Weapon Damage by Size
[Reference: DMG 3.5, Page 28]Medium Damage One Two Three Four 1d2 1d3 1d4 1d6 1d8 1d3 1d4 1d6 1d8 2d6 1d4 1d6 1d8 2d6 3d6 1d6 1d8 2d6 3d6 4d6 1d8 2d6 3d6 4d6 6d6 1d10 2d8 3d8 4d8 6d8 1d12 3d6 4d6 6d6 8d6 2d4 2d6 3d6 4d6 6d6 2d6 3d6 4d6 6d6 8d6 2d8 3d8 4d8 6d8 8d8 2d10 4d8 6d8 8d8 12d8 -
@halfgiant said in Monks:
@daermadm Well now that i have the Slaad working on being able to move mountains, its only fair i help the Monk punch thru them.
/sigh
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@halfgiant I did tell @Immeral to read this thread when I saw him on Thursday.
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https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/amulet-forge-fist
Amulet, Forge Fist
Aura faint evocation; CL 6th; Slot neck; Price 13,000 gp; Weight 1 lb.DESCRIPTION
This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer’s fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain the flaming weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). The wearer’s hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by fire). The transformation can be ended as a swift action.
CONSTRUCTION REQUIREMENTS
Feats Craft Wondrous Item; greater magic fang; and flame blade, flame strike, or fireball; Cost 6,500 gp.