Monks


  • PC

    Ronnie,

    Does the monk damage modifier work off of strength or dexterity? I think its strength, what is your Monks strength?

    Also what feats have you chosen for the monk thus far?


  • PC

    First of the Destroyer (martial circlet)
    +7 Divine bonus to Unarmed Attack/Damage
    Cube Slot 1 (Low): 1 Charge Deflect Arrows (Per Feat) / 2 Charges Snatch Arrow (Per Feat)
    Cube Slot 2 (Medium): 1 Charge: 1d6/melee level Divine Damage for a single attack (may use as many times in a round as charges available with a max one charge per attack)
    Cube Slot 3 (High): 1 Charge Regeneration


  • PC

    Monk’s Belt

    Belt, Monk’s: This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus.

    Moderate transmutation; CL 10th; Craft Wondrous Item, righteous might or transformation; Price 13,000 gp; Weight 1 lb.


  • PC

    Monk’s Tattoo, +4 Monk Level (restricted to monks), 80,000 gp (Magic of Faerun, pg 163)


  • PC

    Fanged Ring

    This item is useful to any character who frequently finds herself unarmed, though monks and similar martial artists prize it most highly.

    Description: Protruding 3 inches above its setting, this gray fang dragon scale is set in a heavy gold band. The ring appears cumbersome but does not interfere with any actions.

    Activation: A fanged ring functions continuously while worn. Anyone donning the ring receives mental instructions in Draconic on the effects of the item and how to activate it.

    Effect: A fanged ring grants its wearer the Improved Unarmed Strike feat and the Improved Natural Attack (unarmed strike) feat. If the wearer deals a critical hit with an unarmed strike, he also deals 1 point of Constitution damage to the creature struck.

    Aura/Caster Level: Strong transmutation; CL 12th. Construction: Forge Ring, divine power, poison. 5.000 gp, 400 XP, 10 days. Weight: —. Price: 10,000 gp.


  • PC

    Amulet of Mighty Fists: This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

    Faint evocation; CL 5th; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp (+4), 150,000 gp (+5).


  • PC

    Magic Fang, Superior
    (Spell Compendium, p. 136)

    Transmutation
    Level: Druid 4, Ranger 4, Consecrated Harrier 4,
    Components: V, S,
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level

    You speak the old words of the incantation, and your hands glow with a yellow aura that flashes at the tips of your digits.

    Superior magic fang gives every natural weapon you possess an enhancement bonus on attack rolls and damage rolls equal to +1 per four caster levels (maximum +5 at 20th level).


    This does stack with your martial circlet, as its an divine bonus, and the spell is a enhancement bonus.


  • PC

    Superior Unarmed Strike
    ( Tome of Battle: The Book of Nine Swords, p. 33)

    [General]

    Your unarmed strikes have become increasingly deadly, enabling you to strike your foes in their most vulnerable areas.

    Prerequisite
    Improved Unarmed Strike (PH) , Base attack bonus +3,

    Benefit
    You deal more damage with your unarmed strikes, as shown on the table below.

    Character Level Unarmed Damage
    3rd 1d4
    4th–7th 1d6
    8th–11th 1d8
    12th–15th 1d10
    16th–20th 2d6


  • PC

    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/level

    You 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.


  • PC

    Beast Strike Feat (To get you unarmed strikes and your claw attacks, from Bite of the Weretiger, to stack)
    Type: General, Fighter
    Source: Dragon #355

    Your 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.


  • PC

    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.


  • PC

    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.


  • PC

    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


  • PC

    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.


  • PC

    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.


  • PC

    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.


  • PC

    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)


  • PC

    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.


  • PC

    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.


  • PC

    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.


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