An unarmored foe can still twist certain joints on an armored foe to breaking or grapple someone to immobility...and if the environment permits, a grapple can be turned into suffocation.
I remember a feat from a non-core WotC book somewhere giving you Wis to attack instead of Str, can never remember the name of it when I'm in "build a Monk" mood though, which I currently am.Or it could have been Wis instead of Con.. Probably in one of the pisonic books, they got more love than Monks ever did.
I do like the idea of needing Dex, Wis, Str, Con though. More for the theme than mechanically, theme wise it's brilliant. The elite of the elite, above mere mortals. Mechanically it's a b***h. Could leave them for a high powered game where people start with better than normal stats? Or one of those "roll 4d6 6 times, take out the lowest number for each", generally gives at least one 18 and no low scores, even better when you can move points around at a 1:1 ratio. 18 Wis, 18 Str, 16 Dex, 14 Con, 12 Int, 10 Cha? 10 Int if Human, and could completely drop Cha realistically.
My perfect Monk is gestalt with Fighter, Rogue, Assassin, possibly Hellbreaker levels anyway. And a class that gives Dimension Door more than once.. Still looking for that. Mental movie turns into thought experiment turns into quite a bit of reading.
About to get highly off topic, but the one character where MAD fits thematically is Monk. Save them for NPC's and high powered games. Or start reading non-core books and don't do an unarmed Monk.Especially after that no Improved Natural Attack rubbish.
Actually, that's pretty much the only stats I mess with for my Monk builds, though, counter to most people, I make mine Dex/Wis/Str.Quote:
...just how much does Con really affect things for a monk? Might be interesting to replace that and have a Str, Dex, Wis class.
Con, though, is the 4th highest stat.
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Fighters are such damage beasts now that all other classes barely compare to them in terms of raw damage.
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For instance, Spring Attack + Stunning Fist should be awesome, but for a monk raises accuracy issues.
W Focus (unarmed strike) is shockingly efficient, of course.
I think the amulet of mighty fists type item is correctly priced at a higher level; it affects all limbs, and affects multiple attacks (primarily natural attacks or flurry attacks).
Further, the monk with, say, a +3 item when the fighter has a +5 is consistent with the theme, lower accuracy with more effects (stunning, high damage, etc.).
The knuckles are not a good idea. Apart from the street fighter stylistic problems, slapping an enhancement bonus on top of monk damage at the higher rate leads to somewhat inflated numbers. In other words, everyone goes straight for the knuckles, and that's not what I want monks to do in my campaigns. Brass knuckles shouldn't be a superior option to nunchaku or a quarterstaff. There are very few real world styles that teach them, for that matter. And it really doesn't go into detail about readying, disarming, or sundering brass knuckles.
I disagree. The reason to use Spring Attack is defensive: you dart in and out and make only one attack to keep the enemy from full attacking you, or even reaching you if you have the speed. If your Stunning Fist is actually working each round and stunning the person, you don't need to hit and run to protect yourself; he's just as much a non-threat to you stunned in melee as he is stunned 30 ft away. Better to beat the tar out of the enemy with a full attack at that point.
Brass knuckles wouldn't need any more readying or be subject to disarm anymore than gauntlets would.
It's ultimately just an excuse to let the monk magic up his fists because the designers realized they erred anyway.
If you hit. If they are stunned. In fact, those are two things which may not be likely at all. If you can only make one attack, and your opponent has a decent Fortitude, then medium BAB just isn't going to cut it. Even a more straightforward monk who simply tumbles past opponents to make a Stunning Fist attack is giving up a substantial amount of accuracy. Yet by design, shouldn't the monk be encouraged to do exactly that, rather than encouraged to stand in place and make a full attack?
So how long does it take to ready a gaunlet? It doesn't usually come up for gaunlets, because gaunlets, by design, don't interfere with anything. How long does it take to shuck a pair of knuckles? If you take them off, what do you do with them? Where does it say knuckles aren't any more subject to disarm attempts than gauntlets?
Why do knuckles allow monk damage, and gauntlets don't? Or do they?... gauntlets are specified as simply making unarmed strikes lethal.
Conceptually, I would rather make monks more capable without loading them down with magical doodads for their fists. Some kind of enhancement (via amulet or whatever) is acceptable, but should not be mandatory, and knuckles should be an option, but not THE option. Rather than building in a fighter-type "unarmed training" the most direct route would be to increase BAB, either generally, or when making unarmed strikes.