Help me tone down OA Flying Kick feat

Wolfix

First Post
I need help creatively changing the Flying Kick feat, my DM thinks it is too powerful (and I agree :) ) in combination with our Grim 'n Gritty rules (Ken Hood's). Basically we want to adjust the x2 damage modifier to something else because it has proven to be harsh (we've been using/testing it for a month or two now), particularly in combination with PA. We were thinking like a straight +d8 damage, or a +d4 damage + a knockdown (enemy prone), or a bull rush, or flaming legs, or whatever. I would like to know if you guys would have any cool idea's in changing it.

Some extra info:
-We're using Ken Hood's Grim 'n Gritty rules (not absolutely neccesary to know to answer this topic :) )
-Party of only 2, a healing cleric and I'm a 3.0 Human Monk lvl4 with 15/17/12/10/14/8 stats and PA, Flying Kick (x2 damage on unarmed charge), Fists of Iron (+d4 unarmed damage on normal unarmed melee attack), lots of ranks in balance/jump/tumble. I'm going for the Foot & Fist mastery described in OA (just need 1 more feat) which will give me +10 to balance/jump/tumble.
-Yes this is a bit of a weird post, but let's see if any of you can come up with something interesting :D
 

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How about this?

From Complete Warrior

Flying Kick [General]
Prerequisites: Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack
Benefit: When fighting unarmed and using the charge action, you deal an extra 1d12 points of damage with your unarmed attack.
 


Doubling the Strength bonus just sucks, and there are already feats that do that. Monks especially can't afford to have high scores in many things, because they need good scores in at least Dex and Wis or else they're just punching bags. I'd say make Flying Kick grant +1d4 damage with an unarmed charge and the opponent must oppose a bull rush attempt with a DC equal to 5 + the damage dealt by the attack. The attacker doesn't move with the opponent, but the opponent is moved back 5 feet if they fail their Strength check. If there is no empty space for them to move into, the opponent instead falls prone on a failed check. Maybe also add that if the opponent succeeds at their Strength check, they take the full brunt of the hit and suffer a further +1 or +2 damage.
 

Remember that Ken made most +dx things into flat +x numbers, so a +2d6 sneak attack would be +4 damage in the revised rules. I don't have my books handy for suggestions, just a reminder.
 

Arkhandus said:
I'd say make Flying Kick grant +1d4 damage with an unarmed charge and the opponent must oppose a bull rush attempt with a DC equal to 5 + the damage dealt by the attack. The attacker doesn't move with the opponent, but the opponent is moved back 5 feet if they fail their Strength check. If there is no empty space for them to move into, the opponent instead falls prone on a failed check. Maybe also add that if the opponent succeeds at their Strength check, they take the full brunt of the hit and suffer a further +1 or +2 damage.

I really like that idea! Tones down the damage (which is the main point) and adds an extra tactical combat option to my monk. Let's see what my DM thinks of it :). Thanks man!
 

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