EricNoah
Adventurer
Here's my first step in helping the punchers & kickers have some fun:
New Unarmed Strike Rules:
• Small and medium characters without Improved Unarmed Strike
deal 1d3 subdual per strike and draw AoOs from armed opponents (as
per normal rules).
• The Improved Unarmed Strike feat allows you to deal lethal
damage with your punches and avoid AoOs, as per the normal rules.
However, this feat also allows you to deal more damage depending on
what kinds of weapons you have proficiency in.
----->If you have proficiency in Simple Weapons, your unarmed
damage increases to 1d6.
----->If you have proficiency in "All Martial Weapons" your
unarmed damage increases to 1d8 (or you can buy a Martial Weapon
Proficiency in "Martial Unarmed Strike" to gain this amount of
damage).
----->If you wish, you can spend a feat to gain an Exotic Unarmed
Strike proficiency which pushes your damage up to 1d10, plus you can
perform a flurry of blows. [I might set it up so you can improve this even further with a feat or with more Exotic Weapon slots.]
• If you are Large, or if you have the Mighty Build trait, the
damage die goes up one "step".
• You can wear a masterwork gauntlet or masterwork brass
knuckles to gain a "masterwork bonus" to your unarmed attacks, just
as if you had a masterwork weapon.
--------
The next step, as I see it, is to go through the feat masteries and see what kind of feats would make a good martial arts chain.
And then I need to think about what I want to do about the combo of heavy armor and punching/kicking. Maybe the rule is "in heavy armor, you once again draw AoOs from your unarmed strikes as your armor keeps you from reacting quite as quickly as before" or something like that.
New Unarmed Strike Rules:
• Small and medium characters without Improved Unarmed Strike
deal 1d3 subdual per strike and draw AoOs from armed opponents (as
per normal rules).
• The Improved Unarmed Strike feat allows you to deal lethal
damage with your punches and avoid AoOs, as per the normal rules.
However, this feat also allows you to deal more damage depending on
what kinds of weapons you have proficiency in.
----->If you have proficiency in Simple Weapons, your unarmed
damage increases to 1d6.
----->If you have proficiency in "All Martial Weapons" your
unarmed damage increases to 1d8 (or you can buy a Martial Weapon
Proficiency in "Martial Unarmed Strike" to gain this amount of
damage).
----->If you wish, you can spend a feat to gain an Exotic Unarmed
Strike proficiency which pushes your damage up to 1d10, plus you can
perform a flurry of blows. [I might set it up so you can improve this even further with a feat or with more Exotic Weapon slots.]
• If you are Large, or if you have the Mighty Build trait, the
damage die goes up one "step".
• You can wear a masterwork gauntlet or masterwork brass
knuckles to gain a "masterwork bonus" to your unarmed attacks, just
as if you had a masterwork weapon.
--------
The next step, as I see it, is to go through the feat masteries and see what kind of feats would make a good martial arts chain.
And then I need to think about what I want to do about the combo of heavy armor and punching/kicking. Maybe the rule is "in heavy armor, you once again draw AoOs from your unarmed strikes as your armor keeps you from reacting quite as quickly as before" or something like that.


