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Kicks and stuff in melee?
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<blockquote data-quote="Celebrim" data-source="post: 5573201" data-attributes="member: 4937"><p>Personally, I consider attacking with feet to be simply a variant primary or off-hand unarmed strike differing from using your hands only in color. </p><p></p><p>Now, there are feats that have the explicit color 'you are attacking with your feet' and some feats, like Improved Trip, can have this color implicitly. If you really want to capture a martial arts feel of a guy who is deadly with his kicks, a feat is a good way to add that extra color. I've always looked at feats as a somewhat more balanced way to achieve what the martial arts techniques in 1e OA were going for when they attempted to differentiate fighting styles. For example:</p><p></p><p>CIRCLE KICK [GENERAL, FIGHTER]</p><p>You can kick two attackers at the same time.</p><p>Prerequisite: Dex 15, base attack bonus +3, improved unarmed strike</p><p>Benefit: As a full round action you may make an unarmed attack on any opponent in your threat range. If your attack succeeds, you may add one and a half times your normal strength modifier to the damage and you may immediately make a second attack with the same attack modifier on any other opponent within your threat range at the time of the first attack. If this attack succeeds, you also add one and a half times your normal strength modifier to the damage you do.</p><p></p><p>FLYING KICK [GENERAL, FIGHTER]</p><p>Prerequisite: Str 13, Power Attack, Improved Unarmed Strike, 4 ranks of jump</p><p>Benefit: You may make an unarmed charge attack on any opponent within range of your jump (if you fail to jump far enough, the attack is wasted.) If the attack succeeds, you may do unarmed damage as if you were two size classes larger than normal, and you may add twice your normal strength modifier to the damage you inflict.</p><p></p><p>ROUNDABOUT KICK [GENERAL, FIGHTER]</p><p>You can follow through on a successful unarmed attack.</p><p>Prerequisite: STR 15+, Improved Unarmed Strike, Power Attack</p><p>Benefit: If you make a successful critical hit with an unarmed strike, you may immediately get another unarmed strike on that opponent at the same base attack bonus. Each time you do so, you must expend one of your attacks of opportunity for the round.</p><p></p><p>I've always thought the fighter should make a great martial artist, but unfortunately official rules for getting there are lacking. Exactly how you go about implementing the necessary mechanics is an excercise best negotiated with your DM. In my case, I don't mind adding unarmed combat options, just so long as you understand you'll probably be disadvantaged versus an equivalent level martial artist using a sword. Other DM's may be perfectly content to let you bash with your hands and feet just as effectively as you could slice and dice with a sword.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5573201, member: 4937"] Personally, I consider attacking with feet to be simply a variant primary or off-hand unarmed strike differing from using your hands only in color. Now, there are feats that have the explicit color 'you are attacking with your feet' and some feats, like Improved Trip, can have this color implicitly. If you really want to capture a martial arts feel of a guy who is deadly with his kicks, a feat is a good way to add that extra color. I've always looked at feats as a somewhat more balanced way to achieve what the martial arts techniques in 1e OA were going for when they attempted to differentiate fighting styles. For example: CIRCLE KICK [GENERAL, FIGHTER] You can kick two attackers at the same time. Prerequisite: Dex 15, base attack bonus +3, improved unarmed strike Benefit: As a full round action you may make an unarmed attack on any opponent in your threat range. If your attack succeeds, you may add one and a half times your normal strength modifier to the damage and you may immediately make a second attack with the same attack modifier on any other opponent within your threat range at the time of the first attack. If this attack succeeds, you also add one and a half times your normal strength modifier to the damage you do. FLYING KICK [GENERAL, FIGHTER] Prerequisite: Str 13, Power Attack, Improved Unarmed Strike, 4 ranks of jump Benefit: You may make an unarmed charge attack on any opponent within range of your jump (if you fail to jump far enough, the attack is wasted.) If the attack succeeds, you may do unarmed damage as if you were two size classes larger than normal, and you may add twice your normal strength modifier to the damage you inflict. ROUNDABOUT KICK [GENERAL, FIGHTER] You can follow through on a successful unarmed attack. Prerequisite: STR 15+, Improved Unarmed Strike, Power Attack Benefit: If you make a successful critical hit with an unarmed strike, you may immediately get another unarmed strike on that opponent at the same base attack bonus. Each time you do so, you must expend one of your attacks of opportunity for the round. I've always thought the fighter should make a great martial artist, but unfortunately official rules for getting there are lacking. Exactly how you go about implementing the necessary mechanics is an excercise best negotiated with your DM. In my case, I don't mind adding unarmed combat options, just so long as you understand you'll probably be disadvantaged versus an equivalent level martial artist using a sword. Other DM's may be perfectly content to let you bash with your hands and feet just as effectively as you could slice and dice with a sword. [/QUOTE]
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