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Martial Artists and weapons
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<blockquote data-quote="Toj" data-source="post: 706969" data-attributes="member: 462"><p>I think I have possibly thought of a solution to my problem.</p><p></p><p>As an unarmed fighter, a character can increase his damage by taking feats.</p><p></p><p>The first feat gives you the whole armed while unarmed and gives you a damage of 1d4.</p><p></p><p>Second Feat makes unarmed damage 1d6, and third makes it 1d8.</p><p></p><p>Also they can take the weapon specialization feat,which gives them an additional +2 damage.</p><p></p><p>So max damage could be 1d8+2.</p><p></p><p>I am also going to use Lightning fists, which gives 2 more attacks, but all attacks suffer -5 penalty to hit.</p><p></p><p>Lastly I am adding two more additional feats.</p><p></p><p>One will be Spin Strike, which will account for manuevers such as a spinning back kick or a spinning wheel kick, or even a spinning back knuckle. This will allow the character to turn 2 attacks into 1 attack, but they get to double their base damage. (Thus 1d8 becomes 2d8).</p><p></p><p>The last feat will be for the flying kick. It will be where they need 10ft to move and at the end of the move they get 1 attack and the attack does triple normal damage. They must make a balance check DC (20) to land on their feet. They suffer a -2 to AC until their next turn.</p><p></p><p>So for the tough armored opponents the martial artist can still harm them by using the spin strikes and flying strikes. But their normal attack can only reach the damage of a longsword.</p><p></p><p>This is all quickly done, but I think I am heading in the right direction. Any opinions or feedback?</p></blockquote><p></p>
[QUOTE="Toj, post: 706969, member: 462"] I think I have possibly thought of a solution to my problem. As an unarmed fighter, a character can increase his damage by taking feats. The first feat gives you the whole armed while unarmed and gives you a damage of 1d4. Second Feat makes unarmed damage 1d6, and third makes it 1d8. Also they can take the weapon specialization feat,which gives them an additional +2 damage. So max damage could be 1d8+2. I am also going to use Lightning fists, which gives 2 more attacks, but all attacks suffer -5 penalty to hit. Lastly I am adding two more additional feats. One will be Spin Strike, which will account for manuevers such as a spinning back kick or a spinning wheel kick, or even a spinning back knuckle. This will allow the character to turn 2 attacks into 1 attack, but they get to double their base damage. (Thus 1d8 becomes 2d8). The last feat will be for the flying kick. It will be where they need 10ft to move and at the end of the move they get 1 attack and the attack does triple normal damage. They must make a balance check DC (20) to land on their feet. They suffer a -2 to AC until their next turn. So for the tough armored opponents the martial artist can still harm them by using the spin strikes and flying strikes. But their normal attack can only reach the damage of a longsword. This is all quickly done, but I think I am heading in the right direction. Any opinions or feedback? [/QUOTE]
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