Unarmed Combat for Fighters and other Classes
I've been trying to post this for the last two hours and you manage to post something very similar. If emoticons were working, I don't know which one I'd use right now. At least you've opened the door for me.
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As I stated in the
Do we really need the monk thread, my main difficulty with the class is that people play monks just to get effective unarmed combat and have no desire to play the more mystical aspects of the monk. My solution is to allow other character classes to gain effective unarmed combat by taking feats. In the case of the fighter, the potential will be there to surpass the monk at fighting unarmed.
I'm posting the following in the hopes of getting some feedback. Maybe you guys will see problems I don't. This isn't everything. I'm leaving out things that I don't think work yet.
Basic Unarmed Combat Feats
These first three feats form the basis of this expanded unarmed combat system. These feats may be substituted for the starting armor or weapon proficiency feats of some standard classes at first level. It would work better to treat these modified classes as cultural variants rather than substitution levels. An example will appear at the end of this post.
Improved Unarmed Attack [General]
Your unarmed attacks are more dangerous than usual for your size or type.
Prerequisite: No natural weapon, Base Attack Bonus +4 or above
Benefit: The damage done by your unarmed attack increases by one step as if you were a monk: 1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 2d10. Damage progressions for small or large sized characters can be found in the monk entry in the Player's Handbook.
Special: This feat can be taken again for each additional four point increase to your Base Attack Bonus. The feats stack and raise your unarmed damage as per the monk progression listed above. An exception to the prerequisites exist for first level class feat substitutions for beginning characters. Warrior classes(such as fighters and barbarians) or priest classes(such as clerics or druids) can substitute up to two Improved Unarmed Attack feats for the same number of standard class feature feats. Expert classes(such as rogues and bards) can only substitute for one level of Improved Unarmed Attack. Arcane or scholar classes can not subsitute Improved Unarmed Attack and must wait to take this feat until they reach BAB +4. Since the subsituted feat doesn't meet the prerequisites, a penalty on armor usage is imposed. The first substitute of Improved Unarmed Attack can only be used while wearing light or no armor, the second only while wearing no armor. For example; Scully the scrapper is a first level fighter variant with two subsituted Improved Unarmed Attack feats for an unarmed attack of 1d6. If Scully wears any armor at all, one of his Improved Unarmed Attack feats becomes unusable and his unarmed damage drops to 1d4. If he wears medium or heavy armor his unarmed damage drops to its base 1d3. At fourth level Scully has the prerequisite to take another Improved Unarmed Attack feat for a total unarmed damage of 1d8. Since he has the prerequisite, armor does not effect this latest damage increase. Now, if Scully wears light armor his unarmed damage only drops to 1d6 and if he wears medium or heavy armor it only drops to 1d4.
A fighter may select Improved Unarmed Attack as one of his fighter bonus feats.
Notes: In a low magic setting or a game where characters can aquire magic to aid unarmed combat it could be a good idea to limit the number of times this feat can be taken or to set a maximum limit on base damage. For a standard D&D game, pile it on just like the monk.
Improved Unarmed Strike [General]
Notes: Unaltered from the Player's Handbook.
Unarmed Block [General]
You are adept at blocking your opponents unarmed attacks.
Benefit: You receive a +2 shield bonus to your AC against unarmed attacks from opponents the same size or one size larger or smaller than your character.
Special: A fighter may select Unarmed Block as one of his fighter bonus feats.
Notes: A good feat for boxer or other pugilist NPC's. The main interest in this feat for the typical player character will usually be as a prerequisite to more advanced unarmed defensive feats.
Defensive Unarmed Feats
Analytical Defense [General]
You are adept at anticipating your opponent's attacks.
Prerequisite: Int 13+, Improved Unarmed Strike, Unarmed Block
Benefit: You can add your Int bonus as a cerebral bonus to your AC.
Special: A fighter may select Analytical Defense as one of his fighter bonus feats.
Notes: In a high-powered high-stats game where multiple mental stats are likely to be high you may consider restricting access to this feat.
Blinding Speed [General]
Your reflexes and power give you extra speed to dodge your opponent's attacks.
Prerequisite: Str 13+, Dex 13+, Dodge, Improved Unarmed Strike, Unarmed Block
Benefit: You can add your Str bonus as a dodge bonus to your AC.
Special: This bonus is reduced by your encumberance or armor check penalty. This feat can not be used while raging.
A fighter may select Blinding Speed as one of his fighter bonus feats.
Notes: In a low magic setting it may be better to elliminate this feat in favor of strengthening the Unarmored Defense feat.
Intuitive Defense [General]
You intuitively know where your opponent is about to strike.
Prerequisite: Wis 13+, Improved Unarmed Strike, Unarmed Block
Benefit: You can add your Wis bonus as a cerebral bonus to your AC.
Special: A fighter may select Intuitive Defense as one of his fighter bonus feats.
Notes: In a high-powered high-stats game where multiple mental stats are likely to be high you may consider restricting access to this feat.
Lucky Defense [General]
You're lucky. You know it & your opponent is about to find that out for himself.
Prerequisite: Cha 13+, Improved Unarmed Strike, Unarmed Block
Benefit: You can add your Cha bonus as a cerebral bonus to your AC.
Special: A fighter may select Lucky Defense as one of his fighter bonus feats.
Notes: In a high-powered high-stats game where multiple mental stats are likely to be high you may consider restricting access to this feat.
Unarmored Defense [General]
Your mastery of unarmored combat gives you phenominal ability to dodge your opponent's attacks.
Prerequisite: Improved Unarmed Strike, Unarmed Block or Weapon Finesse(unarmed attack), Weapon Focus(unarmed attack), Weapon Specialization(unarmed attack)
Benefit: You gain a dodge bonus to your AC equal to one fifth your character level rounded down. This feat can not be used while wearing armor.
Special: A fighter may select Unarmored Defense as one of his fighter bonus feats.
Notes: In a low magic game a bonus of one fourth character level may work better. You may want to consider making this an unnamed bonus rather than a dodge bonus.
You may consider allowing fighters specializing in finessable weapons other than unarmed attack to take this feat.
Tactical Unarmed Feats
I have a few new ones, but many tactical and technical feats useful for unarmed combat already exist in the core rules and other suppliments. This post is long enough already.
Example Fighter Variant
This example fighter class variant is the archetypical peasant deprived of weapons by law and forced to learn the ways of the warrior to defend himself from the predations of bandits and a corrupt government. This variant is somewhat like the medieval Okinawan karateka.
BAB: Good, as standard fighter
HD: d10, as standard fighter
Saves: as standard fighter, but good save may be switched to Reflex if needed.
Class Skills:
Balance(Dex)
Bluff(Cha)
Climb(Str)
Craft(Int)
Handle Animal
Intimidate(Cha)
Jump(Str)
Swim(Str)
Tumble(Dex)
One skill, Balance, is substituted for Ride, and two more skills, Bluff & Tumble, are excanged for dropping the standard Tower Shield Proficiency feat
All the standard fighter's armor and weapon proficiences are dropped and replaced with unarmed feats and a customized weapon list appropriate to the variant's origin:
Two additional class skills replace the Tower Shield Proficiency feat.
The Unarmed Block feat replaces the standard Shield Proficiency feat.
The Improved Unarmed Strike feat replaces the Light Armor Proficiency feat.
Improved Unarmed Attack is taken twice to boost unarmed damage from 1d3 to 1d6. These two feats replace the Medium Armor Proficiency and Heavy Armor Proficiency feats.
For this variant fighter class you should probably construct a weapon proficiency list of simple and commonly available weapons that make sense for the origin culture in your campaign setting.
Variant fighters like the above, and other characters such as variant swashbucklers and rogues, would have satisfied most of the players I've know who wanted to play "martial artists." I've never met a player who's unarmed combat character concept has matched the monk class as written. I believe it's easier to modify the highly customizable, but somewhat bland, fighter class than to modify the rigid, but colorful, monk class.
The unarmed combat feats I've listed here have stayed away from the mystical. If you have players that want more mysticism, but don't want to go to the extreme of the standard monk class, you could construct prestige classes to provide those abilities. You could also use Hong's
Martial Artist class.
Sam