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<blockquote data-quote="Arkhandus" data-source="post: 3732358" data-attributes="member: 13966"><p>Snap kick is an off-hand unarmed strike, with a penalty to hit. Unless you're a mid or high level Monk, it won't do much good. You need to use a melee weapon attack first. You get a -2 penalty on attacks similarly to a low-level monk using flurry of blows. Again: it's not much good unless you're a monk, and even then it's limited. Half Str bonus to damage with the kick, and -2 to hit with all attacks that round, and the Monk's already-mediocre attack bonus and Multiple Ability Dependency.....</p><p></p><p>Joe Fighter 6 does 1d3+2 nonlethal damage in exchange for -2 on all attack rolls for the round....woop dee doo. Joe Monk 9 does 1d10+1 normal damage in exchange for the same attack penalty, and is lucky if he even hits at all....woop dee doo. The feat requires +6 BAB and Improved Unarmed Strike, so that's the earliest either guy could take it. Think of it as a sort of alternative to TWF. It could be used with TWF, of course, but then you'd have an even worse chance of hitting anything at all (and if you're a monk, you're better off not even trying to use both at once).</p><p></p><p>I really, really don't think Snap Kick is any problem.</p><p></p><p></p><p>Superior Unarmed Strike is a good feat. It allows non-Monks to suck less at grappling and unarmed combat when they get disarmed. And for Monks, it boosts their piddly damage.</p><p></p><p>At 6th-level (the earliest they're likely to get it, with its prereqs) the Monk will be dealing 1d10 damage instead of 1d8, so a bastard-sword-equivalent instead of a longsword-equivalent. At 8th-11th level it'd boost their unarmed damage to equal a greatsword, but it's <strong>only an average increase of +1 damage</strong> from where it would normally be. Later it improves to 2d8 a bit sooner than normal, and then later it improves to 2d10 (that's as high as Monk damage goes).</p><p></p><p>So eventually it is worth +2 damage on average. Kind of the Monkish equivalent of weapon specialization but not quite. The Monk doesn't get weapon enhancements for his unarmed strikes. He doesn't get +5 or flaming burst or other stuff to boost his damage and accuracy; the Monk doesn't really get access to anything for greater accuracy or damage, except for Weapon Focus' piddly +1 to-hit and, in ToB, Superior Unarmed Strike's 1 or 2 points of extra damage on average.</p><p></p><p></p><p>I don't know where you get those higher damage values, since a Monk's Belt also won't exceed the normal limit of a 20th-level Monk's damage (2d10 if Medium, etc.). If you're playing a Large or bigger race, then you've already got a level adjustment and/or several racial hit dice holding you back.</p><p></p><p>If someone casts Enlarge Person on you, well, that's easy enough for an enemy to dispel, and it's really not a problem with the monk (an Enlarged fighter does 3d6 with a greatsword, and an Enlarged goliath can do 4d6 with a greatsword, and a half-giant psychic warrior can Expansion themselves up to Huge to do 6d6 with a greatsword....). It's really a problem with Enlarge Person/Expansion in 3.5E more than anything else.</p><p></p><p>The Monk's Belt might be something of a problem, but I dunno. It's certainly not hard to destroy if the DM really felt it was causing a problem with the character (Disintegrate anyone?).</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3732358, member: 13966"] Snap kick is an off-hand unarmed strike, with a penalty to hit. Unless you're a mid or high level Monk, it won't do much good. You need to use a melee weapon attack first. You get a -2 penalty on attacks similarly to a low-level monk using flurry of blows. Again: it's not much good unless you're a monk, and even then it's limited. Half Str bonus to damage with the kick, and -2 to hit with all attacks that round, and the Monk's already-mediocre attack bonus and Multiple Ability Dependency..... Joe Fighter 6 does 1d3+2 nonlethal damage in exchange for -2 on all attack rolls for the round....woop dee doo. Joe Monk 9 does 1d10+1 normal damage in exchange for the same attack penalty, and is lucky if he even hits at all....woop dee doo. The feat requires +6 BAB and Improved Unarmed Strike, so that's the earliest either guy could take it. Think of it as a sort of alternative to TWF. It could be used with TWF, of course, but then you'd have an even worse chance of hitting anything at all (and if you're a monk, you're better off not even trying to use both at once). I really, really don't think Snap Kick is any problem. Superior Unarmed Strike is a good feat. It allows non-Monks to suck less at grappling and unarmed combat when they get disarmed. And for Monks, it boosts their piddly damage. At 6th-level (the earliest they're likely to get it, with its prereqs) the Monk will be dealing 1d10 damage instead of 1d8, so a bastard-sword-equivalent instead of a longsword-equivalent. At 8th-11th level it'd boost their unarmed damage to equal a greatsword, but it's [B]only an average increase of +1 damage[/B] from where it would normally be. Later it improves to 2d8 a bit sooner than normal, and then later it improves to 2d10 (that's as high as Monk damage goes). So eventually it is worth +2 damage on average. Kind of the Monkish equivalent of weapon specialization but not quite. The Monk doesn't get weapon enhancements for his unarmed strikes. He doesn't get +5 or flaming burst or other stuff to boost his damage and accuracy; the Monk doesn't really get access to anything for greater accuracy or damage, except for Weapon Focus' piddly +1 to-hit and, in ToB, Superior Unarmed Strike's 1 or 2 points of extra damage on average. I don't know where you get those higher damage values, since a Monk's Belt also won't exceed the normal limit of a 20th-level Monk's damage (2d10 if Medium, etc.). If you're playing a Large or bigger race, then you've already got a level adjustment and/or several racial hit dice holding you back. If someone casts Enlarge Person on you, well, that's easy enough for an enemy to dispel, and it's really not a problem with the monk (an Enlarged fighter does 3d6 with a greatsword, and an Enlarged goliath can do 4d6 with a greatsword, and a half-giant psychic warrior can Expansion themselves up to Huge to do 6d6 with a greatsword....). It's really a problem with Enlarge Person/Expansion in 3.5E more than anything else. The Monk's Belt might be something of a problem, but I dunno. It's certainly not hard to destroy if the DM really felt it was causing a problem with the character (Disintegrate anyone?). [/QUOTE]
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