comrade raoul
Explorer
Problems with monk unarmed base attack bonuses have been around since 3e was published. The dilemma is familiar: if a monk could stack base attack bonuses from other classes when attacking, then characters could take one level of monk
(already a front-loaded class) and get a very powerful favorable attack progression with unarmed attacks or monk weapons for the rest of their careers -- so unrestricted BAB stacking seems to invite abuses and be a very bad idea. On the other hand, the standard, PH route (preventing monks using base attack bonuses from other classes when making unarmed attacks at their favorable rate) is balanced, but it prevents monks who want to make use of their unarmed benefits from taking more than a couple of levels in other classes. Lots of resolutions have been proposed, but they've been clunky and unwieldy for the most part. Here's my version. I think it's balanced and clear -- and, most importantly, the monk's unarmed attack benefits are both still tied to his class level and stack simply with other classes. This accomodates multiclassed monks without opening the way to abuse:
a. Monks do not gain the single ability to make unarmed attacks at every -3 interval of their base attack bonus. Rather, by default, they make unarmed attacks in the same manner as any other attack, at the normal -5 interval.
b. Monks gain four new special abilities at the following rate, based on their monk level:
6th level: Martial arts mastery (2nd attack)
10th level: Martial arts mastery (3rd attack)
14th level: Martial arts mastery (4th attack)
18th level: Martial arts mastery (5th attack)
Martial arts mastery abilities apply when a monk makes multiple, iterative unarmed attacks or attacks with a monk weapon. Each ability applies to a particular attack in the sequence. The attack bonus of the given attack, and all attacks after it, are calculated as though the monk's base attack bonus for that attack were increased by +2. Thus, a 6th level monk with a base attack bonus of +4 treats his second attack (even though he wouldn't normally have a second attack) as though his base attack bonus were +6 -- that is, he makes a second attack with a +1 bonus, for a total attack sequence of +4/+1 (his first attack is unaffected).
This benefit is cumulative, so a 10th level monk has his second attack as if his BAB were increased by +2, and his third (and any later attacks, if he's multiclassed) as if it were increased by +4 -- for a single-classed monk, this means that his second attack is treated as though his base attack bonus were +9 (resulting in bonus of +4) and his third attack is treated as though his base attack bonus were +11 (resulting in a bonus of +1); the monk's total attack sequence is +7/+4/+1.
Apply martial arts mastery first, to the monk's normal, unmodified attack sequence: additional attacks at the monk's highest attack bonus (such as from flurry of blows) do not count when determining which attacks martial arts mastery applies to. Thus, a 10th level monk using flurry of blows with a kama of speed first modifies his attack sequence according to his martial arts mastery abilities, and then applies his two extra attacks, for an attack sequence of +5/+5/+5/+2/-1 (before applying other bonuses).
Note that all single-classed monks make unarmed attacks exactly as the standard monk in the Player's Handbook. The advantages of this system, however, become clear when considering multiclassed monks:
- A monk 6/rogue 5 has a base attack bonus of +7 and the martial arts mastery (2nd attack) ability. When making a full attack when fighting unarmed, he attacks at +7/+4.
- A monk 6/rogue 10 hase a base attack bonus of +11 and the martial arts mastery (2nd attack) ability. He attacks at +11/+8/+3.
- A monk 10/sorcerer 10 hase a base attack bonus of +12 and the martial arts mastery (3rd attack) ability. He attacks at +12/+9/+6/+1.
- A monk 6/fighter 10 has a base attack bonus of +14 and the martial arts mastery (2nd attack) ability. He attacks at +14/+11/+6/+1.
- A monk 16/fighter 4 has a base attack bonus of +16 and the martial arts mastery (4th attack) ability. He attacks at +16/+13/+10/+7/+2.
Note that while this system might seem complicated at first, once you're a little familiar with it, it's very quick and easy to use.
(already a front-loaded class) and get a very powerful favorable attack progression with unarmed attacks or monk weapons for the rest of their careers -- so unrestricted BAB stacking seems to invite abuses and be a very bad idea. On the other hand, the standard, PH route (preventing monks using base attack bonuses from other classes when making unarmed attacks at their favorable rate) is balanced, but it prevents monks who want to make use of their unarmed benefits from taking more than a couple of levels in other classes. Lots of resolutions have been proposed, but they've been clunky and unwieldy for the most part. Here's my version. I think it's balanced and clear -- and, most importantly, the monk's unarmed attack benefits are both still tied to his class level and stack simply with other classes. This accomodates multiclassed monks without opening the way to abuse:
a. Monks do not gain the single ability to make unarmed attacks at every -3 interval of their base attack bonus. Rather, by default, they make unarmed attacks in the same manner as any other attack, at the normal -5 interval.
b. Monks gain four new special abilities at the following rate, based on their monk level:
6th level: Martial arts mastery (2nd attack)
10th level: Martial arts mastery (3rd attack)
14th level: Martial arts mastery (4th attack)
18th level: Martial arts mastery (5th attack)
Martial arts mastery abilities apply when a monk makes multiple, iterative unarmed attacks or attacks with a monk weapon. Each ability applies to a particular attack in the sequence. The attack bonus of the given attack, and all attacks after it, are calculated as though the monk's base attack bonus for that attack were increased by +2. Thus, a 6th level monk with a base attack bonus of +4 treats his second attack (even though he wouldn't normally have a second attack) as though his base attack bonus were +6 -- that is, he makes a second attack with a +1 bonus, for a total attack sequence of +4/+1 (his first attack is unaffected).
This benefit is cumulative, so a 10th level monk has his second attack as if his BAB were increased by +2, and his third (and any later attacks, if he's multiclassed) as if it were increased by +4 -- for a single-classed monk, this means that his second attack is treated as though his base attack bonus were +9 (resulting in bonus of +4) and his third attack is treated as though his base attack bonus were +11 (resulting in a bonus of +1); the monk's total attack sequence is +7/+4/+1.
Apply martial arts mastery first, to the monk's normal, unmodified attack sequence: additional attacks at the monk's highest attack bonus (such as from flurry of blows) do not count when determining which attacks martial arts mastery applies to. Thus, a 10th level monk using flurry of blows with a kama of speed first modifies his attack sequence according to his martial arts mastery abilities, and then applies his two extra attacks, for an attack sequence of +5/+5/+5/+2/-1 (before applying other bonuses).
Note that all single-classed monks make unarmed attacks exactly as the standard monk in the Player's Handbook. The advantages of this system, however, become clear when considering multiclassed monks:
- A monk 6/rogue 5 has a base attack bonus of +7 and the martial arts mastery (2nd attack) ability. When making a full attack when fighting unarmed, he attacks at +7/+4.
- A monk 6/rogue 10 hase a base attack bonus of +11 and the martial arts mastery (2nd attack) ability. He attacks at +11/+8/+3.
- A monk 10/sorcerer 10 hase a base attack bonus of +12 and the martial arts mastery (3rd attack) ability. He attacks at +12/+9/+6/+1.
- A monk 6/fighter 10 has a base attack bonus of +14 and the martial arts mastery (2nd attack) ability. He attacks at +14/+11/+6/+1.
- A monk 16/fighter 4 has a base attack bonus of +16 and the martial arts mastery (4th attack) ability. He attacks at +16/+13/+10/+7/+2.
Note that while this system might seem complicated at first, once you're a little familiar with it, it's very quick and easy to use.
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