Unarmed Charge attack

Uber Dungeon

First Post
I'm interested to see just how powerful a charge attach can be for a monk
So far I've thought of Flying kick and a monk prestige class that offers smite. Is there more feats in any 3.0 or 3.5 books including all settings. or maybe a prestige class that monk could take that offers a more powerful charge?
 

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Depends on the source you are using for flying kick. One version gives double damage on a charge ending in an unarmed strike and the other gives +1d12 on a charge ending in an unarmed strike.

Ki Smite is a ninja feat that gives +Wis mod on Attack rolls and +Ninja lvls and points remaining in the Ki pool to damage.

I like Monk + Ninja using the Ascetic Stalker feat to multiclass them. I wouldn't run a PC like that but i feel the sum is greater than the two parts.

Power Attack is a pre req for flying kick so anything that improves your To Hit can be traded to improve your damage.

Isn't there a feat that lets you treat your unarmed strike as a two handed weapon?? Hammerfist smash, Ax handle smash... something like that??
 

Sword and Fist from 3.0 was a treasure trove for this. Sandals of Tiger Leaping alone will help you lots. Doubled damage on an unarmed charge iirc. :D

Snap Kick from Tome of Battle is nice, it lets you add another unarmed attack to any attack action, even a charge.

Pretty basic, but don't forget Improved Natural Attack (Unarmed Strike). The holy strike variant from C.Champion is +1d6 against evil enemies and only costs you your worthless Ki Strike (magic). Enlarging always helps for more damage, too.

Beyond that...getting Pounce will drastically improve your unarmed damage. And then tack Haste and Girallon's Blessing (not unarmed strikes, but 4 secondary natural weapon attacks after your full flurry is still something) on.
 

Leap Attack, Shock Trooper, Battle Jumper

If you knock them prone first you can power attack harder with a better chance to still hit. As a monk you probably already have Combat Reflexes and Improved Trip anyway.
 


And going back to Sword and Fist again, there's the Knockdown feat, to trip someone whenever you do 10 or more damage to them...

That one is nasty, especially if your DM lets a successful trip trigger your improved trip follow up attack. Errata says otherwise but who really reads that stuff anyways ; )

I got away with it for awhile with a Half-Giant Wolf Totem Barb I had til i took a level of Psychic Warrior and got expansion. Round 1, I draw my Large Great Sword and manifest Expansion. Round 2 I charge, Rage and attack with my Greatsword (4d6+9 is always more than 10) Trip check at level 4 was +18 without even rolling yet, Then the free follow up attack from improved trip with a full power attack. (4d6+17) then wait for it to stand up and provoke for another shot at 4d6+17.

At first a lot of dwarfs and 4 legged animals started to appear. Then he gave up on trying to beat the trip check and just flooded the field with undead fodder. Finally after some research he took away the follow up attack. Its still an awesome feat without it cause they end up prone and provoke to stand so you still will likely get 1 extra hit and it helps keep them from moving away.
 

Isn't there a feat that lets you treat your unarmed strike as a two handed weapon?? Hammerfist smash, Ax handle smash... something like that??

Think it is a dwarf only feat in races of faerun which lets you add 1.5 str mod to unarmed strikes, but only when you don't flurry.
 

It doesn't let you treat your UAS like a two handed weapon, so no PAing with it. You only get to fight like Kirk.
 


Monk / Warblade

Battle Jump + Pouncing Charge

Of course, Improved Unamed Strike + Superior Unarmed Strike or Monk's Belt

Anything else that ups your effective size (Mighty Wallop anyone?).

I hate Power Attack / Leap Attack b/c they kill the RP flavor for me - too much optimizing number crunching, not enough bone crunching. Too each their own...
 

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