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General Tabletop Discussion
*Pathfinder & Starfinder
Unarmed fighting - how to introduce it via feats?
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<blockquote data-quote="Pbartender" data-source="post: 4606494" data-attributes="member: 7533"><p>This may be too late, Kzach, but...</p><p></p><p>There seems to be two main pronblems, first that Improvised Weapons do not get proficiency bonuses (making it more difficult to hit with them), and second that they do not fall into any useful weapon groups (making it difficult for many classes to use them as a part of a power).</p><p></p><p>Here's what I'd do...</p><p></p><p>The first feat (call it Brawling) adds a proficiency bonus of +2 to unarmed attacks, and also gives them the "off-hand" property (it may not seem like much, but techically it allows a character to hold a regular melee weapon in one hand and still be able to punch with the other without putting the weapon away). That puts his fists on par with a dagger-sized version of a Club or Mace that cannot be disarmed... I don't see any need to increase the damage -- powers will be doing enough of that, when necessary.</p><p></p><p>The second feat (we'll call this one Living Weapon) allows the character to a single melee weapon group (Axe, Flail, Hammer, Heavy Blade, Light Blade, Mace, Pick, Polearm, Spear or Staff), allowing a character to use feats and powers related to that weapon group.</p><p></p><p>Last, add two more feats that each add, respectively, the Versatile and High-Crit properties to unarmed attacks.</p><p></p><p>That's gives a total of four feats specifically for improving Unarmed attacks. Plenty enough, especially when taken in conjunction with all the otehr more generic feats that can improve attacks or damage.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 4606494, member: 7533"] This may be too late, Kzach, but... There seems to be two main pronblems, first that Improvised Weapons do not get proficiency bonuses (making it more difficult to hit with them), and second that they do not fall into any useful weapon groups (making it difficult for many classes to use them as a part of a power). Here's what I'd do... The first feat (call it Brawling) adds a proficiency bonus of +2 to unarmed attacks, and also gives them the "off-hand" property (it may not seem like much, but techically it allows a character to hold a regular melee weapon in one hand and still be able to punch with the other without putting the weapon away). That puts his fists on par with a dagger-sized version of a Club or Mace that cannot be disarmed... I don't see any need to increase the damage -- powers will be doing enough of that, when necessary. The second feat (we'll call this one Living Weapon) allows the character to a single melee weapon group (Axe, Flail, Hammer, Heavy Blade, Light Blade, Mace, Pick, Polearm, Spear or Staff), allowing a character to use feats and powers related to that weapon group. Last, add two more feats that each add, respectively, the Versatile and High-Crit properties to unarmed attacks. That's gives a total of four feats specifically for improving Unarmed attacks. Plenty enough, especially when taken in conjunction with all the otehr more generic feats that can improve attacks or damage. [/QUOTE]
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Unarmed fighting - how to introduce it via feats?
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