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Thread: Monk Weapons
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2011-03-07, 12:31 PM (ISO 8601)
- Join Date
- Apr 2007
- Location
- Michigan
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2011-03-07, 12:47 PM (ISO 8601)
- Join Date
- Apr 2010
Homebrew: Ghost Rider, a 3.5e Base Class inspired by Marvel's Comics.
So guys, the new Iron Man trailer, huh?
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2011-03-07, 12:48 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Seattle, WA
- Gender
Re: Monk Weapons
Because nobody addressed this...
You don't need a kama to trip. Tripping with a kama doesn't give you any bonus to trip. The only benefit it gives you is that you can elect to drop the Kama if you fail to trip your foe to avoid being counter-tripped. Otherwise, you can trip just fine with an UAS.
As for disarming, you are better off disarming with a quarterstaff than you are with a sai or nunchaku. Sure, they a +2 bonus by virtue of being "disarming" weapons, but they also suffer a -4 penalty for being light. If you disarm with a quarterstaff, you get a +6 bonus OVER the bonus you get from a sai, after all bonuses and penalties are applied. Thats...ouch.
Versatile Unarmed Strike says "hi!".
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2011-03-07, 12:56 PM (ISO 8601)
- Join Date
- Feb 2011
- Location
- WI
- Gender
Re: Monk Weapons
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2011-03-07, 01:17 PM (ISO 8601)
- Join Date
- Apr 2010
- Location
- The Land of the Cats
- Gender
Re: Monk Weapons
Well, since a Monk's hands are considered manufactured weapons... and thus, both Greater Magic Fang & Greater Magic Weapon work on them...
And you can Permenancy Greater Magic Fang...
You could, theoretically, put Weapon Crystals into your Fists.
Also, you could always go Kensai.
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2011-03-07, 01:21 PM (ISO 8601)
- Join Date
- Apr 2010
Re: Monk Weapons
Homebrew: Ghost Rider, a 3.5e Base Class inspired by Marvel's Comics.
So guys, the new Iron Man trailer, huh?
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2011-03-07, 01:26 PM (ISO 8601)
- Join Date
- Apr 2007
- Location
- Michigan
- Gender
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2011-03-07, 01:38 PM (ISO 8601)
- Join Date
- Apr 2010
Re: Monk Weapons
Homebrew: Ghost Rider, a 3.5e Base Class inspired by Marvel's Comics.
So guys, the new Iron Man trailer, huh?
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2011-03-07, 02:28 PM (ISO 8601)
- Join Date
- Feb 2011
- Location
- Ft Worth, TX
- Gender
Re: Monk Weapons
As a DM I've always been big on letting players have the kind of characters they want. I've always allowed Monks to use their unarmed damage or the base damage of the weapon, whichever is greater -with the caveat that I can nerf it at will if I think it's being abused. So far there haven't been any problems. If one develops I usually just kill off the character then laugh about it while my player weeps. But I kick it old school.
Last edited by McSmack; 2011-03-07 at 02:32 PM.
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2011-03-07, 03:14 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- Ireland
- Gender
Re: Monk Weapons
I never said you couldn't trip without a weapon. It just gives that; a slight benefit.
I've seen a slight RAW arguement on whether or not sai and nunchaku suffer a total of +2/0 (sai actually gives +4 to disarming. Also, wouldn't a staff just be +4?) or +4/+2, but whatever; I know enough not to try and explain WotC's reasoning for their mechanics.
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2011-03-07, 03:29 PM (ISO 8601)
- Join Date
- Feb 2010
- Location
- Gobbotopia
- Gender
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2011-03-07, 03:34 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- Ireland
- Gender
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2011-03-07, 03:44 PM (ISO 8601)
- Join Date
- Apr 2010
Re: Monk Weapons
There is a Vorpal Strike Epic feat...
Homebrew: Ghost Rider, a 3.5e Base Class inspired by Marvel's Comics.
So guys, the new Iron Man trailer, huh?
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2011-03-07, 03:48 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- Ireland
- Gender
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2011-03-07, 05:00 PM (ISO 8601)
- Join Date
- Jun 2010
Re: Monk Weapons
I usually house rules that monks using weapons do their unarmed damage PLUS their weapon damage. It makes Monks a bit less of a suckfest, especially considering that my players don't optimize much and therefore aren't finding all kinds of little tricks to make monks anything but a walking heap of fail that they don't know is a walking heap of fail until they get into combat and end up being very disappointed.
I also houserule that Monks get full BAB, but replace Flurry with either Northern School (treat unarmed strikes at 2H weapons and free Improved Trip; increase Power Attack multiplier by 1 at lvl 6) or Southern School (free Improved Grapple or Improved Disarm and Dex to damage at lvl 6). Might be broken in the hands of a high op player, but I only have one of those and he doesn't play monks. Also, every class is broken in the hands of a high-op player so whatever. If players bring broken characters, they can expect their characters to be broken. :)
<rant>I'm not a big fan of 4e, but I love how fast turns go in it. High level beaters already take too long with their iterative attacks, and TWF/Flurry/crit fishing/Haste is just bleak, especially in a big party and/or inefficient players. Crit fishers should get better crit threats rather than more iteratives (let them drop a couple attacks to get auto-confirming crits a la 4e), and weapon damage should just be maximized a la 4e. Players should never get more than 2-3 attacks.</rant>
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2011-03-07, 07:11 PM (ISO 8601)
- Join Date
- May 2006
- Location
- Sunnydale
Re: Monk Weapons
The bolded part is needlessly restrictive. Unarmed strike isn't limited to hands; you can also use kicks, head butts, elbow jabs, hip checks ─ any strike your form can dish out. Your whole body is the weapon, so the weapon augment crystal can go anywhere on that body; it doesn't have to be on a fist where it would attract attention.
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2011-03-07, 07:36 PM (ISO 8601)
- Join Date
- Jun 2010
Re: Monk Weapons
Good points - monks' entire bodies are considered weapons... which, methinks, makes them legal targets for sundering.
...
What kind of penalties does a monk take if you sunder his nuts? :o
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2011-03-07, 07:40 PM (ISO 8601)
- Join Date
- Apr 2010
- Location
- The Land of the Cats
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2011-03-07, 08:04 PM (ISO 8601)
- Join Date
- May 2006
- Location
- Sunnydale
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2011-03-07, 08:10 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Euphonistan
- Gender
Re: Monk Weapons
Sounds like the Darkwing Duck "Belly Bounce".
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2011-03-07, 08:13 PM (ISO 8601)
- Join Date
- Sep 2008
Re: Monk Weapons
I remember an immortal from prehistoric times in some comic book who had a jewel lodged in the centre of his chest, over his heart. That is how I imagine it anyway. Either that, or stuck in the brow like a bindi.
Last edited by Ravens_cry; 2011-03-07 at 08:14 PM.
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2011-03-07, 08:17 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- Chicago!
- Gender
Re: Monk Weapons
You can also inscribe a symbol of death on the shruiken. Full plate Enemy gets struck, looks at shruiken sticking harmlessly out of his armor. falls over dead.
If you find yourself watching Power Rangers and wonder how some characters got their powers and zords back for an anniversary episode, just assume they were restored off screen. They have 20+ seasons of team geniuses to call on.
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2011-03-07, 08:40 PM (ISO 8601)
- Join Date
- May 2006
- Location
- Sunnydale
Re: Monk Weapons
Sorry, but there's nothing left to look at after impact.
Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons), and what happens to them after they are thrown.
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2011-03-07, 09:36 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Seattle, WA
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Re: Monk Weapons
Which leads to an interesting predicament when you take a few Kensi levels and enchant your UAS with the Brilliant Energy property. Every part of your body is a weapon, and thus every part of your body passes through non-living matter.
Its the no clipping cheat code for the whole world.
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2011-03-08, 12:58 AM (ISO 8601)
- Join Date
- Dec 2004
- Location
- Chicago!
- Gender
Re: Monk Weapons
Ah yes, my group ignores that in most of our games because we think that's stupid (in most cases anyway, ie: shooting an arrow into a solid rock wall should break it, but it should survive the impact into most targets)
The DM might go with mithril or adamantium shuriken being more resistant for this trick.If you find yourself watching Power Rangers and wonder how some characters got their powers and zords back for an anniversary episode, just assume they were restored off screen. They have 20+ seasons of team geniuses to call on.
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2011-03-08, 02:37 AM (ISO 8601)
- Join Date
- Sep 2008
Re: Monk Weapons
Last edited by Ravens_cry; 2011-03-08 at 02:37 AM.
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2011-03-08, 02:37 AM (ISO 8601)
- Join Date
- Apr 2010
Homebrew: Ghost Rider, a 3.5e Base Class inspired by Marvel's Comics.
So guys, the new Iron Man trailer, huh?
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2011-03-08, 03:02 AM (ISO 8601)
- Join Date
- Jun 2009
- Gender
Re: Monk Weapons
Well, the whole thing about some monsters that do some damage if you touch them is covered. And the thing about that some monk weapons give you special attacks, like Trip or Disarm.
But a monk can use magic weapons. And that is a plus. That +2 or +3.
And don't forget the whole DR thing. If you're fighting zombies, they have some DR unless you're using slashing weapons. So it don't mind if your Lvl-20 monk has Ki Strike Adamantine, since your fists are Blunt weapons. True, your "Blunt Knucles" will do 2D8 and your kama will do 1D6, but your GM surely will have homebrewed for you an "Extra Sharp Kama of 2D6" or something.
In low levels, a Cold Iron Kama, or Silver Nunchakus aren't THAT expensive, and you can use your unarmed strike with your feet while you carry the weapons in your hands "Only if you need to".
And don't forget: If you go to Acererak's, you can only damage him with vorpal weapons. Unless you're epic and have Vorpal Strike or carry a Vorpal (Monk) Weapon... well. Carry a comfy chair and sit down to see your partners to do all the work, because you can only sit down and see.
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2011-03-08, 05:38 PM (ISO 8601)
- Join Date
- Apr 2010
- Location
- The Land of the Cats
- Gender
Re: Monk Weapons
Also, the Scorpion Kama in the Magic Item Compendium is enchanted (in some unexplained way) to deal damage equal to your unarmed strike +1 (+1 for the base enchantment).
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2011-03-08, 06:22 PM (ISO 8601)
- Join Date
- Dec 2006
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- Orlando, FL
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