![]() ![]() Best results when combined with abilities/allies that can forcibly move foes into position. Pharaoh's Fist (Sandstorm): Turns your stunning fist into a small AoE, also affecting foes adjacent to the victim. Doubling the time a foe can't do anything is pretty good, and it doesn't require much special beyond Wis 15. Pain Touch (C.Warrior): Turns your 1 round stunning fist into a 2-rounder effectively, by nauseating the foe on the 2nd round. But it lets you burn a stunning fist attempt to dimensional anchor a foe (caster level = character level, not class level!), which is super handy if you want to grapple a caster and not be laughed at. I think the effective size increase table of INA is better than the monk's piddly level increases, especially if you're getting enlarge person and/or greater mighty wallop buffs (which you should be), but if you somehow can fit both feats in, they stack.Īnchoring Blow (Dragon mag #306): This one has a lot of pre-reqs including Power Attack (bad for unarmed so normally not taken) and rather high Str 15 Wis 17 that can be tough for a while if you're the typical MAD monk. Meh, at least it has no pre-reqs and stacks w/ INA. Superior Unarmed Strike (Tome of Battle): Damage as a monk 4 levels higher. Charge? Bonus attack! Use a strike maneuver? Bonus attack! Spring Attacking? Bonus attack! I think it's up for debate whether or not it gives you bonus attacks on AoOs, but by RAW it seems to! Snap Kick (Tome of Battle): Bonus unarmed attack on pretty much any attack action you make for a -2 to hit penalty, and not just full attacks. Has a bigger effect later on, but will scale as you advance. Natural Attack (MM1): Boost unarmed damage, no pre-reqs. Grab to constrict, then dip a level in Barbarian and use the Bear spirit totem variant from C.Champion. If the DM says you still need actual Imp. Grab, but is not called it, so by strict RAW it does not let you constrict. Gives you "Improved Grab, but better" since it: a) works on anything you can grapple and not just foes one or more sizes smaller than you b) lets you attack in the grapple w/o the -4 penalty c) explicitly gives you the option take -20 to use one hand and not count as grappled yourself when grappling foes smaller than you (I don't know if you're allowed to do that w/ normal grappling).ĮDIT: If you plan on using a Constrict attack, such as via Crushing Weight of the Mountain stance in ToB, check with your DM. Grapple, which you'd want w/ this anyway and can (but shouldn't) take as a bonus feat. Scorpion's Grasp (Sandstorm): Just requires Imp. ![]() But let's leave that aside and just look for good monk feats w/ either few pre-reqs or ones you'll actually want. I think w/ unarmed combat stuff, it's actually generally an even worse "tax load" than w/ fighter feats, without nearly as many bonus feats to offset it.Īnd then there's the implicit problem that too many of the monk's class features and feats exist just to get them back up to par w/ a generic Warrior w/ a sword, rather than exceeding said floor. The problem is too many of them require tons of garbage feats first. There's a fair number of decent monk feats. Magic of Incarnum has Shape Soulmeld and Open Least Chakra: if you pick Sphinx Claws, these two combined give you (unarmed) Pounce, which is obviously exactly what the Monk needs so there's that too. In similar vein, Expanded Psionics Handbook has the Hidden Talent-feat, which allows picking one psionic power you can manifest the options include Expansion, which makes you Large, which is pretty awesome for Monks. Races of Faerun has the Jotunbrud-feat, which makes you count as Large for combat maneuvers (+4 effectively), so that's pretty nice. Complete Warrior has the Sun School-feat, which is pretty nice (though admittedly you don't really want to combine it with Monk's Dimension Door since it's 1/day some other classes make great use of it though). Oriental Adventures combat styles are indeed pretty good. Tome of Battle has the Snap Kick feat, which is a nice extra attack on top of everything else. Now, if you mean 1st party sources, you have some more good stuff. Of those, Monster Manual I has two useful Monk feats (Improved Natural Attack, Ability Focus), Expanded Psionics Handbook has some useful stuff (Stand Still, maybe Unavoidable Strike has some uses) & Deities & Demigods (Knock-Down is a great feat and Monks qualify easily). SRD books? Oriental Adventures is not SRD SRD is literally just Player's Handbook, Dungeon Master's Guide, Monster Manual I, Expanded Psionics Handbook, Deities & Demigods, Epic Level Handbook & parts of Unearthed Arcana.
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