Tormented
2011-05-02, 03:41 PM
So I have a player in my game who plays a monk sunder machine. He was thinking that he needs some super cool attack from his monk training. He wanted to jump and land in a group of enemies dealing damage, knocking them prone, and stunning them. Here's what I came up with and he likes it but I was wanting to know if its balanced well. The feat is overspecialized to his character, a monk that sunders, but I think its just powerful enough to act like similar to a fireball with the added effects of proning and stunning. (copy&pasted from a text document)
Stunning Meteor Strike
Preq of this feat: Str 15, Dex 15, Improved Unarmed Strike, Stunning Fist, Power Attack, Flying Kick, Power Lunge, Dodge, Mobility, Improved Sunder, BaB +8, Jump 14 ranks
Jump up high into the air and fly down with immense pressure like a meteor falling down to the earth.
Benefit: If you spend a stunning fist use for when you charge at least 20 feet and successfully Jump(DC 20) on a medium size creature, at least 5 feet higher than your enemies , Jump(DC 40) on a large creature and so on, you fly down hard to the ground dealing sunder damage to all enemies within 10 feet of where you land vs Reflex saving throw (DC 10 + 1/2 BaB + Str Mod), half on a success. Those enemies that take damage fall prone. Spending an additional stunning fist use for each enemy, enemies make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), on failure those enemies become stunned as under the effect of Stunning Fist feat. Creatures Immune to stunning cannot be affected by this feat. You provoke attack of opportunity from creatures who threaten where you land.
calculated damage at level 12, str mod 3, power attack, flying kick, power lunge, stunning meteor strike
2d6+6+9+1d12 = min 18, max 39
I understand that when you sunder you deal damage to objects. This feat conveys the damage he does to the ground to the enemies affected by the attack.
About damage: A level 12 wizard's fireball without any metamagic feats deals a minimum of 6 and a max of 60 damage. So I feel the damage is about even. Maybe I could reduce the damage somehow since this feat doesn't restrict the monk like it does fireball (Max 10d6), but then again, a wizard could just use a greater version of the spell at later levels so the damage would still balance about the same.
Side Note: To use this feat the monk spends a stunning fist use and for each enemy he wishes to stun he must also spend a stunning fist. I can see how this may be a little broken if the monk never tries to stun anyone but my player was wanting to stun multiple enemies at once.
Stunning Meteor Strike
Preq of this feat: Str 15, Dex 15, Improved Unarmed Strike, Stunning Fist, Power Attack, Flying Kick, Power Lunge, Dodge, Mobility, Improved Sunder, BaB +8, Jump 14 ranks
Jump up high into the air and fly down with immense pressure like a meteor falling down to the earth.
Benefit: If you spend a stunning fist use for when you charge at least 20 feet and successfully Jump(DC 20) on a medium size creature, at least 5 feet higher than your enemies , Jump(DC 40) on a large creature and so on, you fly down hard to the ground dealing sunder damage to all enemies within 10 feet of where you land vs Reflex saving throw (DC 10 + 1/2 BaB + Str Mod), half on a success. Those enemies that take damage fall prone. Spending an additional stunning fist use for each enemy, enemies make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), on failure those enemies become stunned as under the effect of Stunning Fist feat. Creatures Immune to stunning cannot be affected by this feat. You provoke attack of opportunity from creatures who threaten where you land.
calculated damage at level 12, str mod 3, power attack, flying kick, power lunge, stunning meteor strike
2d6+6+9+1d12 = min 18, max 39
I understand that when you sunder you deal damage to objects. This feat conveys the damage he does to the ground to the enemies affected by the attack.
About damage: A level 12 wizard's fireball without any metamagic feats deals a minimum of 6 and a max of 60 damage. So I feel the damage is about even. Maybe I could reduce the damage somehow since this feat doesn't restrict the monk like it does fireball (Max 10d6), but then again, a wizard could just use a greater version of the spell at later levels so the damage would still balance about the same.
Side Note: To use this feat the monk spends a stunning fist use and for each enemy he wishes to stun he must also spend a stunning fist. I can see how this may be a little broken if the monk never tries to stun anyone but my player was wanting to stun multiple enemies at once.