Adamantrue
2011-07-14, 06:15 PM
Though my favorite Class will always be Fighters, I’ve always had a soft spot for Monks. Say what you like about them, but the combination of abilities and limitations always seems like a great deal of fun, and a sort of challenge.
With that said, its pretty obvious that they didn’t get enough higher-level support (excluding certain Prestige Classes, but that’s more true for other Classes). They have a good amount on the low-end, but even the lowly Fighter has some decent options to choose from past level 10.
I thought I’d give a go with Monks the same way I’ve been working on the Knights (http://www.giantitp.com/forums/showthread.php?t=177085), and see if I can work towards something that satisfies my tastes and the needs of the class.
R1: Monk Variants
Expanding on the Monk Fighting Styles (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#monkVariantFightingSty les), these are an attempt to expand them to include complimentary ACFs.
This is going to take a while. I don't even have any ideas for most of them.
Cobra Strike (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#cobraStrike)
Dance of the Serpent
Level: 9th
Prerequisites: Cobra Strike bonus ability
Replaces: Improved Evasion
Benefit: As an immediate action, you may reduce the damage of a single attack made by the target of your Dodge feat. You make an Escape Artist check, with the DC equal to your opponent’s attack roll. If you succeed, the damage from that attack is halved (rounding down).
If the attack also requires you to make opposed rolls (such as a bull rush or trip), you may oppose it with an Escape Artist check.
Eyes of the Serpent
Level: 11th
Prerequisites: Cobra Strike bonus ability
Replaces: Diamond Body
Benefit: You become attuned to perceiving the world with your other senses, most notably through vibration and smell. You gain Blindsense out to 60 ft.
Eyes of the Serpent is an extraordinary ability.
Hundred Viper Strike
Level: 11th
Prerequisites: Cobra Strike bonus ability
Replaces: Greater Flurry
Benefit: When making a Spring Attack against the target of your Dodge feat, you may choose to make your attack a full attack. You may choose to use Flurry of Blows during this special Spring Attack.
Coiled Stance
Level: 17th
Prerequisites: Cobra Strike bonus ability
Replaces: Tongue of the Sun and Moon
Benefit: To use this ability, you must be fighting defensively or using Combat Expertise while making a full attack, and must not choose to use Flurry of Blows. If you do, your Quivering Palm’s save DC increases to 10 + your Monk level + your Wisdom modifier.
Denying Stance (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#denyingStance)
Avoid and Counter
Level: 9th
Prerequisites: Denying Stance bonus ability
Replaces: Improved Evasion
Benefit: When fighting defensively or using the Combat Expertise feat, a melee attack by an opponent that misses provokes a special Attack of Opportunity. You may only make a grapple or disarm attempt against that opponent when using this ability.
Widening the Stance
Level: 11th
Prerequisites: Denying Stance bonus ability
Replaces: Diamond Body
Benefit: When fighting defensively or using Combat Expertise, you may choose to be treated as one size category larger as an immediate action, and revert to your original size as a free action. This is an extraordinary ability.
Widening the Stance grants you a +2 size bonus to Strength, a -2 size penalty to Dexterity, and a -1 size penalty to attacks and AC. Your space and reach increases by 5 ft. This effect stacks with any other effect that increases a character’s size (such as enlarge person).
Acrobatic Denial
Level: 11th
Prerequisites: Denying Stance bonus ability
Replaces: Greater Flurry
Benefit: When attempting to grapple an opponent that is under the effect of freedom of movement or similar ability, you may make a special Tumble check as an immediate action to negate its effects for the purpose of your grapple only. The DC is equal to 10 + level of the spell + the caster’s relevant ability score, and the effect lasts until the start of your next turn.
You may also use a Tumble check to oppose an Escape Artist attempt to get out of a grapple or pin.
Disarming Strike
Level: 17th
Prerequisites: Denying Stance bonus ability
Replaces: Tongue of the Sun and Moon
Benefit: When fighting defensively or using Combat Expertise, you may make a free disarm attempt whenever you make a successful melee attack.
Hand and Foot (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#handandFoot)
Sure-Footed Stance
Level: 9th
Prerequisites: Hand and Foot bonus ability
Replaces: Improved Evasion
Benefit: Whenever an opponent attempts to Bull Rush or Trip you, you may make a Balance check in place of a Dexterity or Strength check to resist the attempt.
Stunning Opportunist
Level: 11th
Prerequisites: Hand and Foot bonus ability
Replaces: Diamond Body
Benefit: You may wait until after the attack roll is made before you declare the use of your Stunning Fist feat. This ability may only be used during your turn.
Whirlwind Trip
Level: 11th
Prerequisites: Hand and Foot bonus ability
Replaces: Greater Flurry
Benefit: As a full attack action, you can give up your regular attacks and instead make one trip attack against each opponent within reach. You forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Supreme Deflection
Level: 17th
Prerequisites: Hand and Foot bonus ability
Replaces: Tongue of the Sun and Moon
Benefit: You must have at least one hand free (holding nothing) to use this ability. Once per round when you would normally be hit with an unusually massive ranged weapon or ranged attack generated by spell effects, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Invisible Eye (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#invisibleEye)
Sense the Unseen
Level: 9th
Prerequisites: Invisible Eye bonus ability
Replaces: Improved Evasion
Benefit: You become attuned to perceiving the world through sound alone, if needed. You gain Blindsight out to distance equal to your land speed.
Danger's Whisper
Level: 11th
Prerequisites: Invisible Eye bonus ability
Replaces: Diamond Body
Benefit: You may make a Listen check in place of an Initiative check.
Deceive the Eye
Level: 11th
Prerequisites: Invisible Eye bonus ability
Replaces: Greater Flurry
Benefit: With a swift action, you can become invisible, as the invisibility spell. The effect lasts until the beginning of your next turn.
You may use this ability three times per day, plus one per monk level after 11th. Deceive the eye is a supernatural ability.
Betray the Eye
Level: 17th
Prerequisites: Invisible Eye bonus ability, Deceive the Eye
Replaces: Tongue of the Sun and Moon
Benefit: When using Deceive the Eye, spells and abilities that can normally reveal invisible opponents (such as Blindsight, true seeing or faerie fire) do not reveal you.
Betray the Eye is a supernatural ability.
Passive Way (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#passiveWay)
Practiced Feint
Level: 9th
Prerequisites: Passive Way bonus ability
Replaces: Improved Evasion
Benefit: Add one-half your Monk level to your Bluff or Sense Motive checks when making or opposing a Feint.
Cleverly Mislead
Level: 11th
Prerequisites: Passive Way bonus ability
Replaces: Diamond Body
Benefit: When using Combat Expertise, you may apply a bonus to Bluff checks when performing a feint, Sense Motive checks to oppose a feint, and Strength checks when performing or resisting a trip attack, equal to the bonus you gain to AC.
Greater Feint
Level: 11th
Prerequisites: Passive Way bonus ability
Replaces: Greater Flurry
Benefit: You may Feint in combat as a swift action.
In addition, you do not have a penalty to Feint checks against nonhumanoids, only take a -4 penalty against creatures of animal intelligence, and may attempt a Feint against nonintelligent foes with a -8 penalty.
Supreme Feint
Level: 17th
Prerequisites: Passive Way bonus ability
Replaces: Tongue of the Sun and Moon
Benefit: If you make a successful Feint check, your opponent is denied their Dexterity bonus until the beginning of your next turn.
In addition, you do not have a penalty to Feint checks against creatures of animal intelligence, and may attempt a Feint against nonintelligent foes with a -4 penalty.
Sleeping Tiger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sleepingTiger)
Power and Grace
Level: 9th
Prerequisites: Sleeping Tiger bonus ability
Replaces: Improved Evasion
Benefit: Whenever your Dexterity modifier or your Strength modifier would be applied to a dice roll, you may add both together to determine the bonus. This includes (but is not limited to) attack and damage rolls, Reflex saves, initiative, skill checks, and opposed rolls.
You gain a natural armor bonus to your AC equal to your Strength modifier.
Strength through Speed
Level: 11th
Prerequisites: Sleeping Tiger bonus ability
Replaces: Diamond Body
Benefit: You may use Power Attack with light & thrown weapons, except one-half the number you subtract from attack rolls is added to the damage rolls of those weapons instead. You still get the full amount with your unarmed strikes.
Tiger's Pounce
Level: 11th
Prerequisites: Sleeping Tiger bonus ability
Replaces: Greater Flurry
Benefit: You may make a full attack at the end of a charge.
Hidden Tiger
Level: 17th
Prerequisites: Sleeping Tiger bonus ability
Replaces: Tongue of the Sun and Moon
Benefit: As a swift action, you may make a special feint attempt using Hide instead of Bluff. Your opponent may oppose it with either Sense Motive or Spot. R2: Feats
For the purposes of these feats, you may substitute the appropriate Decisive Strike or Skirmish abilities to qualify. These are the initial ideas, and may require some serious rebalancing. Feedback is not just welcome...its kinda required.
Additional Training [General]
Practice has taught you how to use a wider variety of weapons more effectively.
Prerequisites: Monk level 1st
Benefit: You may treat the club, dagger, handaxe, and javelin as special Monk weapons. This means you can use them to make a Flurry of Blows.
All is Illusion [General]
Through meditation and enlightenment, you perceive reality in new ways.
Prerequisites: Wisdom 17, Abundant Step, Diamond Soul
Benefit: The All is Illusion feat enables the use of the following three abilities.
No Distance: What once seemed a great effort is now a simple matter. You may use Abundant Step as a move action. It becomes an Extraordinary Ability.
No Mind: The ability to resist magic rests deep in your mind. You may voluntarily raise or lower your spell resistance as an immediate action. You may do so even when unconscious.
No Body: The walls of reality are a simple illusion. If you become ethereal, as with the etherealness spell or the monk’s Empty Body class feature, you gain the Manifestation ability (as the Ghost (http://www.d20srd.org/srd/monsters/ghost.htm) ability). Manifesting is a swift action.
Embrace the Magic [General]
Harnessing the supernatural abilities you already possess, you can focus them into enhance your physical attacks.
Prerequisites: Wisdom 15, Ki Strike, Stunning Fist
Benefit: You may channel your Ki energies to enhance your unarmed strikes.
As a swift action, pick any number of melee weapon abilities equivalent to an enhancement bonus (such as Disruption or Flaming), up to a limit of one-half your monk level. You may spend a number of your uses of the Stunning Fist feat equal to the totaled enhancement bonuses. If you do, your unarmed strikes are treated as having those enhancements. This benefit lasts for a number of rounds equal to your Wisdom modifier.
You must have a monk level that is greater or equal to caster level of any ability in order to select it, and you cannot choose an ability that corresponds to an opposing alignment You cannot add any additional abilities during the manifestation of this ability, but you may dismiss it as a free action, and choose new ones at the next opportunity.
*Note: I could use a hand rewording this, as my description seems...clunky.
Empty the Mind [General]
You can take a moment to focus you mind, and renew your energies.
Prerequisites: Fast Movement 30 ft, Flurry of Blows, Improved Evasion
Benefit: As a full-round action, you may meditate to attempt to renew the daily uses of a single monk ability (such as Wholeness of Body or Abundant Step). This provokes an attack of opportunity, and if you take damage, are effected by a spell, moved from your current position, or take any other action before your next turn, the attempt does not succeed.
For the purposes of this feat, your daily uses of Stunning Fist is considered a monk ability.
Special: You may also regain the use of Quivering Palm with this ability, but you must meditate for 10 uninterrupted minutes.
Sanctified Strike [General]
Your can turn your fist into an instrument of good.
Prerequisites: Stunning Fist, Ki Strike (lawful), good alignment
Benefit: Against an evil opponent, you can make an unarmed attack that does an extra 2d6 points of damage. You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt). Each attempt counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning can be affected by this extra damage.
Vile Strike [General]
Your can turn your fist into an instrument of evil.
Prerequisites: Stunning Fist, Ki Strike (lawful), evil alignment
Benefit: Against a good opponent, you can make an unarmed attack that does an extra 2d6 points of damage. You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt). Each attempt counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning can be affected by this extra damage.
With that said, its pretty obvious that they didn’t get enough higher-level support (excluding certain Prestige Classes, but that’s more true for other Classes). They have a good amount on the low-end, but even the lowly Fighter has some decent options to choose from past level 10.
I thought I’d give a go with Monks the same way I’ve been working on the Knights (http://www.giantitp.com/forums/showthread.php?t=177085), and see if I can work towards something that satisfies my tastes and the needs of the class.
R1: Monk Variants
Expanding on the Monk Fighting Styles (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#monkVariantFightingSty les), these are an attempt to expand them to include complimentary ACFs.
This is going to take a while. I don't even have any ideas for most of them.
Cobra Strike (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#cobraStrike)
Dance of the Serpent
Level: 9th
Prerequisites: Cobra Strike bonus ability
Replaces: Improved Evasion
Benefit: As an immediate action, you may reduce the damage of a single attack made by the target of your Dodge feat. You make an Escape Artist check, with the DC equal to your opponent’s attack roll. If you succeed, the damage from that attack is halved (rounding down).
If the attack also requires you to make opposed rolls (such as a bull rush or trip), you may oppose it with an Escape Artist check.
Eyes of the Serpent
Level: 11th
Prerequisites: Cobra Strike bonus ability
Replaces: Diamond Body
Benefit: You become attuned to perceiving the world with your other senses, most notably through vibration and smell. You gain Blindsense out to 60 ft.
Eyes of the Serpent is an extraordinary ability.
Hundred Viper Strike
Level: 11th
Prerequisites: Cobra Strike bonus ability
Replaces: Greater Flurry
Benefit: When making a Spring Attack against the target of your Dodge feat, you may choose to make your attack a full attack. You may choose to use Flurry of Blows during this special Spring Attack.
Coiled Stance
Level: 17th
Prerequisites: Cobra Strike bonus ability
Replaces: Tongue of the Sun and Moon
Benefit: To use this ability, you must be fighting defensively or using Combat Expertise while making a full attack, and must not choose to use Flurry of Blows. If you do, your Quivering Palm’s save DC increases to 10 + your Monk level + your Wisdom modifier.
Denying Stance (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#denyingStance)
Avoid and Counter
Level: 9th
Prerequisites: Denying Stance bonus ability
Replaces: Improved Evasion
Benefit: When fighting defensively or using the Combat Expertise feat, a melee attack by an opponent that misses provokes a special Attack of Opportunity. You may only make a grapple or disarm attempt against that opponent when using this ability.
Widening the Stance
Level: 11th
Prerequisites: Denying Stance bonus ability
Replaces: Diamond Body
Benefit: When fighting defensively or using Combat Expertise, you may choose to be treated as one size category larger as an immediate action, and revert to your original size as a free action. This is an extraordinary ability.
Widening the Stance grants you a +2 size bonus to Strength, a -2 size penalty to Dexterity, and a -1 size penalty to attacks and AC. Your space and reach increases by 5 ft. This effect stacks with any other effect that increases a character’s size (such as enlarge person).
Acrobatic Denial
Level: 11th
Prerequisites: Denying Stance bonus ability
Replaces: Greater Flurry
Benefit: When attempting to grapple an opponent that is under the effect of freedom of movement or similar ability, you may make a special Tumble check as an immediate action to negate its effects for the purpose of your grapple only. The DC is equal to 10 + level of the spell + the caster’s relevant ability score, and the effect lasts until the start of your next turn.
You may also use a Tumble check to oppose an Escape Artist attempt to get out of a grapple or pin.
Disarming Strike
Level: 17th
Prerequisites: Denying Stance bonus ability
Replaces: Tongue of the Sun and Moon
Benefit: When fighting defensively or using Combat Expertise, you may make a free disarm attempt whenever you make a successful melee attack.
Hand and Foot (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#handandFoot)
Sure-Footed Stance
Level: 9th
Prerequisites: Hand and Foot bonus ability
Replaces: Improved Evasion
Benefit: Whenever an opponent attempts to Bull Rush or Trip you, you may make a Balance check in place of a Dexterity or Strength check to resist the attempt.
Stunning Opportunist
Level: 11th
Prerequisites: Hand and Foot bonus ability
Replaces: Diamond Body
Benefit: You may wait until after the attack roll is made before you declare the use of your Stunning Fist feat. This ability may only be used during your turn.
Whirlwind Trip
Level: 11th
Prerequisites: Hand and Foot bonus ability
Replaces: Greater Flurry
Benefit: As a full attack action, you can give up your regular attacks and instead make one trip attack against each opponent within reach. You forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Supreme Deflection
Level: 17th
Prerequisites: Hand and Foot bonus ability
Replaces: Tongue of the Sun and Moon
Benefit: You must have at least one hand free (holding nothing) to use this ability. Once per round when you would normally be hit with an unusually massive ranged weapon or ranged attack generated by spell effects, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Invisible Eye (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#invisibleEye)
Sense the Unseen
Level: 9th
Prerequisites: Invisible Eye bonus ability
Replaces: Improved Evasion
Benefit: You become attuned to perceiving the world through sound alone, if needed. You gain Blindsight out to distance equal to your land speed.
Danger's Whisper
Level: 11th
Prerequisites: Invisible Eye bonus ability
Replaces: Diamond Body
Benefit: You may make a Listen check in place of an Initiative check.
Deceive the Eye
Level: 11th
Prerequisites: Invisible Eye bonus ability
Replaces: Greater Flurry
Benefit: With a swift action, you can become invisible, as the invisibility spell. The effect lasts until the beginning of your next turn.
You may use this ability three times per day, plus one per monk level after 11th. Deceive the eye is a supernatural ability.
Betray the Eye
Level: 17th
Prerequisites: Invisible Eye bonus ability, Deceive the Eye
Replaces: Tongue of the Sun and Moon
Benefit: When using Deceive the Eye, spells and abilities that can normally reveal invisible opponents (such as Blindsight, true seeing or faerie fire) do not reveal you.
Betray the Eye is a supernatural ability.
Passive Way (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#passiveWay)
Practiced Feint
Level: 9th
Prerequisites: Passive Way bonus ability
Replaces: Improved Evasion
Benefit: Add one-half your Monk level to your Bluff or Sense Motive checks when making or opposing a Feint.
Cleverly Mislead
Level: 11th
Prerequisites: Passive Way bonus ability
Replaces: Diamond Body
Benefit: When using Combat Expertise, you may apply a bonus to Bluff checks when performing a feint, Sense Motive checks to oppose a feint, and Strength checks when performing or resisting a trip attack, equal to the bonus you gain to AC.
Greater Feint
Level: 11th
Prerequisites: Passive Way bonus ability
Replaces: Greater Flurry
Benefit: You may Feint in combat as a swift action.
In addition, you do not have a penalty to Feint checks against nonhumanoids, only take a -4 penalty against creatures of animal intelligence, and may attempt a Feint against nonintelligent foes with a -8 penalty.
Supreme Feint
Level: 17th
Prerequisites: Passive Way bonus ability
Replaces: Tongue of the Sun and Moon
Benefit: If you make a successful Feint check, your opponent is denied their Dexterity bonus until the beginning of your next turn.
In addition, you do not have a penalty to Feint checks against creatures of animal intelligence, and may attempt a Feint against nonintelligent foes with a -4 penalty.
Sleeping Tiger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sleepingTiger)
Power and Grace
Level: 9th
Prerequisites: Sleeping Tiger bonus ability
Replaces: Improved Evasion
Benefit: Whenever your Dexterity modifier or your Strength modifier would be applied to a dice roll, you may add both together to determine the bonus. This includes (but is not limited to) attack and damage rolls, Reflex saves, initiative, skill checks, and opposed rolls.
You gain a natural armor bonus to your AC equal to your Strength modifier.
Strength through Speed
Level: 11th
Prerequisites: Sleeping Tiger bonus ability
Replaces: Diamond Body
Benefit: You may use Power Attack with light & thrown weapons, except one-half the number you subtract from attack rolls is added to the damage rolls of those weapons instead. You still get the full amount with your unarmed strikes.
Tiger's Pounce
Level: 11th
Prerequisites: Sleeping Tiger bonus ability
Replaces: Greater Flurry
Benefit: You may make a full attack at the end of a charge.
Hidden Tiger
Level: 17th
Prerequisites: Sleeping Tiger bonus ability
Replaces: Tongue of the Sun and Moon
Benefit: As a swift action, you may make a special feint attempt using Hide instead of Bluff. Your opponent may oppose it with either Sense Motive or Spot. R2: Feats
For the purposes of these feats, you may substitute the appropriate Decisive Strike or Skirmish abilities to qualify. These are the initial ideas, and may require some serious rebalancing. Feedback is not just welcome...its kinda required.
Additional Training [General]
Practice has taught you how to use a wider variety of weapons more effectively.
Prerequisites: Monk level 1st
Benefit: You may treat the club, dagger, handaxe, and javelin as special Monk weapons. This means you can use them to make a Flurry of Blows.
All is Illusion [General]
Through meditation and enlightenment, you perceive reality in new ways.
Prerequisites: Wisdom 17, Abundant Step, Diamond Soul
Benefit: The All is Illusion feat enables the use of the following three abilities.
No Distance: What once seemed a great effort is now a simple matter. You may use Abundant Step as a move action. It becomes an Extraordinary Ability.
No Mind: The ability to resist magic rests deep in your mind. You may voluntarily raise or lower your spell resistance as an immediate action. You may do so even when unconscious.
No Body: The walls of reality are a simple illusion. If you become ethereal, as with the etherealness spell or the monk’s Empty Body class feature, you gain the Manifestation ability (as the Ghost (http://www.d20srd.org/srd/monsters/ghost.htm) ability). Manifesting is a swift action.
Embrace the Magic [General]
Harnessing the supernatural abilities you already possess, you can focus them into enhance your physical attacks.
Prerequisites: Wisdom 15, Ki Strike, Stunning Fist
Benefit: You may channel your Ki energies to enhance your unarmed strikes.
As a swift action, pick any number of melee weapon abilities equivalent to an enhancement bonus (such as Disruption or Flaming), up to a limit of one-half your monk level. You may spend a number of your uses of the Stunning Fist feat equal to the totaled enhancement bonuses. If you do, your unarmed strikes are treated as having those enhancements. This benefit lasts for a number of rounds equal to your Wisdom modifier.
You must have a monk level that is greater or equal to caster level of any ability in order to select it, and you cannot choose an ability that corresponds to an opposing alignment You cannot add any additional abilities during the manifestation of this ability, but you may dismiss it as a free action, and choose new ones at the next opportunity.
*Note: I could use a hand rewording this, as my description seems...clunky.
Empty the Mind [General]
You can take a moment to focus you mind, and renew your energies.
Prerequisites: Fast Movement 30 ft, Flurry of Blows, Improved Evasion
Benefit: As a full-round action, you may meditate to attempt to renew the daily uses of a single monk ability (such as Wholeness of Body or Abundant Step). This provokes an attack of opportunity, and if you take damage, are effected by a spell, moved from your current position, or take any other action before your next turn, the attempt does not succeed.
For the purposes of this feat, your daily uses of Stunning Fist is considered a monk ability.
Special: You may also regain the use of Quivering Palm with this ability, but you must meditate for 10 uninterrupted minutes.
Sanctified Strike [General]
Your can turn your fist into an instrument of good.
Prerequisites: Stunning Fist, Ki Strike (lawful), good alignment
Benefit: Against an evil opponent, you can make an unarmed attack that does an extra 2d6 points of damage. You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt). Each attempt counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning can be affected by this extra damage.
Vile Strike [General]
Your can turn your fist into an instrument of evil.
Prerequisites: Stunning Fist, Ki Strike (lawful), evil alignment
Benefit: Against a good opponent, you can make an unarmed attack that does an extra 2d6 points of damage. You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt). Each attempt counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning can be affected by this extra damage.