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View Full Version : Stunning Fist Expansion Stuff [Feat, PEACH, Add your own.]



Amechra
2012-08-27, 10:19 PM
[Chi] feats: All [Chi] feats have Stunning Fist as a prerequisite. Stunning Fist is also a [Chi] feat, and may be used a number of times per day equal to the number of [Chi] feats you know plus one-half your levels in the Monk class or in any class that advances the Unarmed Strike damage progression of a Monk plus one-fourth your levels in other classes.

The following feats are retro-actively [Chi] feats: Axiomatic Strike, Choke Hold, Falling Star Strike, Falling Sun Attack, Fiery Fist, Fiery Ki Defense, Fist of the Heavens, Fists of Iron, Freezing the Lifeblood, Improved Stunning Fist, Ki Blast, Mind-Shattering Strike, Pain Touch, Paralyzing Fists, Rapid Stunning, Rattlesnake Strike, Righteous Strike, Sapphire Fist, Serpent Fang, Unbalancing Strike, Vorpal Strike, Water Splitting Stone, Weakening Touch

Pressure-Point Knowledge [Chi]
You are highly cognizant of all the pressure points on a creature; so much so, that your strikes are boosted.
Prerequisite: Stunning Fist, Wisdom 15
Benefit: If you have an Extraordinary ability that adds an effect to your natural attacks that allows a save (for example, a Poison ability), you may expend a Stunning Fist usage to have it's use count as a Stunning Fist attempt for the purposes of other effects and abilities; Ability Focus (Stunning Fist) would increase the save DC, abilities that add rider effects would add them after the attempt, and so on and so forth.
Special: If your Stunning Fist attempts are blocked by immunity to Stunning, any Extraordinary ability enhanced through these means is also negated by immunity to Stunning.

Wise-Fisted Sifu [Chi]
You are so wise, you have learned to strike unerringly. Your blows hurt, too.
Prerequisites: Wisdom 15, Intuitive Strike, Stunning Fist
Benefit: Whenever you make a Stunning Fist attempt, you add your Wisdom bonus to your attack and damage rolls; this stacks with Intuitive attack, and takes place even if your opponent successfully saves.
Alternatively, you may instead elect to only deal a single point of damage with the attack that you are applying a Stunning Fist attempt to; if you do this, you make your attack as a Touch attack instead of a normal attack.

Barrage of Fists [Chi]
You unleash a cascade of blows that simply decimate your opponents where they stand.
Prerequisites: Flurry of Blows, Stunning Fist, 5th level Monk
Benefits: Whenever you perform a Flurry of Blows, and you make a Stunning Fist attempt on the first attack, you are treated as if you had an unlimited number of Stunning Fist attempts for the remainder of that full-attack action; in addition, the limit on the number of Stunning Fist attempts that you can make in a round is waived for that Full-Attack action only.

Exalted Bursts of Wind [Chi]
You are no longer limited in the force of your fists, to the point that you can project them as far as you wish.
Prerequisites: Stunning Fist, Ring the Golden Bell, Wise-Fisted Sifu, Wisdom 17
Benefits: You are no longer limited in the number of times you can use Ring the Golden Bell per day, and you may add +1 to the DC of your Stunning Fist attempts for each 2 range increments that you attack from, as the force of your strike gathers momentum as it travels through the air.

Foe-Teaching Slap [Chi]
Opponents that feel your strike find themselves instructed in many lessons, including pain.
Prerequisites: Wise-Fisted Sifu, Wisdom 17, Sense Motive 9 ranks.
Benefit: When an opponent that you strike fails a save against your Stunning Fist attempt, they learn a single Trick as if they had were an animal that had been taught that trick through the Handle Animal skill. For the next minute after the strike, you may use the Sense Motive skill as a Move action as if it were the Handle Animal skill, but only for the purpose of causing the creature stricken to undertake the action you "taught them."
A creature loses the knowledge of a Trick after the minute is up, and may only "know" a number of Tricks equal to one-fourth of your ECL.
In addition, if the creature that you slapped is, within the span of time during which they "know" a Trick from this feat, fails a save against any effect with a duration other than Instantaneous, you may, at any time within that period, cause them to forget a single trick to allow them to reroll their saves, with any bonuses to the DC of your Stunning Fist attempts as a bonus to their save; you do not need to be adjacent to them to use this part of this feat, but they must be able to hear you or see you.

Deep-Rooted Teaching [Chi]
You are scary when you are teaching people, man...
Prerequisites: Foe-Teaching Slap
Benefit: The duration of time during which a creature that you affected with Foe-Teaching Slap is extended to 1 day. If that creature is willing, the duration is instead indefinite.

<SLAP!>
Bring Sensei his tea!

Simple Snake Understanding [Chi]
Your blows are precise, and bypass any defenses that another might have
Prerequisites: Stunning Fist, Poison Use
Benefit: Your ki resonates in a complicated way with the pressure points of your opponent; your Stunning Fist attempts bypass any immunity to Stunning that your target might have, though they do receive a +4 bonus to the save.
In addition, if you have applied a poison to your Unarmed Attack, you may use the better save DC between your Stunning Fist and the poison for both of them.

Glorious Solar Wind [Chi]
You have learned that combat is a dance, that you have mastered exquisitely.
Prerequisites: Barrage of Blows, Wise-Fisted Sifu, Tumble 12 ranks
Benefit: Whenever you make a Stunning Fist attempt, you may take a 5' step; this does not count towards your limit of a single 5' per round, and may be used even if you already took a Move action this round.

Glorious Mystic Fist [Chi]
Some would suspect that you are descended from a fiend somewhere along the line; it would explain some things...
Prerequisites: Stunning Fist, Ki Strike (Magic), Fiery Fist, Knowledge (Arcana) 9 ranks
Benefit: Select a single Eldritch Essence Invocation that a Warlock of equal level to yours could learn; whenever you use your Fiery Fist feat, you deal an additional +1d6 damage, and may apply any Eldritch Essence that you know to your attack, applying any changes to damage type to the Fire damage from your Fiery Fist feat, changing all references to Charisma in the Invocation to Wisdom, and using the saving throw DC for your Stunning Fist feat instead of the normal DC for the Invocation.
Special: You may take this feat up to 3 times, selecting a different Eldritch Essence, and increasing the damage dealt by the feat by +1d6 each time. You are treated as if you had a number of Eldritch Blast dice equal to the additional damage that would be dealt by your Fiery Fist feat.
If you use these virtual Eldritch Blast dice to enter a prestige class, any class feature that would add dice or effects to your Eldritch Blast instead applies them to your Fiery Fist feat, and any level that would advance your Caster level or Invocation user level may instead be used to advance your Monk level for the purpose of your Unarmed Damage, your armor bonus, the number of Stunning Fist uses you get each day, and your enhancement bonus to speed. In addition, your Fiery Fist feat's damage counts as an Eldritch Blast for the purpose of items that would enhance an Eldritch Blast in any way.
If you have the Fiery Ki Defense feat, the benefits of this feat apply to them as well.

Mythic Sorcerer Katas [Chi]
You take a very different path in how you approach striking your foes.
Prerequisites: Glorious Mystic Fist, Knowledge (Arcana) 9 ranks.
Benefit: You learn a number of Invocations, which cannot be Eldritch Essence or Blast Shape invocations, equal to the number of times that you've taken Glorious Mystic Fist at this point. Any future time that you take Glorious Mystic Fist, you learn an additional Invocation. You may not learn any Invocation that a Warlock of your level would not be able to learn. You use your Monk level for the purpose of your Unarmored Speed Bonus as if it were your Caster Level for any Invocation that has effects that vary by Caster Level.
There are important changes to your Invocations, however; you must expend a usage of your Stunning Fist ability as a free action to use them, and they only last for either 1 minute or their original duration, whichever is shorter. Finally, you use the DC for your Stunning Fist feat instead of the normal DC for that Invocation.
Special: This feat counts towards the limit on the number of times you can take Glorious Mystic Fist, and counts as taking Glorious Mystic Fist for the purpose of feats that scale with the number of times that you have taken Glorious Mystic Fist.

Mastery of Wuxia Principles [Chi]
You have mastered the principles of mystical combat to an absurd degree.
Prerequisites: Wisdom 21, Mythic Sorcerer Katas, Knowledge (Arcana) 25 ranks
Benefit: The restriction on the duration of the Invocations that you learned from Mythic Sorcerer Katas is removed; use the normal duration for that Invocation. In addition, you no longer have to spend a usage of Stunning Fist to activate any of your Invocations.
In addition, any time you use your Fiery Fist feat to apply an Eldritch Essence to your attack, you may treat any one attack that round as if it were a Stunning Fist attempt for the purposes of feats that add effects to your Stunning Fist attempts. If you have Barrage of Fists, you may instead treat all of your attacks in a Flurry of Blows as if they were Stunning Fist Attempts if you have Fiery Fist applied that round.
Special: This feat counts towards the limit on the number of times you can take Glorious Mystic Fist, and counts as taking Glorious Mystic Fist for the purpose of feats that scale with the number of times that you have taken Glorious Mystic Fist.

ACF: STATELY ANCIENT SIFU
Replaces: Unarmored Speed Bonus
Benefit: At any level at which you would normally gain an increase to your Unarmored Speed Bonus, you instead gain a single bonus [Chi] feat that you are qualified for.
Special: If any feat or prestige class would stack with your Monk level when determining your Unarmored Speed Bonus, or uses that level to determine how powerful it is, it instead stacks with or uses your Monk level for the purpose of this class feature instead.

Zetapup
2012-08-28, 03:05 PM
I guess I'll do a brief review of how I feel about each feat.

Pressure Point Knowledge:
It seems nice, but I've never really played non-human monks so I can't really comment on it.

Wise-Fisted Sifu:
This is great; Monks need more SAD. Probably something I'd take for any monk I make.

Barrage of Fists:
Do the iterative stunning fist attacks count against your daily allotment? If not, that could give some incentive to flurry more often. This seems really good with Wise-Fisted Sifu.

Exalted Bursts of Wind:
I haven't heard of the Ring the Golden Bell feat, so I can't really comment on this one.

Foe-Teaching Slap:
Does the opponent get to make a save against doing the trick? Otherwise, I can see a monk with this slapping an enemy to use the attack or defend trick against their previous allies. Does this plus the Deep Rooted Teaching feat allow you to have a 24 hour mook? It's a move action to direct them so that evens things out a little. Does the monk have to make a move action each turn to direct the slapped opponent or just when they make the sense motive check? Is there a maximum limit to the number of foes you can give the slap to?

Deep Rooted Teaching:
Either amazing or decent, depending on the interpretation of Foe-Teaching Slap.

Simple Snake Understanding:
Handy at higher levels when enemies are immune to stunning.

Glorious Solar Wind:
Does the 5' step provoke attacks of opportunity? I like the mobility this gives to a monk.

Overall, I thought you did a pretty good job on these feats. Monks need more love :smallsmile:

Amechra
2012-08-28, 05:01 PM
Barrage of Fists explicitly sets your Stunning Fist uses when using Flurry of Blows to infinite until the end of that action, at the end of which you go back down to your original number of Stunning Fist uses (you used up one on the first attack, and then the rest are free; I worded it the way it is for stuff like Fists of Iron or other feats that use Stunning Fist uses.)

Ring the Golden Bell is a feat that let's you, 1+Wis times per day, make ranged attacks with your Unarmed Strikes; your Range Increment is 5'+5'/Wis. It is an amazing feat, and so it was stolen.

There is no Save vs. Performing the trick; and yes, it was meant to combine that way with Deep-Seated Training. And you don't "control" the opponent; what you can do is designate targets for the action you want them to do, and they do it to the best of their abilities. You can affect as many creatures as you want. It's still weaker than Charm Person, when you get down to it.

5' steps never provoke Attacks of Opportunity.

I'm glad you like the feats; I'm going to be adding a few more shortly, so...

Zetapup
2012-08-28, 05:18 PM
Wow, I'll have to look at Ring the Golden Bell the next time I make a monk, because that's pretty good.

As for the foe-teaching slap, I'm always a little wary of mind control-ish effects because if I use it against the players it takes away all the control they have over their character, which isn't very fun. Of course, they already have to save for the stunning fist and tricks only let you do so much, so it's probably fine :smallsmile:

I was a little uncertain whether it was all five foot steps that don't provoke attacks of opportunity, or that you specifically perform a special move action which just happens to be a five foot step. Thanks for clarifying that. Hrm... This feat would get interesting when combined with sparring dummy of the master and a few levels of scout.

I can't wait for the next feats! (well, actually I can, but meh) :smallsmile:

Amechra
2012-08-28, 05:27 PM
I modified Wise-Fisted Sifu a little bit (gave them an option to swap out damage dealing for harder to resist save DCs), and I also posted...

GLORIOUS MYSTIC FIST!

It's just perfect for entering Warlock PrCs... I'm actually going to go look for some right now.

Zetapup
2012-08-28, 05:47 PM
Glorious Mystic Fist seems well balanced, although I'll have to check over the non-Complete Arcane eldritch essences to make sure. I'm not really sure how many prestige classes designed for warlocks would give much benefit for monks, but it's handy for an unconventional monk.

Amechra
2012-08-28, 05:54 PM
I added Mythic Sorcerer Katas and Mastery of Wuxia Principles so that you can complete a Wuxia Sorcerer-Monk.

Because, if you think about it...

A monk walking on water, flying, teleporting, turning invisible, and breaking magic with a gesture and a glance is awesome.

Though, I'm thinking of adding a note that Mastery of Wuxia Principles removes the need to spend Stunning Fist uses to use Invocations...

Zetapup
2012-08-28, 06:05 PM
You use your Monk level for the purpose of your Enhancement bonus to speed as if it were your Caster Level for any Invocation that has effects that vary by Caster Level.
Enhancement bonus to speed? :smallconfused: Typo?

I'd say go ahead and remove the spend a use of stunning fist to use an invocation for Mastery of Wuxia Principles because epic martial characters could use some nice things. It still doesn't really compare to epic spellcasting, but epic spellcasting is... epic?

Amechra
2012-08-28, 07:32 PM
Ah, I misnamed the Unarmored Speed Bonus.

Alright, I'm editing a couple of the feats, including Wise-Fisted Sifu (the secondary effect should have turned the attack into a touch attack, instead of adding to the DC), and I'm also adding an ACF.

Zetapup
2012-08-30, 12:53 PM
For Glorious Mystic Fist, do items that increase the damage of a warlock's eldritch blast also increase the damage dealt by the monk? For example, would the Chasuble of Fell Power increase the extra damage dealt when using fiery fist?

Amechra
2012-08-30, 01:12 PM
Good question! I think it should; I don't really see a reason why it wouldn't.

I'll edit that in.