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Feat: Practiced Monk

Posted: Sat Dec 03, 2016 1:51 pm
by Akroma666
Practiced Monk

Type of feat: General
Prerequisite: Improved Unarmed Strike
Required for: None
Specifics: Your unarmed damage for Monk unarmed damage progression increases by +4 levels. This can't increase your unarmed damage progression beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain nonmonk-level HD you may be able to apply the rest of the bonus.
For example, a human 5th-level monk/3rd-level fighter who selects this feat would increase his unarmed damage progression level from 5th to 8th (since Monk+Fighter has a 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his monk unarmed damage progression level would become 9th (since Monk+Fighter now has 9 HD).
Use: Automatic

Could also change the name to Practiced Unarmed Fighting.

Re: Feat: Practiced Monk

Posted: Sat Dec 03, 2016 3:09 pm
by metaquad4
+1, I support this. Practiced feats really should extend to anywhere where this is regular progression of a particular nature. Sneak Attacks, Trap Sense, Fast Movement. . .those are the ones off the top of my head, at least.

They already do come some in some forms, such as extra uses/day of certain things (wild shape, rage, bard songs, animal companion levels, etc) . This kind of thing would be nice too.

Re: Feat: Practiced Monk

Posted: Sat Dec 03, 2016 4:35 pm
by Mallore
I wished there where no practiced feats. I believe the spell caster one has made builds less interesting as there is no risk in class dipping. Get all the boom and none of the draw back


With that said.


Either remove them all. Or add them all.


Soo considering they will never remove the spell caster one. Let's get some melee ones.

Re: Feat: Practiced Monk

Posted: Sun Dec 04, 2016 5:55 am
by Valefort
Can't see how to do that one, monk damage progression does not seem accessible.

Re: Feat: Practiced Monk

Posted: Sun Dec 04, 2016 12:50 pm
by Eclypticon
I suggest you try mimicking FotF by adding stack-able damage over the existing progression if you have trouble then. All that matters is that the math checks out when you add everything together, right? You might need to build in some level up scripts to do checks to prevent abuse though.