#Disclaimer
Several of these builds do (or will as I make them, or others make them) rely upon the concept of creating changes to “Unarmed Strike”. As it is a weapon, this means it can be crafted/created different along with all the other weapons and using the properties listed in the “Wealth & Equipment” section.
The first of these “Unarmed Strikes” assumes a different flavor for what someone has who isn’t trained in this “weapon”. You can see some of the reasoning in this thread. This isn’t required to work in your campaign, and you can certainly choose to not use it and just use the variations of the “Unarmed Strike” that proceed after it.
Also, feel free to name them unique names for each type that fit your setting.
This Replaces the “Unarmed Strike” listed in the Core Rules (if you so choose):
#Untrained Unarmed Strike
One-Handed Melee, Forceful, Precise, Delayed Ready
WL: 0
Banes: Stunned
Depending on setting, the GM might choose to increase the cost by WL 1 to increase the base cost for all the Unarmed Strikes.
In addition, if the player does not start with this weapon at creation, then the GM may impose some time requirement to actually train with the weapon (though this might be a good idea for any new weapon that isn’t in a character’s backstory).
#Trained Unarmed Strike
One-Handed Melee, Forceful, Precise, Swift
WL: 1
Banes: Stunned, Knockdown, Disarmed
##Wealth Level Concerns
Click to See Info
The follow variations of Unarmed Strike that follow have Requires along with their WL (Wealth Level), which indicates you must have that weapon (training) prior to getting the listed weapon. This can have an impact on availability, especially if a player is at that WL to get the item as per rules they must wait 2 weeks to purchase something of their WL again.
##Extraordinary Crafting of Unarmed Strike
[details=Click to See Info]You will notice in each of the following sections a note about “Possible Extraordinary Options”. This is simply a suggestion, and there to get your minds turning over for what you can do.
Just as each weapon below was “crafted”, so too can it be “crafted” as an extraordinary item. This can be explained in various settings in different ways. Perhaps monks of an order focus on different elements and through rigorous training or the imbuing of the body with mystical energies, they are granted additional benefits to their Unarmed Strike.
Be creative, have fun, but make sure it fits to the setting and is acceptable to the GM. Just as the Core Rules mention, extraordinary items may tip the balance in a given setting and should be considered carefully.
The most likely Extraordinary Properties that make sense (at least to me) from the “Special Equipment” section of the Core Rules are:
- Damage(type): To add another damage type option
- Baneful(bane): To add a bane at +5 damage you might not normally access
- Combining this to make sense with Damage(type) above
- Potent: make it harder to shake off banes
- Deadly: to add advantage to attacks
- Area: harder to justify, but possible with creative minds
- Any to do with Boons: this could be very hard to justify, but depending on the “Order” or place of training, could be argued.
- Probably requires a quest or rise in status to get[/details]
#Trained Unarmed Strike Alternatives/Add-ons
[details=Defensive Unarmed Strike (click to expand)]
#Defensive Unarmed Strike
One-Handed Melee, Forceful, Precise, Swift, Defensive 1
Requires: Trained Unarmed Strike
WL: 2
Banes: Stunned, Knockdown, Provoked
#Enhanced Defensive Unarmed Strike
One-Handed Melee, Forceful, Precise, Swift, Defensive 2
Requires: Defensive Unarmed Strike
WL: 3
Banes: Stunned, Knockdown, Provoked
#Superior Defensive Unarmed Strike
One-Handed Melee, Forceful, Precise, Swift, Defensive 3
Requires: Enhanced Defensive Unarmed Strike
WL: 4
Banes: Stunned, Knockdown, Disarmed, Provoked
##Possible Extraordinary Options
Damage (Force) Allows user to choose to do “Force” Damage
- or any other type of damage
Baneful (Provoked) or Stunned, Demoralized, Sickened
- Things that make sense for protecting[/details]
[details=Two-Handed Unarmed Strike (click to expand)]
This is designed to work along with Two-Weapon Brute, and can be described as consecutive strikes to explain the two-handed nature, or striking with both fists at the same time, or a fist followed with a kick.
#Two-Handed Unarmed Strike
Two-Handed Melee, Forceful, Precise, Swift
Requires: None (Alternative to Trained Unarmed Strike)
WL: 1
Banes: Stunned, Knockdown, Forced Move
#Enhanced Two-Handed Unarmed Strike
Two-Handed Melee, Forceful, Precise, Swift
Requires: Two-Handed Unarmed Strike
WL: 2
Banes: Stunned, Knockdown, Forced Move, Persistent Damage
#Superior Two-Handed Unarmed Strike (Extraordinary)
Deadly 1/2/3, Weapon (Two-handed Unarmed Strike / Enhanced Two-handed Unarmed Strike)
WL: 3/4/5
##Possible Extraordinary Options
Damage (Entropy) Allows user to choose to do “Force” Damage
- or any other type of damage
Baneful (Persistent Damage)
- Things that make sense for damage/hurting[/details]
Reach Unarmed Strike (click to expand)
Some fighting styles might train individuals to slide forward for their attack and right back, doing so in such a quick flick that others don’t have time to react. Perhaps the extra reach of using feet to strike enable a user to reach a much farther spot than normal.
#Reach Unarmed Strike
For any Unarmed Strike, adding the Reach property increases the Wealth Level by 1.
- This could unbalance things, and probably would need to make narrative sense for a player to use it in combat. For example, if an enemy is 10 feet away with nothing in the way, this might make sense. However, if there are other enemies in between, then it might not make sense to be able to “reach” through them.