Improved Battle Dancer and Improved Monk
( ⇪ Classes )
The monk is considered the laughing stock of the core classes even with feat support, and the battle dancer is essentially worthless as-is. However, since called shots exist, save points exist, and we’re importing Pathfinder’s Combat Maneuvers, we can make some minor improvements to these classes to make them competent melee debuffers. Of-course, these improvements also apply to the wild, sidewinder, and chaos monks.
Proficiencies: Monks are proficient with unarmed strikes in addition to their other weapon proficiencies. (Battle dancers are already proficient with unarmed strikes.)
|GM’s Note: Be aware of these fixes to the monk.|
Weakening Strike (Ex): While you are unarmored and unencumbered, once per round on your turn before an unarmed strike’s attack roll you can declare it to be one of the following types. You get a bonus on your attack roll equal to 1/2 your class level, and you must press your luck. This is not a called shot, and you cannot elect to make this attack a called shot. If the creature does not have a discernible anatomy (that is, if it’s not vulnerable to critical hits), this attack does nothing. Otherwise, you deal double your unarmed strike damage (doubling the total of one roll, not rolling twice) as save point loss instead. Further, if the creature’s type is known, you gain +1 to your unarmed strike damage for each rank you have in the relevant Knowledge skill (add this bonus before doubling the damage roll). This ability does not stack with another instance of this ability in another class.
- “Kidney Strike”: FP loss.
- “Leg Strike”: RP loss.
- “Head Strike”: WP loss.
Maneuver Advantage (Ex): While you are unarmored and are unencumbered, you get a bonus to your CMB and on called shot attack rolls equal to 2 + 1/4 your class level. This ability does not stack with another instance of this ability in another class.
Maneuver Boost (Ex): While you are unarmored and are unencumbered, when you make an unarmed strike called shot attack roll or if you press your luck when using your CMB, you gain a bonus to the static modifier equal to 2 + 1/3 your class level. The use of this ability must be declared before the variable modifier roll. You can use this ability a number of times each encounter equal to 2 + 1/2 your class level. This ability does not stack with another instance of this ability in another class.
Unarmed Maneuver Specialty (Ex): Upon reaching every even class level, choose any combat maneuver. You gain a permanent +1 bonus to your CMB for and CMD against that maneuver whenever you are unarmed, unarmored, and unencumbered. You can choose a different combat maneuver each time you reach an even-numbered class level, or gain cumulative bonuses with the same maneuver. This ability stacks with another instance of this ability in another class.