Quote:
Originally Posted by Carlos
That said, while that works pretty well, not every one wants to play a Diablo II Assassin-like Martial Artist.
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Of course, for those who
do, you'd by RAW need Knife skill as well, as that's what katars use (D2 Assassins have three variants of fist weapons - katars, hatchet hands, and claws; hatchet hands would basically just be thr cut versions of katars, while the claws are too long to be like
neko-de or similar, so should probably also use Knife - I'd treat them compared to a katar like a trident is compared to a spear, with +1 or so to damage and AD (0.5)). That said, while not strictly RAW, I'd have no objections to someone with Trained by a Master using Weapon Adaptation to have such fist weapons work with Brawling/Boxing/Karate (and even getting the damage bonus to boot, but note this wouldn't stack with Weapon Master).
Quote:
Originally Posted by Carlos
... Natural Weapon advantage to deal Swing damage. That is the answer to make unarmed Martial Artist specialists to shine in combat.
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Agreed. There is the issue that you need to buy it separately for hands and feet, if you want both your punches and your kicks to be enhanced. As a Power Up, I could see each being available as a leveled trait, probably with flavorful names. The first level would be (away from my main machine so going off memory here) Crushing Natural Attack (Hidden +20%; Swing-Only +20%; Cannot Parry -40%; Chi -10%) [4.5], which rounds up to [5]. The second level would add on Extra Damage +2 +60% for [3] (with this being written as "the better of +2 or +1/die"), and the third (and final) level would add on another Extra Damage +2 +60% for another [3] (resulting in "the better of +4 or +2/die"). Note Hidden is there to account for the fact you being armed isn't obvious, while Cannot Parry is a non-issue for a character using Karate, as they can just Parry weapons unarmed anyway. You'd have to buy this separately for fists and feet, but [9] or [10] to make your punches and kicks do swing damage would arguably be worth it - and [+3] or [+6] each for a further +1/die or +2/die (which should stack with the bonus from Karate, meaning you could in theory get +4/die - that ST 17 Martial Artist would punch for 3d+11, or 6d damage if converting adds to dice) isn't too shabby either. And this could go further, with special exotic hand strikes that deal cutting and/or impaling damage. These would be Cutting Natural Attack (Extra Damage Type, Crushing +20%; Hidden +20%; Swing-Only +20%; Cannot Parry -40%; Chi -10%) [7.7], which rounds up to [8] (and [+4.2] per +2 or +1/die to damage) or Impaling Natural Attack (Extra Damage Type, Crushing +20%; Hidden +20%; Swing-Only +20%; Cannot Parry -40%; Chi -10%) [8.8], which rounds up to [9] (and [+4.8] per +2 or +1/die to damage); you could also be able to deal all three, with Impaling Natural Attack (Extra Damage Types, Crushing and Cutting +40%; Hidden +20%; Swing-Only +20%; Cannot Parry -40%; Chi -10%) [10.4] (still [+4.8] per +2 or +1/die).