And yes, the save DC is less because you are not adding Wisdom. They get a save, but the effect isn't negated on a save: the target is still staggered. Sorry MA, I think this one needs to go back to the drawing board for a rework. So, it can potentially trigger an unlimited amount of times, but it's actual odds of ever being used is lowered vastly. Then, they get a save on top of that, and for the typical adventurers career, the save DC will be lower than if they used the ability as it is currently written. Only kicking in on a crit means for most of your adventuring career, you have a 1 in 20 chance (5%) of having the opportunity to use it, and even then you have to confirm the crit. There is no daily usage limit, just the randomness of the dice and how often the monk rolls a critical hit. A good attack roll might just hinder his opponent long enough for the monk to finish him. If he gets a critical, he gets to apply one of two conditions. How does this change the game? Well, the monk isn't hit or miss with his stunning attempts anymore. Even with a ki focus weapon, I believe there is only one special monk weapon that has a base 19-20 threat range (the temple sword). Since it can only be used with unarmed strike (and ki focus weapons), such a critical only happens on a roll of 20 (19-20 if the monk takes Improved Critical as a feat, standard or bonus), and then confirms that critical hit. It works the same way as the critical feats a fighter gets, but for a shorter duration. And if he does, then he gets to stagger or stun his opponent. either he scores a critical hit or he doesn't. This returns the monk to a level where he doesn't need to be prophetic and expend a stunning attempt for no gain. A staggered creature can still take swift and immediate actions. If a monk attacks multiple opponents in the same round, and successful scores a critical hit against two or more of them, each opponent must save or be affected as described above.Ĭonstructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned or staggered by this class ability.Ī stunned opponent cannot take actions, loses any Dexterity bonus to AC, and takes an additional -2 penalty to AC.Ī staggered opponent may take a single move action or standard action each round (but not both, nor can he take full-round actions). However, the creature must save versus each successful critical hit and is stunned if he fails his saving throw against any of these. The effects of this ability do not stack, nor do they extend the duration of the stagger or the stun beyond 1 round, regardless of how many successful critical hits the monk might land in a single turn. If the opponent is successful on this saving throw, he is instead staggered for one round. If the opponent fails this saving throw, then he is stunned for 1 round. A monk attacking with his flurry of blows special ability (see above) uses his effective base attack bonus for flurry for this DC. After successfully confirming the critical hit, if the opponent suffers any hit point damage, he must make a Fortitude saving throw with a DC equal to 10 + the monk's base attack bonus. Stunning Strike (Ex): At 1st level, when the monk is attacking with his unarmed strike and scores a successful crical hit against an opponent, he is able to momentarily incapacitate or hinder his opponent. We replace Stunning Fist with the following: So, how about we take a page from old school and go back to a system that resembles that original method. Then it has to deal damage, and then his opponent gets to save to negate it completely. Pathfinder then continued that, but they did add all sorts of special conditions a higher level monk can bestow on a target instead of briefly stunning them.īut the core problem remains the same as it was in Third Edition (and 3.5): the monk has to declare his stunning attack before the roll is ever made. meaning you have to guess at which attacks hit and spend a finite resource. They made it so that stunning was no longer dependent on your attack roll, but instead was a free action you added to an attack before you rolled to hit. Third edition changed that, and in many ways for the worse. Of course, back in those days, you were also limited by your oppponents height/weight on what you could stun. if I recall correctly, it was a roll of 5 or more higher than their opponents AC. Remember how stunning was handled way back in AD&D's 1st edition? Basically, a monk that rolled high enough automatically stunned their opponent.
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