Barbarian MD
2009-04-17, 09:43 AM
Alright, here's the story: gestalt lycanthrope. He wears heavy armor, but with all his feats, the armor check penalty for his full-plate is 0. So I thought, perhaps, with a non-existent check penalty, he could become a hand-to-hand fighting expert.
In our story, we're hanging out with archons and other celestials. For role-play, I thought I'd have our hero hanging out with them because they are so unlike anything from his world, along with the monkish member of the party.
Specifically: increased saves, balance and tumble and move silent as class skills, and the ability to use his feet in combat.
Further explanation: he carries a full-blade (two-handed sword). He has a bite attack and two claw attacks listed in addition to his BAB, but can't use the claw attacks because he's holding a sword. What if he could use his feet for his claw attacks?
And, for added bonus, imagine a 9 foot tall, 3/4 ton bear, wielding a sword, wearing armor, and doing round-house kicks to the face. :smallbiggrin:
The trick is: what class features need to be eliminated in order to allow him to wear armor?
I've removed Flurry of Blows (for balance) and Unarmed Strike (because he's wearing armor (gauntlets) or using weapons). Evasion will either need to be removed entirely, or be homebrewed to "armored" evasion. I suppose that leaves the bonus feats: grapple, arrow deflection, etc. If it's still unbalanced, the bonus feats can be removed.
Iron Monk
Alignment: Any lawful non-chaotic
Hit Die: d8.
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level:4 + Int modifier.
Level 1
BAB: +0
Fort Save: +2
Ref Save: +2
Will Save: +2
Special: Bonus Feat, Flurry of Blows, Unarmed Strike
Flurry of Blows: -2/-2
Unarmed Damage: 1d6
AC Bonus: +0
Unarmored Speed Bonus: +0 ft.
Level 2
BAB: +1
Fort Save: +3
Ref Save: +3
Will Save: +3
Special: Bonus Feat, Armored? Evasion, or remove entirely?
Flurry of Blows: -1/-1
Unarmed Damage: 1d6
AC Bonus: +0
Unarmored Speed Bonus: +0 ft.
Level 3
BAB: +2
Fort Save: +3
Ref Save: +3
Will Save: +3
Special: Still Mind
Flurry of Blows: 0/0
Unarmed Damage: 1d6
AC Bonus: +0
Unarmored Speed Bonus: +10 ft.
Level 4
BAB: +3
Fort Save: +4
Ref Save: +4
Will Save: +4
Special: Ki Strike, Slow Fall (20 ft.)
Flurry of Blows: +1/+1
Unarmed Damage: 1d8
AC Bonus: +0
Unarmored Speed Bonus: +10 ft.
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, an iron monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Bonus Feat (it may be that these feats need to be removed for balance)
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Armed Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Evasion (Ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex)
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
In our story, we're hanging out with archons and other celestials. For role-play, I thought I'd have our hero hanging out with them because they are so unlike anything from his world, along with the monkish member of the party.
Specifically: increased saves, balance and tumble and move silent as class skills, and the ability to use his feet in combat.
Further explanation: he carries a full-blade (two-handed sword). He has a bite attack and two claw attacks listed in addition to his BAB, but can't use the claw attacks because he's holding a sword. What if he could use his feet for his claw attacks?
And, for added bonus, imagine a 9 foot tall, 3/4 ton bear, wielding a sword, wearing armor, and doing round-house kicks to the face. :smallbiggrin:
The trick is: what class features need to be eliminated in order to allow him to wear armor?
I've removed Flurry of Blows (for balance) and Unarmed Strike (because he's wearing armor (gauntlets) or using weapons). Evasion will either need to be removed entirely, or be homebrewed to "armored" evasion. I suppose that leaves the bonus feats: grapple, arrow deflection, etc. If it's still unbalanced, the bonus feats can be removed.
Iron Monk
Alignment: Any lawful non-chaotic
Hit Die: d8.
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level:4 + Int modifier.
Level 1
BAB: +0
Fort Save: +2
Ref Save: +2
Will Save: +2
Special: Bonus Feat, Flurry of Blows, Unarmed Strike
Flurry of Blows: -2/-2
Unarmed Damage: 1d6
AC Bonus: +0
Unarmored Speed Bonus: +0 ft.
Level 2
BAB: +1
Fort Save: +3
Ref Save: +3
Will Save: +3
Special: Bonus Feat, Armored? Evasion, or remove entirely?
Flurry of Blows: -1/-1
Unarmed Damage: 1d6
AC Bonus: +0
Unarmored Speed Bonus: +0 ft.
Level 3
BAB: +2
Fort Save: +3
Ref Save: +3
Will Save: +3
Special: Still Mind
Flurry of Blows: 0/0
Unarmed Damage: 1d6
AC Bonus: +0
Unarmored Speed Bonus: +10 ft.
Level 4
BAB: +3
Fort Save: +4
Ref Save: +4
Will Save: +4
Special: Ki Strike, Slow Fall (20 ft.)
Flurry of Blows: +1/+1
Unarmed Damage: 1d8
AC Bonus: +0
Unarmored Speed Bonus: +10 ft.
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, an iron monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Bonus Feat (it may be that these feats need to be removed for balance)
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Armed Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Evasion (Ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex)
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.