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Optimystik
2009-05-29, 10:29 AM
The Tattooed Monk from Complete Warrior looks pretty badass. Yes, I know he's still a monk and therefore probably not as cool as I think... but I was hoping someone who played the class before could help me choose which tattoos to take and when. TM levels stack to determine my unarmed damage, AC bonus and speed bonus.

I get to pick 5 tattoos during his career, 1 on each odd-numbered TM level. As a refresher, here they are (this info is available on Crystalkeep as well):


Arrowroot: Able to heal (WIS mod x TM level) HP/day. Can't heal myself, but healing may be divided as desired.
Bamboo: Add #tattoos to CON (Enhancement bonus). Lasts 1 round/TM level. Usable #tattoos/day
Bat: As Bamboo, but DEX.
Bellflower: Add CHA mod to any ability score (Enhancement bonus).Lasts 1 round/TM level. Usable #tattoos times per day.
Butterfly: As Bamboo, but WIS.
Centipede: ‘Shadow Walk’, 1/week. Min TM level is 5 to take this one. (seems sucky)
Chameleon: Alter Self for 1 HOUR/TM level. Usable #tattoos times per day. (Monk with polycheese = Awesome?)
Crab: DR (2 x #tattoos)/magic. Always on!
Crane: Disease immune. Next tattoo = poison immune. Next after that = stop aging penalties.
Chrysanthemum: For each hour in direct sunlight, heal HP = TM Level. (Meh...)
Dragon: Breathe 4d6 Fire damage at a single target within 25’ (Ref˝ DC13), up to 3 times within 1 hour. Usable 1 per day.
Dragonfly: Gain a Dodge bonus to AC = #tattoos for 1 round/TM level. Usable 1/day. (I'd rather have the WIS bonus :smallyuk:)
Falcon: Fear immune. All allies within 10’ gain a Morale bonus to saves vs. fear equal to your CHA mod + #tattoos.
Lion: Gain "smite" ability - +4 bonus to hit & TM level bonus to damage. Usable #tattoos/day.
Monkey: Gain +(#tattoos) Competence bonus to all Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Open Locks, Sleight of Hand, & Tumble checks. (Could be nice for a skill-MONKey. Get it?)
Moon, Crescent: Ethereal Jaunt, 1/day. Min TM level is 9 to take this.
Moon, Full: Gain +2 Luck bonus on a single attack, skill check, or ability check. Only usable at night. Usable #tattoos times per day.
Mountain: You cannot be moved for 1 round per Class level. Gain +4 bonus to Constitution & Wisdom & immunity to Bull Rush & Trip attacks. All Dexterity-based skill checks receive a –20 penalty. Can be ended as a Free Action. Usable #tattoos/day. (Nice flavor.)
Nightingale: Able to heal (2 x Class level) hit-points per day, either to self or others. May be split up as desired. (Like Wholeness of Body, but can be given to others. Read: Sucks)
Ocean: You do not need to eat, sleep, or drink. (Great for standing watch, I guess :smallwink:)
Phoenix: Gain SR of 15 + Class level. Min TM level is 7 to take this.
Pine: Gain Remain Conscious feat (I think this is the same as Diehard on the SRD, confirm/deny?)
Scorpion: Force an opponent you are aware to use lowest ability score mod (instead of Str or Dex) when attacking you this round. Immediate action. Usable #tattoos/day.
Spider: As a use of your Stunning Fist, instead your attack inflicts Contact Poison (2Con / 2Con / DC = 10 + Class level + Con modifier).
Sun: Gain +2 Luck bonus on a single attack, skill check, or ability check. Only usable during the day. Usable #tattoos/day.
Tiger: +1 bonus to attacks & +1d6 damage for 1 round per Class level. Usable #tattoos/day.
Tortoise: Gain +(TM level) ranks in a skill in which you have no ranks for 1 single check. Usable #tattoos/day. (Ooh, UMD!)
Unicorn: Reroll one d20 roll per day, but keep the new roll. (sigh at 1/day)
Wasp: self-cast Haste. Lasts 1 Rnd/TM lvl. Usable #tattoos/day.
White Mask: Immune to Detect Thoughts, Detect Lies, & attempts to read alignment. +10 bonus on all Bluff checks. (Handy for evil monks I suppose)


Also, would you advise a DEX monk or a STR monk for this PRC? Improved Grapple is a listed prereq, but I think I can convince my DM into letting it be Stunning Fist instead.

Pramxnim
2009-05-29, 11:02 AM
Tattooed Monks do look bad-ass... that is... they look bad-ass... I dunno about the application though.

I'm sure there are a lot of people out there waiting to dissect the tattoo abilities and mention how bad they are. The main beef I have against the class is that it only gets 5 tattoos, and the abilities don't really stand up to the other nice stuff other classes get at that level (i.e. 6-15). Also the numerous dead levels irk me to no end. Still, if you wanna play it, I suggest the following tattoos:


Chameleon: Yes, Alter Self is awesome. Very, very awesome. Take this first please.
Crane: Sorta nice, compared to the rest
Monkey: Good tattoo. I like them competence bonuses.
Tortoise: Is situational, but hey, skill ranks are hard to come by for a monk. Fill in that skillmonkey role in a pinch.
Mountain: I like this, useful cause the bonuses are untyped. But could be stronger since it restricts your movement.
Spider: Ooh, Con damage. Me likeys.
Wasp: Haste is good.


The rest I don't like. I could elaborate, but I don't really feel like it.

So, if you're still bent on playing a TM, those are the choices I recommend. OR, you could check out the base class Tattooed Monk in my sig, and convince your DM to let you use that instead :smalltongue:? I would love some playtest data on that thing, and I hope your DM is a lenient one.

Optimystik
2009-05-29, 12:37 PM
6-15? I thought the earliest you could get into TM was level 5. Requirements are +3 BAB (Monk level 4), 8 ranks in K. [Religion] (also level 4), Imp. US (level 1), Imp. Grapple (also level 1), and Endurance (level 1 or 3).

I agree Spider is strong, but it feels a bit evil to use CON poison. I think I'll skip that one. The others are nice suggestions though.


So, if you're still bent on playing a TM, those are the choices I recommend. OR, you could check out the base class Tattooed Monk in my sig, and convince your DM to let you use that instead :smalltongue:? I would love some playtest data on that thing, and I hope your DM is a lenient one.

Yours has some nice additions (and some headscratchers... why a weak fort save?) but I'm afraid homebrew won't fly with her, she's strict. :smalleek:

Pramxnim
2009-05-29, 12:49 PM
Unfortunately, most PrCs can only be entered at character level 6 (The Master Specialist is one of the few exceptions to the rule (you can be a Wizard 2/Master Specialist X)). The Tattooed Monk is not such an exception. The skill rank requirements mean that you need to be level 5 to satisfy them (max skill ranks in a class skill is HD + 3), therefore you may only take your 1st TM level at character level 6.

The weak Fort save is to counter-balance the strong abilities the class gets, nothing more. Just a balance thing :smalltongue:
Aww, strict DMs are no fun :smallsigh:. I was hoping for more playtest data. I think the class needs more tweaking to be truly balanced.

EDIT: First time I ninja'd people. And by 3-5 minutes, no less!

BobVosh
2009-05-29, 12:52 PM
6-15? I thought the earliest you could get into TM was level 5. Requirements are +3 BAB (Monk level 4), 8 ranks in K. [Religion] (also level 4), Imp. US (level 1), Imp. Grapple (also level 1), and Endurance (level 1 or 3).

5. Provided K. Religion is a class skill. Note sure with monks. (remember: Max ranks is 3+Class Level.)

Over all: neatish. Not particularly good because it doesn't overcome the usual monk weaknesses. Combine with kensai for hilarity.

Hat-Trick
2009-05-29, 12:54 PM
8 Ranks in any skill is always level 5. Ranks =Level+3.

The tattooed monks are cool to look at, would it be broken to allow them a tattoo at every level?

Edit: Hello ninja.

Optimystik
2009-05-29, 01:33 PM
The skill rank requirements mean that you need to be level 5 to satisfy them (max skill ranks in a class skill is HD + 3), therefore you may only take your 1st TM level at character level 6.

Fair enough, I miscounted. I don't think he's all that weak at clvl 6-9 though.


The weak Fort save is to counter-balance the strong abilities the class gets, nothing more. Just a balance thing :smalltongue:

A frontliner with a weak fort save is no frontliner at all. See also: Soulknife.
Worse, he still has d8 HP!


5. Provided K. Religion is a class skill. Note sure with monks. (remember: Max ranks is 3+Class Level.)

Over all: neatish. Not particularly good because it doesn't overcome the usual monk weaknesses. Combine with kensai for hilarity.

Yes, K.Religion is a class skill for monks.

As for their weaknesses, well... chameleon tattoo lets the monk fly after those casters, and you can pick a form with natural attacks/natural armor to make him decent in melee for a change. Crab gives DR 10/magic 5 levels early, with 2/magic attainable at level 6. Tortoise gives 2-10 UMD. And you're getting the speed, AC and fist bonuses the whole way up.

Can the Sacred Fist blow him out of the water? I'd say so, but he still seems fun to play :smallsmile:

Human Paragon 3
2009-05-29, 01:37 PM
Here's my tattooed monk build, a focused skill monkey that I named The Monkey King.


The Monkey King

Factotum 3/Monk 2/Tattooed Monk 9/Swashbuckler 3/Thief Acrobat 3

1 Able Learner
H Endurance
F1 Cunning Insight, Cunning Knowledge
3 Knowledge Devotion
F3 Cunning Defense, Brains Over Brawn
M1 Improved Grapple, Decisive Strike
6 Kung Fu Genius
M2 Combat Reflexes, Evasion
9 Power Attack
12 Stunning Fist
15 Font of Inspiration
S1 Weapon Finesse
S3 Int to damage
18 Font of Inspiration
TA1 Fast Acrobatics, Kip up
TA2 Agile Fighting, Slow Fall
TA3 Acrobatic Charge, Defensive Roll

Tattoos:
Bell Flower (#tattoo/day gain CHA bonus to any ability)
Wasp (Haste yourself tattoo/day)
Monkey (#tattoo to 10 different skills)
Tortoise (T/day use your class level instead of skill ranks)
White Mask (+10 to bluff, immune to detect lies and detect alignment)

Ability Priorities
Int
Cha
Dex
Str
Con
Wis


The idea, basically, is to use Factotum to get INT to most of your skills, then use the bell flower tattoo to raise your INT even further. Between monkey, tortoise and white mask (and the other factotum abilities) you will be able to perform any skill admirably well.

In combat, stunning fist matched with decisive strike and perhaps a two handed weapon (like staff) make you a potent damage dealer when provoked. Haste helps you get there, and gives you an extra attack at the end of your decisive strike (also at double damage). Knowledge Domain gives you a ton of bonus damage and attack bonus based in your INT, which you have in spades. Tortoise lets you make high knowledge checks regardless of whether you have any ranks at all. Kung-Fu Genius is another must for this build since it lets you use INT instead of WIS for all monk abilities.

Factotum is from Dungeonscape
Decisive Strike alternate class feature for monks is in PHBII
Knowledge Devotion is in complete champion

After Tattoed Monk, you can go with any class that tickles your fancy. Mor factotum would be good, too.

EDIT: Chameleon is awesome, and can easily be fit into this build. Depending on your role, it can be subbed for Wasp or White Mask. The other 3, I believe, are necessary to the build.

Pramxnim
2009-05-29, 02:02 PM
A frontliner with a weak fort save is no frontliner at all. See also: Soulknife.
Worse, he still has d8 HP!


True, I meant for him to be more of a hybrid supporter type character. However, your remark has given me a new idea on how to tackle low level tattoo abilities. Much thanks!

Optimystik
2009-05-29, 02:57 PM
The idea, basically, is to use Factotum to get INT to most of your skills, then use the bell flower tattoo to raise your INT even further. Between monkey, tortoise and white mask (and the other factotum abilities) you will be able to perform any skill admirably well.

I'm confused. If we're getting INT to attack and damage (Knowledge domain, right? Too lazy to look it up) as well as INT to abilities with Kung-Fu Genius, then why bother with Weapon Finesse at all?


EDIT: Chameleon is awesome, and can easily be fit into this build. Depending on your role, it can be subbed for Wasp or White Mask. The other 3, I believe, are necessary to the build.

I'm going to be LG, so no real reason to hide what I'm thinking. I'd drop White Mask for Chameleon in a heartbeat.


True, I meant for him to be more of a hybrid supporter type character. However, your remark has given me a new idea on how to tackle low level tattoo abilities. Much thanks!

You're welcome, I think :smallsmile:

Human Paragon 3
2009-05-29, 03:05 PM
I'm confused. If we're getting INT to attack and damage (Knowledge domain, right? Too lazy to look it up) as well as INT to abilities with Kung-Fu Genius, then why bother with Weapon Finesse at all?



Weapon Finesse if a free bonus feat from Swashbuckler. You're right, it is not necessary, but it comes with the territory of getting INT to damage from yet another source.

Knowledge Devotion doesn't give INT to damage, it gives you bonuses based on a knowledge check (which you will always pass with flying colors thanks to your high INT, Cunning Insight, and Tortoise Tattoo). You do get INT to damage via factotum's Cunning Insight ability (by spending inspiration) and from Swashbuckler. The build doesn't really need swashbuckler, but with a de-emphasized STR it doesn't hurt. If your STR is 10 and your DEX is 14, it's another +2 to hit, anyway.

More factotum would probably be your best bet.

Chronos
2009-05-29, 06:42 PM
Watch the bonus types on all of those bonuses-- Most of the TM's skill bonuses are competence, and the stat bonuses are all enhancement. You can easily get those same bonus types from items, and usually with larger numbers.