tenshiakodo
2009-06-23, 01:12 AM
Having read many many discussions on the topic, the consensus on Monks ranges from "they're no good, use ToB instead", "they're pretty decent, under the right circumstances/optimization".
Being a fan of martial arts movies and anime, it occured to me that the Monk is a good archetype for many games, but the Monk class suffers from the game design equivalent of "junk DNA". 3.5 allows for a great deal of customization and optimization, thus classes should be less complex, not more so. Also, there exist some issues with Tome of Battle (which I will discuss later), and I felt it was better to create a more "core-friendly" alternative.
In this spirit, I present:
The Martial Artist (New Base Class)
Alignment: Any. While the training and discipline of a martial arts warrior may seem to be antithetical to non-Lawful philosophy, there are just as many rogueish arrogant martial artists as koan-quoting sages.
Hit Die: d8. Though the Martial Artist is a close-combat specialist, his fighting style is often more about evasion and mobility than taking lethal blows. Eventually the Martial Artist learns how to minimize the damage they receive as well.
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Religion), Knowledge (The Planes), Knowledge (Martial)*, Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic/Psionic Device, Use Rope.
Skill Points at 1st level: 6 + (Int modifier) x 4.
Skill Points at each additional level: 6 + Int modifier.
The martial artist is often suprisingly skilled, although they are more a jack of all trades, not unlike the Bard.
Base Attack Bonus: +1 per level (Full). The martial artist is a highly trained, if specialized warrior, and can strike with lethal precision.
Fort, Ref, Will saves: these all have the best save progression. Martial arts training emphasizes endurance.
Special Abilities-
Here we have the meat of the class. The Martial Artist has a resevoir of inner strength, known as "chi", "qi", or "ki". All living (and some non-living) things possess this trait, but the Martial Artist has developed, through intense training, the ability to generate and channel vast amounts. The Martial Artist has a Chi Reserve equal to his Constitution modifier plus half his level (minimum of 1). For ease of use, a Martial Artist's Reserve should be considered full at the start of each encounter. If the DM prefers, however, they may allow the Reserve to regain one point of Chi per ten minutes of non-combat activity, or one minute of uninterrupted meditation (with a DC 15 Concentration roll).
The Martial Artist can use their Chi Reserve for various special abilities. Using Chi is considered to be a Swift action. Unless otherwise stated, these are Extraordinary abilities.
Stunning Attack: At 1st-level, the martial artist may expend a point of Chi to make a Stunning Attack. This attack must be delivered with an attack of some kind made with their Unarmed Strike or with a martial arts weapon, even if the attack is a melee touch attack (such as a Trip). If the attack hits, the victim must make a Fortitude save (DC 10 plus 1/2 the martial artist's Hit Die/level plus their Strength OR Intelligence modifier, whichever is higher) or be Stunned for one round.
Chi Speed: At 4th-level, the martial artist may expend a point of Chi to move a distance equal to their speed, although they provoke attacks of opportunity as normal.
Force Strike: At 7th-level, the martial artist may expend a point of Chi to alter the damage they inflict with their Unarmed Attacks or special martial arts weapon into Force damage, allowing them to overcome damage reduction and hardness or harm incorporeal foes. This benefit lasts for one round.
Weakening Strike: At 10th-level, the martial artist may expend a point of Chi to make a Weakening Strike. This attack must be delivered with an attack of some kind made with their Unarmed Strike or with a martial arts weapon, even if the attack is a melee touch attack (such as a Trip). If the attack hits, the victim suffers 1d6 points of Strength damage.
Chi Jump: At 13th-level, the martial artist may expend two points of Chi to Dimension Door (as per the spell, self and touched objects only) with a caster level equal to half their martial artist level. This is a supernatural ability.
Fatal Touch: At 15th-level, the martial artist may expend two points of Chi to deliver the Fatal Touch. The martial artist makes a melee touch attack against the foe and rolls 1d6 for every martial artist level they possess. If the total of this roll equals or exceeds the victims hit point total, they are instantly brought to 0 hit points. This is a supernatural, necromantic ability (and thus does not function on foes immune to necromantic effects). If the martial artist's victim survives, they suffer no damage, but are sickened for one minute.
Empty Body: At 17th-level, the martial artist may expend two points of Chi to become ethereal (as per the etherealness spell) for a number of rounds equal to their martial artist level. This is a supernatural ability.
Mountain-Felling Strike: At 19th-level, the martial artist may expend two points of Chi to deliver a Mountain-Felling Strike with their Unarmed Attack (or a special martial arts weapon). If the attack damages the target, the victim must make a Fortitude save (DC 10 plus 1/2 the martial artist's Hit Die/level plus their Strength OR Intelligence modifier, whichever is higher) or suffer an additional 10d6 Force damage from the attack. A construct or object subject to this attack suffers an additional 5d6 Force damage, whether they save or not.
Unarmed Attack [Ex]: the Martial Artist can use virtually any part of their body to make a lethal attack. They are considered to have a Slam attack, even if their race/kind normally lacks such an attack. Though labeled a Slam, and inflicting bludgeoning damage, this attack can be virtually anything allowed (one infamous Dwarven Martial Artist is known for gnawing on his victims!). The damage for this attack is based on the size of the Martial Artist (but see Size Matters Not, below). The Martial Artist may freely choose to inflict non-lethal damage with their Slam attack without taking a -4 penalty. Though they do not need it, Martial Artists are considered to have the Improved Unarmed Strike Feat.
Martial Artists may use their Slam to make iterative attacks as if it were a manufactured weapon, and may do so interchangeably with special martial arts weapons, but not other weapons. Thus, a 6th-level martial artist could attack twice with their Slam, or once with their Slam and once with a Siangham, but not once with a Slam and once with a (insert non-martial arts weapon here). A martial artist may not use two weapon fighting with their Slam, but are allowed to use two weapon fighting with special martial arts weapons.
Magical Enhancement: many martial artists snub the use of weapons. While their Unarmed Strike eventually becomes quite deadly in it's own right, it can quickly pale compared to a Fighter's magical sword. Over the years, martial artists have learned how to imbue their bodies with magical properties, often by covering their bodies with special tattoos or markings. In game terms, a martial artist's Slam can be affected by magic that enhances manufactured weapons (such as Magic Weapon) as well as those that affect natural weapons. Further, by making a DC 20 Craft (Tatooing) check, a martial artist may have their Slam attack enchanted as if it were a masterwork manufactured weapon. The xp costs and requirements do not change, but this allows a martial artist to one day possess a +4 Flaming Shock Slam attack, for example.
Size Matters Not [Ex]: the Martial Artist has an uncanny sense of motion and momentum that allows them to perform feats others would consider to be impossible for someone of their size or mass. Whenever a martial artist is subjected to a size modifier or special size modifier for an opposed check, the martial artist is considered to be one size category larger if doing so would be advantageous to them. Further, they are considered to be one size category larger than normal when making a Bull Rush, determining whether or not they may Grapple with an opponent, performing an Overrun, or Trip. Finally, the Martial Artist increases the damage of their Unarmed Attack as if they were one size category larger.
Martial Defense [Ex]: the Martial Artist may add their Intelligence bonus to their Armor Class and Initiative rolls when wearing no armor, and bearing no more than a light load.
Mobile Defense [Ex]: At 4th-level, the Martial Artist gains Damage Reduction 1/- when wearing no armor, but may add their Intelligence bonus to their Armor Class when wearing Light Armor and bearing no more than a medium load.
At 7th-level, the Martial Artist gains Damage Reduction 2/- when wearing no armor. When wearing Light Armor and bearing no more than a medium load, they may add their Intelligence bonus to their Initiative rolls, and gain Damage Reduction 1/-.
At 10th-level, the Martial Artist gains Damage Reduction 4/- when wearing no armor. When wearing Light Armor and bearing no more than a medium load, they gain Damage Reduction 2/-.
Spell Resistance: At 13th-level, the Martial Artist gains Spell Resistance equal to 10 + martial artist level when wearing no armor; the martial artist may freely allow a spell to bypass this defense by making a DC 25 Knowledge (Arcana) check (this takes no action and can be done when it's not the martial artist's turn) but must then suffer the consequences, if any. Improve Damage reduction by 1 point when unarmored.
At 16th-level, the Martial Artist's Spell Resistance applies when wearing light armor and bearing up to a medium load; if unarmored, however, the martial artist may add their Intelligence bonus to their Spell Resistance. Improve Damage reduction by 1 point.
At 19th-level, the Martial Artist may add their Intelligence bonus to their Spell Resistance when wearing light armor and bearing up to a medium load. Improve damage reduction by 1 point, improve damage reduction when wearing no armor by an additional point.
Damage Bonus [Ex]: the Martial Artist inflicts bonus damage with their Unarmed Attack or a martial arts weapon. Beginning at 2nd-level, the martial artist increases the damage dealt with these attacks by an amount equal to half their martial artist level (so a 12th-level martial artist inflicts +6 damage with a siangham, for example).
Bonus Feat [Ex]: at 3rd-level, and every 2 levels thereafter, the martial artist receives a bonus Feat. If the Feat has an ability score requirement, the martial artist may ignore it.
Increased Speed [Ex]: at 6th-level, the martial artist's base speed increases by 10'. This is cumulative with other speed enhancing effects.
Size Matters Not (Improved) [Ex]: at 8th-level, this ability allows the Martial Artist to consider themselves to be two size categories larger than normal for the stated purposes.
Increased Speed (Improved) [Ex]: at 9th-level, the martial artist's base speed increases by another 10'.
Swiftness of the Zephyr [Ex]: at 10th-level, the martial artist can make an additional swift action each turn.
Increased Speed (Greater) [Ex]: at 12th-level, the martial artist's base speed increases by another 10'.
Size Matters Not (Greater) [Ex]: at 14th-level, this ability allows the Martial Artist to consider themselves to be three size categories larger than normal for the stated purposes.
Increased Speed (Superior) [Ex]: at 15th-level, the martial artist's base speed increases by another 10'.
Timeless Body [Ex]: at 17th-level, the martial artist is not subject to ability score penalties due to age, and their maximum lifespan is increased by 50%. Further, the martial artist is immune to poison and disease, including magical versions of such.
Increased Speed (Master) [Ex]: at 18th-level, the martial artist's base speed increases by another 10'.
Master of Life and Death [Ex]: at 20th-level, the martial artist becomes an Outsider [Native] (this does not affect proficiencies or skills). They no longer have a maximum lifespan, and are, barring violence, immortals. In addition to their innate damage reduction, they reduce the damage of any type, including ability damage, by 4 additional points.
Other Class Features-
Weapon and Armor Proficiency: Monks are proficient with unarmed strikes, natural attacks, and all simple weapons. They are also proficient with all simple and martial 'martial arts weapons' (this is a campaign decision, DM's must decide what weapons are considered martial arts weapons. I'm flat-out assuming that core martial arts weapons such as the siangham are not exotic. The 'martial arts' tag for weapons is not a balance issue, but a flavor one; I don't think allowing a martial artist to apply his Chi powers or damage bonus to a greatsword to be "unbalanced", but it may not fit the DM's views of what a martial artist does).
Martial artists are proficient with light armor, but not shields. Really, the martial artist could wear any kind of armor, or use a shield, and the only penalty is the loss of their Defense Bonus. The idea here is not to overly penalize a player for wanting to play someone who wants to melee it up like Bruce Lee, but still allow a choice for players who feel armor is a good idea.
Ok, first of all, this ended up a little more complicated than I wanted, and may push the boundaries of what would be considered "core-
friendly" as the martial artist has special abilities, feats comparable to a fighter, and damage reduction that puts the Barbarian to shame.
I appreciate feedback, and will gladly explain my decisions; only a few were made arbitrarily.
Being a fan of martial arts movies and anime, it occured to me that the Monk is a good archetype for many games, but the Monk class suffers from the game design equivalent of "junk DNA". 3.5 allows for a great deal of customization and optimization, thus classes should be less complex, not more so. Also, there exist some issues with Tome of Battle (which I will discuss later), and I felt it was better to create a more "core-friendly" alternative.
In this spirit, I present:
The Martial Artist (New Base Class)
Alignment: Any. While the training and discipline of a martial arts warrior may seem to be antithetical to non-Lawful philosophy, there are just as many rogueish arrogant martial artists as koan-quoting sages.
Hit Die: d8. Though the Martial Artist is a close-combat specialist, his fighting style is often more about evasion and mobility than taking lethal blows. Eventually the Martial Artist learns how to minimize the damage they receive as well.
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Religion), Knowledge (The Planes), Knowledge (Martial)*, Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic/Psionic Device, Use Rope.
Skill Points at 1st level: 6 + (Int modifier) x 4.
Skill Points at each additional level: 6 + Int modifier.
The martial artist is often suprisingly skilled, although they are more a jack of all trades, not unlike the Bard.
Base Attack Bonus: +1 per level (Full). The martial artist is a highly trained, if specialized warrior, and can strike with lethal precision.
Fort, Ref, Will saves: these all have the best save progression. Martial arts training emphasizes endurance.
Special Abilities-
Here we have the meat of the class. The Martial Artist has a resevoir of inner strength, known as "chi", "qi", or "ki". All living (and some non-living) things possess this trait, but the Martial Artist has developed, through intense training, the ability to generate and channel vast amounts. The Martial Artist has a Chi Reserve equal to his Constitution modifier plus half his level (minimum of 1). For ease of use, a Martial Artist's Reserve should be considered full at the start of each encounter. If the DM prefers, however, they may allow the Reserve to regain one point of Chi per ten minutes of non-combat activity, or one minute of uninterrupted meditation (with a DC 15 Concentration roll).
The Martial Artist can use their Chi Reserve for various special abilities. Using Chi is considered to be a Swift action. Unless otherwise stated, these are Extraordinary abilities.
Stunning Attack: At 1st-level, the martial artist may expend a point of Chi to make a Stunning Attack. This attack must be delivered with an attack of some kind made with their Unarmed Strike or with a martial arts weapon, even if the attack is a melee touch attack (such as a Trip). If the attack hits, the victim must make a Fortitude save (DC 10 plus 1/2 the martial artist's Hit Die/level plus their Strength OR Intelligence modifier, whichever is higher) or be Stunned for one round.
Chi Speed: At 4th-level, the martial artist may expend a point of Chi to move a distance equal to their speed, although they provoke attacks of opportunity as normal.
Force Strike: At 7th-level, the martial artist may expend a point of Chi to alter the damage they inflict with their Unarmed Attacks or special martial arts weapon into Force damage, allowing them to overcome damage reduction and hardness or harm incorporeal foes. This benefit lasts for one round.
Weakening Strike: At 10th-level, the martial artist may expend a point of Chi to make a Weakening Strike. This attack must be delivered with an attack of some kind made with their Unarmed Strike or with a martial arts weapon, even if the attack is a melee touch attack (such as a Trip). If the attack hits, the victim suffers 1d6 points of Strength damage.
Chi Jump: At 13th-level, the martial artist may expend two points of Chi to Dimension Door (as per the spell, self and touched objects only) with a caster level equal to half their martial artist level. This is a supernatural ability.
Fatal Touch: At 15th-level, the martial artist may expend two points of Chi to deliver the Fatal Touch. The martial artist makes a melee touch attack against the foe and rolls 1d6 for every martial artist level they possess. If the total of this roll equals or exceeds the victims hit point total, they are instantly brought to 0 hit points. This is a supernatural, necromantic ability (and thus does not function on foes immune to necromantic effects). If the martial artist's victim survives, they suffer no damage, but are sickened for one minute.
Empty Body: At 17th-level, the martial artist may expend two points of Chi to become ethereal (as per the etherealness spell) for a number of rounds equal to their martial artist level. This is a supernatural ability.
Mountain-Felling Strike: At 19th-level, the martial artist may expend two points of Chi to deliver a Mountain-Felling Strike with their Unarmed Attack (or a special martial arts weapon). If the attack damages the target, the victim must make a Fortitude save (DC 10 plus 1/2 the martial artist's Hit Die/level plus their Strength OR Intelligence modifier, whichever is higher) or suffer an additional 10d6 Force damage from the attack. A construct or object subject to this attack suffers an additional 5d6 Force damage, whether they save or not.
Unarmed Attack [Ex]: the Martial Artist can use virtually any part of their body to make a lethal attack. They are considered to have a Slam attack, even if their race/kind normally lacks such an attack. Though labeled a Slam, and inflicting bludgeoning damage, this attack can be virtually anything allowed (one infamous Dwarven Martial Artist is known for gnawing on his victims!). The damage for this attack is based on the size of the Martial Artist (but see Size Matters Not, below). The Martial Artist may freely choose to inflict non-lethal damage with their Slam attack without taking a -4 penalty. Though they do not need it, Martial Artists are considered to have the Improved Unarmed Strike Feat.
Martial Artists may use their Slam to make iterative attacks as if it were a manufactured weapon, and may do so interchangeably with special martial arts weapons, but not other weapons. Thus, a 6th-level martial artist could attack twice with their Slam, or once with their Slam and once with a Siangham, but not once with a Slam and once with a (insert non-martial arts weapon here). A martial artist may not use two weapon fighting with their Slam, but are allowed to use two weapon fighting with special martial arts weapons.
Magical Enhancement: many martial artists snub the use of weapons. While their Unarmed Strike eventually becomes quite deadly in it's own right, it can quickly pale compared to a Fighter's magical sword. Over the years, martial artists have learned how to imbue their bodies with magical properties, often by covering their bodies with special tattoos or markings. In game terms, a martial artist's Slam can be affected by magic that enhances manufactured weapons (such as Magic Weapon) as well as those that affect natural weapons. Further, by making a DC 20 Craft (Tatooing) check, a martial artist may have their Slam attack enchanted as if it were a masterwork manufactured weapon. The xp costs and requirements do not change, but this allows a martial artist to one day possess a +4 Flaming Shock Slam attack, for example.
Size Matters Not [Ex]: the Martial Artist has an uncanny sense of motion and momentum that allows them to perform feats others would consider to be impossible for someone of their size or mass. Whenever a martial artist is subjected to a size modifier or special size modifier for an opposed check, the martial artist is considered to be one size category larger if doing so would be advantageous to them. Further, they are considered to be one size category larger than normal when making a Bull Rush, determining whether or not they may Grapple with an opponent, performing an Overrun, or Trip. Finally, the Martial Artist increases the damage of their Unarmed Attack as if they were one size category larger.
Martial Defense [Ex]: the Martial Artist may add their Intelligence bonus to their Armor Class and Initiative rolls when wearing no armor, and bearing no more than a light load.
Mobile Defense [Ex]: At 4th-level, the Martial Artist gains Damage Reduction 1/- when wearing no armor, but may add their Intelligence bonus to their Armor Class when wearing Light Armor and bearing no more than a medium load.
At 7th-level, the Martial Artist gains Damage Reduction 2/- when wearing no armor. When wearing Light Armor and bearing no more than a medium load, they may add their Intelligence bonus to their Initiative rolls, and gain Damage Reduction 1/-.
At 10th-level, the Martial Artist gains Damage Reduction 4/- when wearing no armor. When wearing Light Armor and bearing no more than a medium load, they gain Damage Reduction 2/-.
Spell Resistance: At 13th-level, the Martial Artist gains Spell Resistance equal to 10 + martial artist level when wearing no armor; the martial artist may freely allow a spell to bypass this defense by making a DC 25 Knowledge (Arcana) check (this takes no action and can be done when it's not the martial artist's turn) but must then suffer the consequences, if any. Improve Damage reduction by 1 point when unarmored.
At 16th-level, the Martial Artist's Spell Resistance applies when wearing light armor and bearing up to a medium load; if unarmored, however, the martial artist may add their Intelligence bonus to their Spell Resistance. Improve Damage reduction by 1 point.
At 19th-level, the Martial Artist may add their Intelligence bonus to their Spell Resistance when wearing light armor and bearing up to a medium load. Improve damage reduction by 1 point, improve damage reduction when wearing no armor by an additional point.
Damage Bonus [Ex]: the Martial Artist inflicts bonus damage with their Unarmed Attack or a martial arts weapon. Beginning at 2nd-level, the martial artist increases the damage dealt with these attacks by an amount equal to half their martial artist level (so a 12th-level martial artist inflicts +6 damage with a siangham, for example).
Bonus Feat [Ex]: at 3rd-level, and every 2 levels thereafter, the martial artist receives a bonus Feat. If the Feat has an ability score requirement, the martial artist may ignore it.
Increased Speed [Ex]: at 6th-level, the martial artist's base speed increases by 10'. This is cumulative with other speed enhancing effects.
Size Matters Not (Improved) [Ex]: at 8th-level, this ability allows the Martial Artist to consider themselves to be two size categories larger than normal for the stated purposes.
Increased Speed (Improved) [Ex]: at 9th-level, the martial artist's base speed increases by another 10'.
Swiftness of the Zephyr [Ex]: at 10th-level, the martial artist can make an additional swift action each turn.
Increased Speed (Greater) [Ex]: at 12th-level, the martial artist's base speed increases by another 10'.
Size Matters Not (Greater) [Ex]: at 14th-level, this ability allows the Martial Artist to consider themselves to be three size categories larger than normal for the stated purposes.
Increased Speed (Superior) [Ex]: at 15th-level, the martial artist's base speed increases by another 10'.
Timeless Body [Ex]: at 17th-level, the martial artist is not subject to ability score penalties due to age, and their maximum lifespan is increased by 50%. Further, the martial artist is immune to poison and disease, including magical versions of such.
Increased Speed (Master) [Ex]: at 18th-level, the martial artist's base speed increases by another 10'.
Master of Life and Death [Ex]: at 20th-level, the martial artist becomes an Outsider [Native] (this does not affect proficiencies or skills). They no longer have a maximum lifespan, and are, barring violence, immortals. In addition to their innate damage reduction, they reduce the damage of any type, including ability damage, by 4 additional points.
Other Class Features-
Weapon and Armor Proficiency: Monks are proficient with unarmed strikes, natural attacks, and all simple weapons. They are also proficient with all simple and martial 'martial arts weapons' (this is a campaign decision, DM's must decide what weapons are considered martial arts weapons. I'm flat-out assuming that core martial arts weapons such as the siangham are not exotic. The 'martial arts' tag for weapons is not a balance issue, but a flavor one; I don't think allowing a martial artist to apply his Chi powers or damage bonus to a greatsword to be "unbalanced", but it may not fit the DM's views of what a martial artist does).
Martial artists are proficient with light armor, but not shields. Really, the martial artist could wear any kind of armor, or use a shield, and the only penalty is the loss of their Defense Bonus. The idea here is not to overly penalize a player for wanting to play someone who wants to melee it up like Bruce Lee, but still allow a choice for players who feel armor is a good idea.
Ok, first of all, this ended up a little more complicated than I wanted, and may push the boundaries of what would be considered "core-
friendly" as the martial artist has special abilities, feats comparable to a fighter, and damage reduction that puts the Barbarian to shame.
I appreciate feedback, and will gladly explain my decisions; only a few were made arbitrarily.