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Human Paragon 3
2010-02-24, 04:24 PM
These are a take off on the fighting styles from unearthed arcana, except (I hope) they are actually good.

Design goals:


1) Emulate real life kung fu styles
2) Let the monk have some sort of role in combat
3) Increase monk power up to that of other core melee classes
4) Make monk more fun to play
5) Styles should feel cohesive and synergenistic, not like a hodgepodge of random abilities.
6) Strongly compatible with E6, where a sixth level monk style practitioner is considered a master of their martial art.

The Styles

All: Do not gain Purity of Body or normal Monk Bonus Feats.

First Level: Gain first style power (Philosophy) and bonus feat
Second Level: Bonus Feat
Fifth Level: Bonus Feat
Sixth Level: Second style power (Stance)

Monks do not need to meet the prerequisites of the feats they receive as bonus feats.

Tiger

Focus of the Tiger: Class levels in monk count as fighter levels for the purpose of qualifying for feats and PrCs. In addition, you may substitute your character level for any BAB requirements in feats and PrCs.
First Level Feat: Weapon Focus (Unarmed Strike)
Second Level Feat: Power Attack
Fifth Level Feat: Versatile Unarmed Strike
Sixth Level Stance: Treat unarmed strike as a two-handed weapon for purpose of Str bonus and Power Attack.

Design Notes:
WTF? Weapon Focus makes monk better? Well, actually it does, a little. The power attacking style from U.A. gives monk power attack at level 1, but there's a problem with that. With BAB+0, it doesn't actually do anything. I moved power attack to level two, and threw in weapon focus to give the monk some leeway when it comes to actually using power attack.


Crane


Discipline of the Crane: Dodge bonuses to AC also increase your reflex saving throws.
First Level Feat: Dodge
Second Level Feat: Combat Expertise
Fifth Level Feat: Overwhelming Assault
Sixth Level Stance: Take 10 on all balance, concentration and tumble checks. Gain double dodge bonus from Dodge and Combat Expertise.

Design Notes:
There's certainly an archetype for a monk who practices an extremely defensive style, and is nearly impossible to hit. The crane exemplifies this. However, just surviving is not enough, so I gave him overwhelming assault, a feat from PHbII, which gives opponents an incentive to actually attack you, and gives you a bonus to hit when they don't. This fits with crane's defensive nature, and ability to wait patiently for an opening before striking.

Snake

Speed of the Serpent: Add 1/3 class level to initiative. +2 to stunning fist DC vs. opponents who have not yet acted in combat.
First Level Feat: Stunning Fist
Second Level Feat: Extra Stunning
Fifth Level Feat: Rapid Stunning
Sixth Level Stance: You may expend an extra stunning fist attempt to blind for 1d4 rounds instead of stun, two extra attempts to nauseate for 1d4 rounds instead of stun, or 3 extra attempts to paralyze for 1d4 rounds instead of stun.

Design Notes:
Snake strikes quickly and accurately, disabling foes by striking at their vitals. Stunning fist seemed like a good way to focus. I wrapped up many of the stunning fist expansion feats in the sixth level stance. The initiative boost fits with snake style's speed.

Mantis

Reflexes of the Mantis: Whenever you make an attack of opportunity, make an extra unarmed strike at your best attack bonus.
First Level Feat: Combat Reflexes
Second Level Feat: Karmic Strike
Fifth Level Feat: Defensive Sweep
Sixth Level Stance: Opponents you threaten are treated as standing on difficult terrain (can't take 5 foot steps, must spend two squares of movement to move one square).

Design Notes:

Mantis relies on extremely fast reflexes, so I built the style around attacks of opportunity, getting more of them and forcing situations when you can make them.

Monkey

Agility of the Monkey: You may make one additional 5 foot step each round as a swift action.
First Level Feat: Dodge
Second Level Feat: Mobility
Fifth Level Feat: Elusive Target
Sixth Level Stance: Gain skirmish ability as a 5th level scout. Classes that advance Sneak Attack or Skirmish also advance unarmed strike progression and flurry of blows.

Design Notes:
Monkey is the true skirmishing monk style, granting enhanced mobility and a reason to use it. My only regret is that dodge is necessary due to elusive target.

Python

Strength of the Python: Add your Wis modifier as a bonus to all grapple checks and damage rolls in a grapple.
First Level Feat: Improved Grapple
Second Level Feat: Improved Trip
Fifth Level Feat: Brutal Strike
Sixth Level Stance: You do not automatically fail grapple checks due to size or the Freedom of Movement spell. Additionally, you are considered one size category larger than your actual size while grappling. Lastly, you may make attacks with light weapons while in a grapple at no penalty.

Design Notes:

Python is the dedicated grappler, so improved grapple is a must. Improved trip is to simulate takedowns. Brutal Strike is a stand in for the painful holds that grapplers can put on their opponents. Between adding Wis to grapple modifiers at level 1 and gaining a +4 size bonus at level 6, you should be able to grapple anything, which is especially good because I took away the size limitations. Adding Wis to grapple also gives monk the edge over a raging barbarian in a grapple! Yay! Being able to attack in a grapple at no penalty is a useful trick that I haven't seen anywhere else. It also lets you activate brutal strike while grappling.



Leopard

Guile of the Leopard: Add wis modifier to bluff checks and as a bonus to damage vs. flatfooted opponents.
First Level Feat: Improved Feint
Second Level Feat: Improved Critical (unarmed strike)
Fifth Level Feat: Power Critical
Sixth Level Stance: You may perform a feint as a swift action, and your wisdom bonus to feints and damage against flatfooted opponents doubles. In addition, the critical multiplier on your unarmed strike increases by one.

Design Notes:
I didn't want to just give this style sneak attack, as it seemed too easy, and too similar to monkey, so instead I use the wis modifier. A secondary benefit to this is that the extra damage is multiplied on a critical hit. The support to crits seemed natural for leopard monks, since they rely on technique to guide their powerful strikes. The end result is some highly respectable damage if you get a feint off before a critical and/or decisive strike. This style works well with FoB (for more chances at a crit) or Decisive Strike, which will also double the bonus damage.

Dragon

Way of the Dragon: You do not take the usual -2 penalty when you make a flurry of blows attack. At levels when the penalty would be reduced, you gain a +1 to hit while flurrying.
First Level Feat: Dodge
Second Level Feat: Combat Expertise
Fifth Level Feat: Lunging Strike
Sixth Level Stance: You may combine a lunging strike with a flurry of blows (effectively increasing the reach on your flurry attacks by five feet). In addition, any feat, spell or special ability that grants a dodge bonus to your AC also grants an equivalent competence bonus to damage.

Design Notes:
Dragon focuses equally on attack and defense, efficiently turning the motion from their quick dodges into additional power for their strikes. Possibly the best style in a toe-to-toe fight, dragon also allows you to switch to range at a moment's notice, surprising opponents with powerful kicks. Negating the flurry penalties let the Dragon monk make the best possible use of combat expertise.

Draz74
2010-02-24, 05:11 PM
Needs more Panda. :smallwink:

Mulletmanalive
2010-02-24, 08:05 PM
Oddly enough, i was thinking about a similar thing because of a mechanism i designed for feats [each has a strike and a stance that you adopt as a result].

I've kinda given up on the Monk itself [causes arguments around these parts] but i really like your "Reflexes of the Mantis." Mind if i use that for my Mantis Stance when i get around to it?

Tiger is a raking and twisting style. I'd be more inclined to give it Versatile Unarmed Strike rather than Specialisation. I think the second clause on the first level ability it back to front. Character levels as BAB would actually allow you into classes and feats, rather than the way its written that actually cripples you.

Oh, I like your Crane, but my brief tuition in it made it seem like a pretty aggressive style: more striking at greater speed than Monkey. Believe me, Crane strikes HURT...

Temotei
2010-02-24, 08:17 PM
Snake

Speed of the Cobra: Add 1/3 class level to initiative.
First Level Feat: Sunning Fist

Unleash the power of the sun! :smallamused:

Human Paragon 3
2010-02-24, 09:58 PM
Good call on versatile unarmed strike. That's a much better choice than specialization.

I realize that crane has powerful strikes as well, but I had trouble building it into the style. If I were building a Crane monk, I'd definitely take the Decisive Strike alternate class feature. Seems very, very crane, especially when teamed with Overwhelming Assault. Do you think that's enough, or do you think it needs a more aggressive power built into the style itself?

And yes, please take whatever you want from the styles for your feats or what have you. I was particularly fond of Mantis. I think it was my most cohesive style.


Unleash the power of the sun!

LOL

Drolyt
2010-02-24, 10:13 PM
Unleash the power of the sun! :smallamused:

Sunning Fist [Normal]
You can channel the power of the sun into your fist.
Prerequisites: Stunning Fist, Tongue of the Sun and Moon
Benefits: You can channel the power of the Sun into your unarmed strikes by spending a use of your stunning fist ability as a full round action. You make a melee touch attack dealing 1d6/monk level fire damage and forcing the target to make a fortitude save (DC 20 + Wisdom Modifier) or explode into brilliant flames dying instantly. If the target makes it's save it must make a second fortitude save or be blinded for 10 rounds by the awesome light.

Human Paragon 3
2010-02-24, 10:15 PM
BOOOOOOO!

urns

Drolyt
2010-02-24, 10:16 PM
BOOOOOOO!

urns

I don't get it. Maybe I should make it do 2d6/monk level damage but have it stun the monk for one round making them helpless if the attack fails...

Temotei
2010-02-24, 10:27 PM
Sunning Fist [Normal]
You can channel the power of the sun into your fist.
Prerequisites: Stunning Fist, Tongue of the Sun and Moon
Benefits: You can channel the power of the Sun into your unarmed strikes by spending a use of your stunning fist ability as a full round action. You make a melee touch attack dealing 1d6/monk level fire damage and forcing the target to make a fortitude save (DC 20 + Wisdom Modifier) or explode into brilliant flames dying instantly. If the target makes it's save it must make a second fortitude save or be blinded for 10 rounds by the awesome light.

I should include this as a feat in my radiant monk class. It seems a mite overpowered, but hey...it's level 17, after all.

17d6 fire damage with a DC of 20 + 8 (+5 from 20 Wisdom, +3 from +6 bonus from item) = 28 Fort save vs. death and then blindness if success...yum. A bit overpowered, but monks get no love.

Then again, the radiant monk basically already does this kind of thing with its other abilities. :smallcool:

Drolyt
2010-02-24, 10:32 PM
I should include this as a feat in my radiant monk class. It seems a might overpowered, but hey...it's level 17, after all.

17d6 fire damage with a DC of 20 + 8 (+5 from 20 Wisdom, +3 from +6 bonus from item) = 28 Fort save vs. death and then blindness if success...yum. A bit overpowered, but monks get no love.

Then again, the radiant monk basically already does this kind of thing with its other abilities. :smallcool:

I find it quite amazing how you got a feat at 17th level. You could use this version by the way:
Sunning Fist [Normal]
You can channel the power of the sun into your fist.
Prerequisites: Stunning Fist, Tongue of the Sun and Moon
Benefits: You can channel the power of the Sun into your unarmed strikes by spending a use of your stunning fist ability as a full round action. You make a melee touch attack dealing 2d6/monk level damage, half of which is fire damage and half of which comes directly from divine power and is therefore not subject to energy resistance, and forcing the target to make a fortitude save (DC 20 + Wisdom Modifier) or explode into brilliant flames dying instantly. If the target makes it's save it must make a second fortitude save or be blinded for 10 rounds by the awesome light. After using this attack the character is stunned for 1 round due to the awesome powers flowing through him.

Why does an offhand remark about a typo inspire me to make a feat?

Edit: Analysis, this attack does a minimum of 36d6 damage, half fire half divine. So against a character with no resistance or immunity to fire that's an average of 126 damage, against a character immune to fire an average of 63 damage. Average of 140 at 20th level. Assuming the DC is as you calculated (28) then the chance of a Balor dying is 5/20 or 25%, a Pit Fiend 8/20 or 40%, a Tarrasque 1/20 or 5%, Titan 1/20 or 5%, and 20th level wizard with 20 con and a cloak of resistance (+16 total) a grand 11/20 or 55% chance.

Human Paragon 3
2010-02-24, 10:37 PM
Ah, the threadjack, it burns! It burns like the sun of a sunning fist.

Drolyt
2010-02-24, 10:41 PM
Ah, the threadjack, it burns! It burns like the sun of a sunning fist.

Sorry. I'd like to comment but I know this much about Kung Fu:






Nothing.

Temotei
2010-02-24, 10:45 PM
I find it quite amazing how you got a feat at 17th level. You could use this version by the way:
Sunning Fist [Normal]
You can channel the power of the sun into your fist.
Prerequisites: Stunning Fist, Tongue of the Sun and Moon
Benefits: You can channel the power of the Sun into your unarmed strikes by spending a use of your stunning fist ability as a full round action. You make a melee touch attack dealing 2d6/monk level damage, half of which is fire damage and half of which comes directly from divine power and is therefore not subject to energy resistance, and forcing the target to make a fortitude save (DC 20 + Wisdom Modifier) or explode into brilliant flames dying instantly. If the target makes it's save it must make a second fortitude save or be blinded for 10 rounds by the awesome light. After using this attack the character is stunned for 1 round due to the awesome powers flowing through him.

Why does an offhand remark about a typo inspire me to make a feat?

Edit: Analysis, this attack does a minimum of 36d6 damage, half fire half divine. So against a character with no resistance or immunity to fire that's an average of 126 damage, against a character immune to fire an average of 63 damage. Average of 140 at 20th level. Assuming the DC is as you calculated (28) then the chance of a Balor dying is 5/20 or 25%, a Pit Fiend 8/20 or 40%, a Tarrasque 1/20 or 5%, Titan 1/20 or 5%, and 20th level wizard with 20 con and a cloak of resistance (+16 total) a grand 11/20 or 55% chance.

Quite right. You know what I meant by 17th level though. :smallamused:

I thought every typo inspired new homebrews?

I personally like this version better than the other one.

Oh, and the mantis style is my favorite of the styles.

Latronis
2010-02-24, 10:49 PM
Sorry. I'd like to comment but I know this much about Kung Fu:






Nothing.

well it's a term used in reference to one's expertise in any skill.

Human Paragon 3
2010-02-24, 11:18 PM
I'm brainstorming a dedicated grapple style, something like Ju Jitsu perhaps. Taking suggestions.

Drolyt
2010-02-24, 11:35 PM
I'm brainstorming a dedicated grapple style, something like Ju Jitsu perhaps. Taking suggestions.

Grappling is already pretty sweet, the problem is that it's too damn situational. If you can come up with an excuse to let monks grapple collosal creatures starting at 6th level that will go a long way towards making monks useful.

Zeful
2010-02-24, 11:42 PM
I'm brainstorming a dedicated grapple style, something like Ju Jitsu perhaps. Taking suggestions.


The ability to grapple larger monsters.
The ability to ignore spells like Freedom of Movement.
The ability to use a grappled enemies Str score as your own against that creature.
Enhanced Grapple Damage.
Bonus damage vs. charging.
Status effects (like stunning fist/quivering palm, only better).

And this is just off the top of my head.

Mulletmanalive
2010-02-25, 03:26 AM
Of the styles i know, i can only suggest Cobra from the grappling specialist line, assuming you wanted to keep the Chinese theme going...or was it called Python...

I know there's a snake named grappler...

Hold the line as a bonus feat, specific to starting grapples [yay, throws], a good first level ability would be the ability to trip the target automatically instead of dealing damage when you start a grapple.

I'd combine this with Decisive Strike again. Stance, remove the grappling cap? Strawberryman came up with some grappling feats and there was one that dealt nicely with Freedom of Movement...Grab Cannon (http://www.giantitp.com/forums/showthread.php?t=142036). I'd suggest that, unless you can come up with something better.

I don't know enough to comment, but how about some Dragon or Leopard [i've only studied, both very briefly, Monkey and Crane]?

Human Paragon 3
2010-02-25, 10:10 AM
Python

Strength of the Python: Add your Wis modifier as a bonus to all grapple checks and damage rolls in a grapple.
First Level Feat: Improved Grapple
Second Level Feat: Improved Trip
Fifth Level Feat: Brutal Strike
Sixth Level Stance: You do not automatically fail grapple checks due to size or the Freedom of Movement spell. Additionally, you are considered one size category larger than your actual size while grappling. Lastly, you may make attacks with light weapons while in a grapple at no penalty.

Design Notes:

Python is the dedicated grappler, so improved grapple is a must. Improved trip is to simulate takedowns. Brutal Strike is a stand in for the painful holds that grapplers can put on their opponents. Between adding Wis to grapple modifiers at level 1 and gaining a +4 size bonus at level 6, you should be able to grapple anything, which is especially good because I took away the size limitations. Adding Wis to grapple also gives monk the edge over a raging barbarian in a grapple! Yay! Being able to attack in a grapple at no penalty is a useful trick that I haven't seen anywhere else. It also lets you activate brutal strike while grappling.



Thinking about Monkey, do you think it's good enough? Elusive target is pretty sweet, and so is skirmish, but it still has some of the same problems as regular monk and melee scouts have with full attacks. Do you think adding an ability to take double five foot steps would make it an effective striker (while teamed with skirmish)? Or would that make it too good?


What are Dragon and Leopard like?

Mulletmanalive
2010-02-25, 11:18 AM
I don't know about your Monkey Dilemma. I would have just swapped out their Flurry for Skirmish and been done with it. Maybe changed that stance to Improved Skirmish from PHB2.

Leopard is a combination of height assault like Crane and force like Tiger. Accourding to Wikipedia, it is supposedly one of the fastest Shaolin styles. It uses a two point hybrid fist with the outer knuckles folded and the last flange kept straight. The knuckles and palm being the striking surfaces for jabs and curve strikes respectively.

Sounds like a mix of defence and feinting to me. Perhaps with swapping Flurry out for Sneak Attack or Sudden Strike if you're so inclined.

From what I can tell, Dragon is about planting your feet and avoiding blows through upper body movements while channelling blows through this movement. Northern Style is apparently long ranged [most likely specialising in kicks, like other northern forms] while Southern is close in. Seems like a Flurry of Blows to the max design.

As an aside, i'd remove the penalties for making a Flurry. They serve little benefit and don't actually improve anything. Combined with Snap Kick from TOB, it would make a nasty ass flurry fighter.

Human Paragon 3
2010-02-25, 12:01 PM
By popular demand, Leopard and Dragon



Leopard

Guile of the Leopard: Add wis modifier to bluff checks and as a bonus to damage vs. flatfooted opponents.
First Level Feat: Improved Feint
Second Level Feat: Improved Critical (unarmed strike)
Fifth Level Feat: Power Critical
Sixth Level Stance: You may perform a feint as a swift action, and your wisdom bonus to feints and damage against flatfooted opponents doubles. In addition, the critical multiplier on your unarmed strike increases by one.

Design Notes:
I didn't want to just give this style sneak attack, as it seemed too easy, and too similar to monkey, so instead I use the wis modifier. A secondary benefit to this is that the extra damage is multiplied on a critical hit. The support to crits seemed natural for leopard monks, since they rely on technique to guide their powerful strikes. The end result is some highly respectable damage if you get a feint off before a critical and/or decisive strike. This style works well with FoB (for more chances at a crit) or Decisive Strike, which will also double the bonus damage.

Dragon

Way of the Dragon: You do not take the usual -2 penalty when you make a flurry of blows attack. At levels when the penalty would be reduced, you gain a +1 to hit while flurrying.
First Level Feat: Dodge
Second Level Feat: Combat Expertise
Fifth Level Feat: Lunging Strike
Sixth Level Stance: You may combine a lunging strike with a flurry of blows (effectively increasing the reach on your flurry attacks by five feet). In addition, any feat, spell or special ability that grants a dodge bonus to your AC also grants an equivalent competence bonus to damage.

Design Notes:
Dragon focuses equally on attack and defense, efficiently turning the motion from their quick dodges into additional power for their strikes. Possibly the best style in a toe-to-toe fight, dragon also allows you to switch to range at a moment's notice, surprising opponents with powerful kicks. Negating the flurry penalties let the Dragon monk make the best possible use of combat expertise.

Mulletmanalive
2010-02-25, 12:20 PM
Glee!

[Baddly dubbed voice] "Your...Leapard, has speed...but...is no match for the fury of my Tiger!"

I like both of these.

Are you still undecided on the Monkey thing?

Human Paragon 3
2010-02-25, 12:54 PM
I think I will make the first level philosophy for monkey the double five foot step thing. It's way more unique, especially when you consider that crane gets practically the same thing (what with the taking 10s).

I am having so much fun with these, that I am considering making "advanced" styles that go into the realm of the supernatural for level 7-12, and/or up to level 20.