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lunar2
2011-11-15, 07:17 PM
So, I think everyone agrees the monk needs serious buffing. This is for a campaign I'm working on, and will be one of 4 martial classes. Too strong? too weak? balance issues?

D10 HD, Full BaB, Good saves. 4+Int skill points per level.

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).

Unarmed strike and fast movement as SRD monk.

Any Alignment.

Level Special
1st Bonus feat, flurry of blows, unarmed strike
2nd Bonus feat, evasion
3rd Ki Blast (1d6)
4th Ki strike (magic).
5th Ki Blast (2d6)
6th Bonus feat, Flight
7th Ki Blast (3d6)
8th Advanced Ki Blast (Renzoku)
9th Improved evasion, Ki Blast (4d6)
10th Ki strike (lawful), Sense Life
11th greater flurry, Ki Blast (5d6)
12th Abundant step
13th Ki Blast (6d6)
14th Advanced Kiblast (Beam)
15th Ki Blast (7d6)
16th Ki strike (adamantine)
17th Timeless body, Ki Blast (8d6)
18th Improved Sense Life
19th Ki Blast (9d6)
20th Advanced Ki Blast (Death)

Class Features
All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with their unarmed strike, and any natural weapons they possess. Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a 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) as an insight bonus to her AC. In addition, a monk gains a +1 natural armor 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).
The Insight bonus to AC applies even when the monk is flat-footed. She loses the insight bonus 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. 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. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike: 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.
A monk may add her Wisdom modifier to her melee attack roll instead of her strength.

Bonus Feat: 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 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.

Ki Blast(Su): At third level, A monk gains the ability to generate a dense ball of ki as a standard action. This ball is then thrown at medium range (CL= 1/2 monk level), and impacts on a successful ranged attack for the listed damage + the monk's Wisdom Modifier (1/2 bludgeoning, 1/2 force. Critical 20 x2). A monk gains a number of Ki charges equal to 1/2 their monk level, + their wisdom modifier. Each Ki blast costs 1 charge to form. Although formed through magical means, each Ki Blast is treated as a physical object. They can be deflected or caught, and even thrown back, provided they have enough range left. They do not dissipate until their range is exhausted, and are not affected by Antimagic Fields, although they can't be formed while inside an Antimagic Field. Ki Charges recover at a rate of 1 per 10 minutes of light activity, or 1 per minute of rest.

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 aligned weapons for the purpose of dealing damage to creatures with damage reduction. The alignment must be one component of the monk's alignment, and must be declared before the attack is made. 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.

Flight (Su): A monk of 6th level or higher can expend 2 Ki charges to gain a fly speed equal to their total land speed, with perfect maneuverability, for 1 minute per Ki Blast caster level.

Advanced Ki Blast: At 8th level, a monk learns to combine Ki Charges to create more powerful effects than a regular Ki Blast.

Renzoku: They can Expend 3 Charges to fire 2 blasts as a single standard action. these blasts do not need to be aimed at the same target, but they can be.

Beam: They can expend 4 charges to create a single beam as a 1 round action. This beam functions as a long range line, and damages all creatures in its path as a blast (reflex 1/2, DC 10 + 1/2 monk level + Wis). The beam can be countered by any other damaging line effect, causing a beam struggle. during a beam struggle, each participant rolls a class level check modified by the relevant ability score (Wisdom for monks). The winner of the check reverses the other's beam, causing them to take the combined damage of the two beams. a Monk's beam can be fired as a readied action to counter another beam or line effect, instead of a 1 round action.

Death: By expending 5 charges, the monk creates a specialized blast. this blast takes the form of either a disk or a thin ray. If it hits, the target takes 3x the normal damage. This blast, if shaped as a disk, does slashing/force damage, and has a critical threat range of 18-20, and if shaped as a ray, does piercing/force and has a critical multiplier of 4x.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Sense Life: A monk can sense the Ki of other living creatures (but not undead or constructs). This gives them the effect of 60 ft. blindsense, and uncanny dodge, only against living creatures. At 18th level, these bonuses improve to 120 ft. blindsight, and improved uncanny dodge.

Instant Transmission (Shunkan Ido)(Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, for one Ki charge. Her caster level for this effect is 1/2 her monk level.

Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Noctis Vigil
2011-11-15, 11:14 PM
Needs way more charges per day, and more flexibility on what he can do with them. DBZ has all sorts of awesome energy attacks. What about fun stuff like Goku's Spirit Bomb? Krillin's Destructo Disk? Rapid fire? As an explosive burst? What about options to channel the blast through a melee strike? And what about a Super mode? Right now, it's just a Monk that can deal more damage, but it doesn't really fix any of the Monk's issues. A good start, but keep going if DBZ is your model.

Also, add a table. I can tell you from experience you'll get way more comments with one. As it is right now, I know you want the give him a Monk's unarmed damage, but the only indication of that is that you say he does more damage with his unarmed strikes. How much more? This is what a table fixes.

lunar2
2011-11-15, 11:36 PM
his charges refresh by minutes of rest. he may only have, say, 10 charges at level 10, but after the fight he can sit on his butt for a few minutes and get them all back.

he already gets the Special Beam Cannon and Kienzan at level 20, and Renzoku at level 8, Plus he gets flight and Instant transmission (Dimension Door rangw only).

If you want a super mode, play a Half-orc Dire Wereape barbarian, gestalted with this class, and refluff the orc's appearance and the barbarian's rage. there, now you have a saiyan with Oozaru and Super Saiyan transformations.

also, I need to edit the last Advanced Ki Blast. the death effect means everyone will go for Kienzan all the time, so that has to go. They're now just really strong blasts that have great crits.


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+2|Bonus Feat, Flurry of Blows, Unarmed Strike|

2nd|
+2|
+3|
+3|
+3|Bonus Feat, Evasion|

3rd|
+3|
+3|
+3|
+3|Ki Blast (1D6)

4th|
+4|
+4|
+4|
+4|Ki Strike (magic)

5th|
+5|
+4|
+4|
+4|Ki Blast (2D6)

6th|
+6/1|
+5|
+5|
+5|Bonus Feat, Flight

7th|
+7/2|
+5|
+5|
+5|Ki Blast (3D6)

8th|
+8/3|
+6|
+6|
+6|Advanced Ki Blast (Renzoku)

9th|
+9/4|
+6|
+6|
+6|Improved Evasion, Ki Blast (4D6)

10th|
+10/5|
+7|
+7|
+7|Ki Strike (Aligned), Sense Life

11th|
+11/6/1|
+7|
+7|
+7|Greater Flurry, Ki Blast (5D6)

12th|
+12/7/2|
+8|
+8|
+8|Instant Transmission

13th|
+13/8/3|
+8|
+8|
+8|Ki Blast (6D6)

14th|
+14/9/4|
+9|
+9|
+9|Advanced Ki Blast (Beam)

15th|
+15/10/5|
+9|
+9|
+9|Ki Blast (7D6)

16th|
+16/11/6/1|
+10|
+10|
+10|Ki Strike (Adamantine)

17th|
+17/12/7/2|
+10|
+10|
+10| Timeless Body, Ki Blast (8D6)

18th|
+18/13/8/3|
+11|
+11|
+11|Improved Sense Life

19th|
+19/14/9/4|
+11|
+11|
+11|Ki Blast (9D6)

20th|
+20/15/10/5|
+12|
+12|
+12|Advanced Ki Blast (Death)[/table]

Edit: added the table. as for other Advanced Ki Blasts, you could always make an ACF for different signature attacks at 20, or switch out Instant Transmission for an extra advanced blast, or something. but I can't fit every single technique ever used into a single twenty level class and have it make any sense. That's why i stuck with the basics, besides IT. goku, vegeta, krillin, cell, and frieza all used the Kienzan. It's generic like that. Tao, Piccolo Daimao, Piccolo Jr, Tien, Chiaotzu, Frieza, and Cell all had piercing rays. It's generic. Kamehameha, Galic Gun, and Masenko are all basic beams. Goku, vegeta, gohan, and frieza all spammed a Renzoku from time to time.

as for infusing Ki into melee attacks, that's why i left Ki strike in from the original monk. first your attacks are considered magic, then they are aligned, and then adamantine. I might even change the last one to be able to alternate with cold iron or silver, as well, for a bit more variety.

then the monk becomes an all around defense bypassing machine. his ranged attacks knock around incorporeal creatures, and always do at least 1/2 damage if they hit, no matter how suck you roll for damage. his melee attacks can alternate alignments and materials as needed to bypass DR. as long as he's not actually inside an AMF, standard magic defenses don't do anything to him. If he has trouble getting past AC, he can eventually use beam to force a reflex save, instead.

Rainbownaga
2011-11-20, 03:25 AM
I'm a little disapointed that a DBZ inspired class has no "chargin' my lazer" style powers; every fight seemed to consist of characters spending entire episodes powering up their "ultimate attack" or to change into their "ultimate form". Maybe you could cut the rest time down to 3 rounds instead of six so a character could concievably go nova and then hide for a few rounds and 'power up'. The ability to "power up" should be there somewhere.

I would probably also suggest a feat that lets you use powers with a ki cost of 2 or less for free. Characters in the show can fly indefinitely and there is a fair amount of beam spam in some of those shows.

From a balance point of view, they seem to be the warlock but with a mixture of advantages and disadvantages. Warlocks have the advantage of sustainability in long fights, hitting heavily armed armed targets, and the application of status effects, whereas this class gets the pure damage, speed and some defensive abilities.

I kinda like it, particularly the way you gave them full BAB. It's too bad they can't throw ki around until level 3; at low levels it's basically just a simple monk fix.

The only drawback I see is the temptation to completely dump strength, so your "Goku inspired martial artist" would lose an armwrestle to a schoolgirl. Maybe you should stack the strength and wisdom bonuses to strength (dex/wis is the obvious choice and a single feat they can pick up at level 1 makes strength only useful for carrying equipment, which they can't use anyway). MAD is bad, but sacrificing logic for balance is more a 4th ed thing.

lunar2
2011-11-20, 02:56 PM
Well, I'm more of a manga fan, personally. There were no full episode power ups, or things of that nature, in the manga, and fights were generally shorter than their anime counterparts.

As for indefinite flight, in the android saga, goku told gohan not to fly so fast to the island, because he would exhaust himself before the battle, so flight wasn't indefinite, just long term. I'll probably add in an overland flight option to the flight ability, so you trade in speed for duration.

the rest time to regain ki charges was based on a similar mechanic to an alternate casting system in the campaign and setting i'm working on. also, there will be spells and items that either increase the maximum number of charges, or increase the refresh rate.

delaying ki access to 4th level, and flight to 6th level was done deliberately. no one except goku and roshi had ki techniques until after the 21st budokai, and no one could fly under their own power until the 22nd budokai. those weren't basic powers, they were advanced techniques that demonstrated years of practice (or, in goku's case, massive raw talent).

strength will still be important for any melee based build. since I'm only using homebrew and the SRD, they'll need strength for melee damage and special attacks like trips and grapples. I did intend to make them SADder than the monk, but they'll still need at least 2 high ability scores to function properly, and 3 if they want to be good at all ranges.