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View Full Version : [3.5, Base Class (Fix-ish), PEACH] Monk



Derjuin
2011-12-27, 11:31 PM
Everyone and their great-grandmother seems to have a monk fix/remake, and after watching Kung Fu Panda a few too many times, I got some ideas together and tried to make a coherent class out of them. Here they are!

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MONK

http://fc00.deviantart.net/fs71/i/2010/352/9/7/dnd_character___monk_by_regocreations-d355rzz.jpg (http://browse.deviantart.com/?qh=&section=&q=monk+dnd+character#/d355rzz.jpg)

It is not the duty of a monk to bring about pain and destruction. It is their duty to be the harbinger of peace. Sometimes, pain and destruction are necessary tools in bringing peace, but this is not often. Harmony, unison and balance are often the best ways to spread peace.

~ A scroll hung on a wall of the Jade Dragon Tower

GAME RULE INFORMATION
Monks have the following game statistics.

Abilities: Wisdom, either Strength or Dexterity, and Constitution are good scores for a Monk to invest in. Almost all of the Monk's abilities function off of Wisdom, and he determines his attacks with either Strength or Dexterity (which also boost his carrying capacity and his AC/reflex saves). Constitution helps keep the Monk in the fray when he needs to be there.

Alignment: Any Lawful. If a Monk ceases to be Lawful, he cannot progress further as a Monk, but may keep all abilities he already has. If he manages to become Lawful again, he can continue his training.

Hit Die: d10

Starting Age: As Cleric

Starting Gold: 6d10

Class Skills
The Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

The Monk
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Improved Unarmed Strike, Flurry of Blows, Serenity
2nd|
+2|
+3|
+3|
+3|Flying Jump Kick
3rd|
+3|
+3|
+3|
+3|Ki Strike
4th|
+4|
+4|
+4|
+4|Tranquility, Crane Style
5th|
+5|
+4|
+4|
+4|Enchanted Fist, Windmill Strike
6th|
+6/+1|
+5|
+5|
+5|Deflecting Palm
7th|
+7/+2|
+5|
+5|
+5|Stance of Peace, Typhoon Strike
8th|
+8/+3|
+6|
+6|
+6|Monkey Style, Wall Grip
9th|
+9/+4|
+6|
+6|
+6|Zephyr Throw
10th|
+10/+5|
+7|
+7|
+7|Snap Kick, Diamond Body
11th|
+11/+6/+1|
+7|
+7|
+7|Stone-splitting Strike
12th|
+12/+7/+2|
+8|
+8|
+8|Mantis Style
13th|
+13/+8/+3|
+8|
+8|
+8|Nerve Strike
14th|
+14/+9/+4|
+9|
+9|
+9|Stance of Destruction
15th|
+15/+10/+5|
+9|
+9|
+9|Harmonious Touch
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Serpent Style
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Mirror Strike
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Unearthly Speed
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Meteor Strike
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Tiger Style, Ascended Body[/table]

Weapon and Armor Proficiency: Monks are proficient with all simple weapons, plus the handaxe, kama, kusari-gama (DMG, pg. 144+145), nunchaku, sai, shuriken and siangham. They are not proficient with any kinds of armor or shields.

Improved Unarmed Strike (Ex): At 1st level, a Monk gains the Improved Unarmed Strike feat as a bonus feat. In addition, their Unarmed Strike inflicts more damage than another's, as indicated by the table below:

{table=head]Level|Small|Medium|Large
1st-3rd|1d6|1d8|1d10
4th-6th|2d4|2d6|2d8
7th-9th|2d6|2d8|2d10
10th-12th|3d4|3d6|3d8
13-15th|3d6|3d8|3d10
16th-19th|4d6|4d6|4d8
20th|4d8|4d8|4d8[/table]

In addition, the Monk may add his Dexterity to his attack and damage instead of his Strength when making unarmed strikes.

Flurry of Blows (Ex): Beginning at 1st level, a Monk can make an extra unarmed strike attack at his highest Base Attack Bonus whenever he makes an attack action (either as a standard action or a full attack) or an attack of opportunity.

Serenity (Ex): Beginning at 1st level, a Monk adds his Wisdom modifier plus one-fifth of his Monk level (rounded up) to his AC. In addition, he adds his Wisdom modifier, up to a maximum of his Monk level, to all saves. If the monk ever wears armor (not including magical sources of armor, such as Bracers of Armor or a Mass Mage Armor spell), a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.

Flying Jump Kick (Ex): By using a careful balance of forces and weight, the Monk can execute a powerful jumping attack. Beginning at 2nd level, at the end of a charge or his movement for a round that covers at least 10 feet, the Monk can make a Jump check before making his attack and inflict extra damage; the bonus damage is based on how well he jumps. A Monk cannot make this jump if he has not moved in the round. For the purposes of a Flying Jump Kick, teleportation is not considered movement; he must physically move at least 10 feet. If the Monk rolls under a 10, he does not execute the jump properly and does not gain bonus damage, but he still gets to attack as normal. If the monk is capable of making multiple attacks at the end of his movement or charge, he gains this damage bonus to all attacks.

{table=head]Result|Damage Bonus|Strength or Dexterity Bonus*
10-20|+1|1.5x
21-30|+2|2x
31-40|+3|2.5x
41-50|+4|3x
51+|+5|4x[/table]

*This bonus replaces the normal 1x Strength bonus for attacking with unarmed strikes.

Ki Strike (Ex): At 3rd level, a Monk achieves a level of intuition with his unarmed strikes that aids him in striking true and finding the point in an opponent's body that would cause the greatest damage. When making an unarmed strike, the Monk may add his Wisdom bonus to his attack and damage in addition to his Strength or Dexterity.

Tranquility (Ex): Beginning at 4th level, a Monk can transcend human strength using his willpower. He adds his Wisdom bonus to all Strength, Dexterity, and Constitution checks he makes. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.

Crane Style (Ex): At 4th level, a Monk masters the first style of the Jade Dragon Tower: that of the Crane. The Monk gains a 10' Enhancement bonus to his land speed for each Monk level he has (40' at level 4, 50' at level 5, and so on). In addition, he is always considered running when making a jump, he never takes falling damage as a result of a jump, and only takes damage from falling as if he had fallen 1/4 the distance (rounded down to the nearest 10 feet). If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.

Enchanted Fist (Ex): Beginning at 5th level, the Monk is able to have his unarmed strikes enchanted as if they were material weapons. Doing so does not incur a base weapon price (300 + the item's normal value), an XP cost for the crafter, and takes a fraction of the time that would normally be spent: it takes 1 hour per 10,000 gp in the enchantment's total price, to a maximum of 24 hours. The Monk may suppress his unarmed strikes' enchantments at will as a free action.

Windmill Strike (Ex): Beginning at 5th level, the Monk learns how to move, strike, and move again quickly. The Monk may, as a full round action, move half his speed, make a full attack, and move half his speed again. If he wishes to avoid attacks of opportunity, he must make a Tumble check for each half of movement.

Deflecting Palm (Ex): Beginning at 6th level, the Monk can deflect attacks aimed at him with precisely timed movements. Once per enemy per round, he may make an attack roll that opposes the attack directed at him. If his attack roll surpasses the enemy's attack roll, the attack is deflected and inflicts no damage to him. This ability can be used against melee attacks, ranged attacks, and spells target the Monk and require an attack roll. This ability cannot be used while flat-footed, incapacitated or when the Monk does not have at least one hand free and able to move.

Stance of Peace (Ex): Beginning at 7th level, the Monk can enter a state of ascended peace, granting him several powerful benefits but limiting his ability to inflict damage on others. While in the Stance of Peace, a Monk gains a +2 Deflection bonus to AC, a +2 Insight bonus to AC, and a +4 Dodge bonus to AC. He also gains Spell Resistance equal to 11 + his Monk level against enemy spells and spell-like abilities, and Damage Reduction/- equal to 1/2 his Monk level, rounded down. Whenever he is subjected to an effect that allows a save for half damage or a lessened effect, he suffers no ill effect at all if he successfully saves. He still suffers the full effect if he fails to save.

However, the Monk is incapable of inflicting lethal damage while in the Stance of Peace; all weapons he wields, and all unarmed strikes he makes, inflict nonlethal damage. He inflicts damage only equal to his Wisdom modifier with all attacks and may only make one attack per foe per round.

Entering the Stance of Peace requires a Standard action that provokes attacks of opportunity (but he is not interrupted if he takes damage from the attack). Leaving the Stance is a Swift action that does not provoke. The Stance of Peace lasts until it is cancelled.

Typhoon Strike (Ex): Beginning at 7th level, the Monk gains a special benefit when making a bull rush. If he forces an opponent to move into a wall or other solid object, the opponent stops as normal. However, the Monk's momentum carries through and crushes the opponent against the object, inflicting 6d6 + Unarmed Strike damage + 2x the Monk's Wisdom bonus. The Monk may choose to make an additional Strength check to break the object his opponent is forced in to; if he succeeds in breaking the object, the opponent continues moving backwards, still takes the damage for having crashed into the object, and must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or fall prone afterwards. An opponent that is subjected to this attack must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or be winded from the attack: the victim may only take a single Standard Action or Move Action in his next round (in addition to a Swift Action).

At all times, the Monk also gains the ability to "throw" his unarmed strike by disrupting the flow of air between himself and his foe, giving him +5' reach when making unarmed strikes. He is still able to make attacks against adjacent foes, but is unable to make a Flurry of Blows or Snap Kick in a round in which he "throws" his unarmed strikes. He cannot grapple when using this ability, but can trip, disarm and bull rush as normal for a character with a reach weapon.

Monkey Style (Ex): Beginning at 8th level, the Monk achieves mastery over the second style of the Jade Dragon Tower: Monkey. The Monk no longer provokes Attacks of Opportunity when tripping, grappling or disarming foes. When making Grapple checks, the Monk gains a Size bonus as if he were two sizes larger than he actually is, and does not automatically fail to attempt to hold a creature that is two or more size categories larger than he is.

Wall Grip (Ex): Beginning at 8th level, a Monk may make part or all of his movement along a vertical surface or ceiling. He may end his movement on a vertical surface, but must make a DC 25 Balance check to end his movement on a ceiling. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.

Zephyr Throw (Ex): Beginning at 9th level, a Monk may grab, trip and throw an opponent into a group of foes, inflicting damage and causing those struck to fall. Executing a Zephyr Throw is a standard action. As part of this attack, the Monk must succeed on a melee touch attack against a foe. He can then make a trip attempt against that foe. The Monk gains a +8 bonus on the ability check. If he succeeds in tripping the foe, the Monk may throw him up to 20 feet away from him in a direction of his choice. The Monk selects his enemy’s destination square.

The target falls prone in that space and takes damage equal to twice the Monk's unarmed strike and falls prone. For every 5 points by which the Monk wins the opposed check, he gains an additional 5 feet of throw range. For example, if he wins by 10, he can place his foe in any space within 30 feet of him. If enemies are within 5 feet of a direct line between the Monk and the space the Monk's foe lands in, they must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or fall prone and suffer the same damage the thrown foe suffers.

Snap Kick (Ex): At 10th level, the Monk gains the Snap Kick (Tome of Battle, pg. 32) feat as a bonus feat. If the Monk already has the Snap Kick feat, he may choose another feat in its place for which he qualifies.

Diamond Body (Ex): Beginning at 10th level, the Monk's body automatically heals itself a small amount each round and naturally resists poisons and diseases. The Monk becomes immune to all poisons and diseases, and gains Fast Healing equal to 1/2 his Monk level (rounded down). The Monk may also inflict either Bludgeoning, Piercing or Slashing damage with his unarmed strikes. Changing the damage dealt is a free action and may be done at will.

Stone-splitting Strike (Ex): Beginning at 11th level, the Monk has honed his strikes to cut through armor, stone, and all other kinds of materials with ease. The Monk may ignore hardness and material-based Damage Reduction, such as Adamantine, Cold Iron and Alchemical Silver, when making attacks against creatures or objects.

Mantis Style (Ex): At 12th level, the Monk masters the third style of the Jade Dragon Tower: Mantis. When an opponent adjacent to the Monk moves, he can, as an immediate action, move to any square adjacent to the opponent as soon as he stops moving as long as the distance the Monk travels is less than or equal to his speed. This movement does not provoke attacks of opportunity. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.

Nerve Strike (Ex): By finding just the right point, a Monk may temporarily disable a foe by making a Nerve Strike. Beginning at 13th level, the Monk may study a foe as a standard action. Afterwards, at any time in the same encounter the Monk may initiate a Nerve Strike as a standard action. A Nerve Strike is a melee touch attack that does not provoke attacks of opportunity; the victim of a Nerve Strike must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or be paralyzed for 1 round per Monk level.

Stance of Destruction (Ex): Beginning at 14th level, a Monk may enter a stance of controlled power, making him much more dangerous but limiting his ability to engage in social or mental activities. Entering the Stance of Destruction requires a Swift action and lasts for 1 round per point of Wisdom bonus the Monk has. Once in the Stance of Destruction, the Monk gains a +6 bonus to Strength and Constitution, a +3 bonus to Reflex saves and a -2 penalty to AC. He becomes immune to fear effects, but cannot make any Intelligence-, Wisdom- or Charisma-based skill checks. The Monk becomes exhausted for 1 round after exiting the Stance of Destruction, and may only enter it once per encounter a number of times per day equal to his Wisdom modifier.

While in the Stance of Destruction, the Monk may also make a special attack as a full round action. He may make up to two unarmed strike attacks against all enemies within 10' of himself with a +4 bonus to hit. He may use Flurry of Blows or Snap Kick in conjunction with this ability, but only gains 1 extra attack against 1 enemy for each ability used.

While in the Stance of Destruction, the Monk is considered to be under the effects of a Freedom of Movement spell and may damage objects normally immune to damage, such as Force Walls and riverine. A single attack or sunder attempt destroys a single 5'x5' section of a Force Wall or Force Cage, and inflicts 1/3 of a riverine weapon's or other force object's "hit points".

A Monk may not enter a Stance of Destruction and a Stance of Peace at the same time. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.

Harmonious Touch (Ex): Beginning at 15th level, a Monk may bring a creature to peaceful harmony by making a special strike. Making a Harmonious Touch is a standard action that does not provoke attacks of opportunity. The victim of a Harmonious Touch must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifer) or suffer nonlethal damage equal to its hit point total, bringing it to unconsciousness. The victim remains unconscious even if its nonlethal damage is healed for 1 day per Monk level. While unconscious, the victim's body functions slow down dramatically, and it becomes almost frozen in time. The victim's body suffers no damage while unconscious, and does not require food, water, air or other basic necessities until it reawakens. Harmonious Touch does not work against creatures that are immune to nonlethal damage. A Monk capable of using Harmonious Touch is also capable of waking the creature, regardless of whether the Monk was the one to incapacitate it.

Serpent Style (Ex): At 16th level, the Monk masters the fourth style of the Jade Dragon Tower: Serpent. The Monk gains the Improved Grab ability and can deal Constrict damage equal to his unarmed strike damage plus his Wisdom modifier. The Monk may initiate a grapple with Improved Grab against creatures of any size. In addition, whenever the Monk makes a Nerve Strike, a victim that fails its save suffers 3 points of Strength, Dexterity, or Constitution damage of the Monk's choosing; the damage from this ability cannot bring a creature's ability score below 1. A creature that successfully saves instead takes 1 point of Strength, Dexterity, or Constitution damage of the Monk's choosing.

Mirror Strike (Ex): Beginning at 17th level, whenever the Monk successfully deflects an attack with Deflecting Palm, he may choose to redirect the attack against the creature that made it, even if it is a ranged attack or spell. The Monk uses his attack roll to determine whether or not the creature's attack hits itself. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.

Unearthly Speed (Ex): Beginning at 18th level, the Monk achieves a speed few can match. While the Monk is moving, all attacks have a 50% chance to miss him. In addition, the Monk may, once per encounter, teleport a distance up to twice his speed as a swift action. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.

Meteor Strike (Ex): Beginning at 19th level, the Monk may execute an attack that strikes like a meteorite falling to earth. If the Monk falls at least 100 feet onto a foe and makes an unarmed strike, he deals an additional 100 damage. If he makes multiple unarmed strikes, only the first deals additional damage. In addition, creatures within 30 feet of the impact (including the victim) must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or be pressed into the ground; getting up for those that fail their Reflex save is a full round action. In addition, the Monk becomes immune to all falling damage, regardless of the distance fallen.

Tiger Style (Ex): Upon attaining 20th level, the Monk masters the final style of the Jade Dragon Tower: Tiger. At all times, the Monk acts as if Hasted and may, once per encounter, either take two full round actions in the same turn, or for one round, take a second turn in which his initiative count is 10 lower (so if he rolls a 28 and his enemies roll 24 and 17, he acts first, the first enemy may act, and then the Monk may decide to take a second turn at Initiative count 18, and act before the second enemy). If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.

Ascended Body (Ex): Upon reaching 20th level, the Monk's body completes its transformation into a perfect self, in unison with spirit and body. The Monk loses his creature type and becomes typeless; he may still accept spells that would target humanoids if he desires. He also becomes ageless, ignoring the penalties from aging but still gaining the benefits associated with it (+3 Intelligence, +3 Wisdom, and +3 Charisma).

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Feats

Armed Monk
Requirements: Monk level 3
Bonus: When making an attack with a weapon you are proficient with, you instead inflict damage with that weapon equal to your unarmed strike damage.

Militant Monk
Requirements: Monk level 6, Armed Monk
Bonus: Choose a single weapon you are proficient with. You can now make attacks with that weapon instead of your unarmed strike for class abilities that grant an extra unarmed strike (such as Flurry of Blows or Snap Kick) or require that you make an unarmed strike (such as Meteor Strike or Flying Jump Kick).
Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, you select a different weapon for its bonus to apply to.

Jade Dragon Scholar
Requirements: Monk level 1, 1st level character
Bonus: You realize that, through study, you can improve upon the skills set upon you by your masters, who rely upon meditation and peace. All class abilities that derive a numerical value from your Wisdom instead derive their numerical value from your Intelligence. These include:


The effects of Serenity, Ki Strike, Tranquility, Stance of Peace and Typhoon Strike.
The DCs of Typhoon Strike, Zephyr Throw, Nerve Strike, Harmonious Touch and Meteor Strike.
The duration of your Stance of Destruction.


In addition, add all Knowledge skills to your list of class skills.

Jade Dragon Savant
Requirements: Monk level 1, 1st level character
Bonus: You are naturally good at what you do, and can use your personal strength to bring out the best of your skillset. All class abilities that derive a numerical value from your Wisdom instead derive their numerical value from your Charisma. These include:


The effects of Serenity, Ki Strike, Tranquility, Stance of Peace and Typhoon Strike.
The DCs of Typhoon Strike, Zephyr Throw, Nerve Strike, Harmonious Touch and Meteor Strike.
The duration of your Stance of Destruction.


In addition, add Bluff, Perform and Use Magic Device to your list of class skills.

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Alternate Class Feature: Chaos Brother

Unlike the monks of the Jade Dragon Tower, the Chaos Brothers of the Ivory Monastery embrace change, chaos and power. Though they do not actively seek to bring pain and suffering, their ways have attracted unwholesome individuals in the past, and the Jade Dragon Tower's influence has given them a less than admirable reputation.

Alignment: Any Chaotic. If a Chaos Brother ceases being Chaotic, he can no longer progress as a Monk. However, he still keeps his class features and may progress as a Monk once again if he becomes Chaotic again.

Class Skills: Remove Decipher Script, Diplomacy, Knowledge (History) and Profession. Add Bluff, Forgery, and Knowledge (Local).

Weapon Proficiency: Remove Handaxe, Kusari-gama, and Kama. Add Flail, Heavy Flail and Dire Flail.

Chaos Body: Replaces Ascended Body. A 20th level Chaos Brother becomes immune to spells that attempt to change or transfix his body's shape (such as Polymorph or Flesh to Stone). He may choose to instead accept these spells as a free action.

Alternate Class Feature: Disciple of Balance

Relatively unknown in the world are the Disciples of Balance, a group based within the hidden Onyx Temple. They are most often hidden agents, altering fates and agendas to better ensure balance and, hopefully, harmony in the world.

Alignment: Any Neutral. If a Disciple ceases being Neutral, he can no longer progress as a Monk. However, he still keeps his class features and may progress as a Monk once again if he becomes Neutral again.

Class Skills: Remove Concentration, Knowledge (arcana), Knowledge (religion) and Profession. Add Bluff, Disguise, Knowledge (nobility and royalty) and Knowledge (the Planes).

Weapon Proficiency: Remove Handaxe, Kusari-gama and Kama. Add Shortsword, Longsword and Bastard Sword.

Planar Body: Replaces Ascended Body. A 20th level Disciple of Balance becomes an Outsider, but may choose, as a free action, to be considered a member of his previous type for the purposes of whether or not a spell can affect him.

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Preemptive notes: This isn't meant to be paired with other classes via the Ascetic <Class> feats or Tashalatora since it is missing some of the abilities referenced in those feats. Monastic Training is likewise unnecessary, because this class doesn't limit multiclassing (but still must remain Lawful). Yes, the Unarmed Strike damage table is correct: everyone ends up doing 4d8.

Changelog:



Flurry of Blows only works on attack actions and Attacks of Opportunity.
Crane Style reduced to 10 ft./level instead of 15 ft./level.
Enchanted Fist can be suppressed to prevent lost appendages to Vorpal High Fives and scars from Burning Back-Pats.
Stance of Peace now causes the Monk to only inflict damage equal to his Wisdom modifier.
Typhoon Strike can now break objects behind the victim, sending them flying (and possibly sprawling) further back.
Monkey Style no longer grants the +4 bonuses associated with the Improved series of feats.
Snap Kick can grant a different feat if the Monk already has that feat.
Stone-splitting Strike has been made more clear.
Stance of Destruction has been changed slightly: The Monk can make a special attack against all nearby foes, cannot make Wisdom checks and is only exhausted for 1 round.
Stance of Destruction's first line also should no longer sound like engrish.
Serpent Style's ability damage has been clarified in that the Monk chooses which damage type he inflicts.
Meteor Strike now grants full fall damage immunity, and only requires 100 feet of falling instead of 1/2 speed.
Ascended Body no longer grants Regeneration.
Reworded several abilities to be more clear.
Increased the Jump DCs for Flying Jump Kick to reflect the bonuses granted by Crane Style.
Stance of Destruction no longer grants effective Wraithstrike.
Added two ACFs: Chaos Brother and Disciple of Balance.

eftexar
2011-12-28, 12:02 AM
I'm inclined to say that since this monk doesn't suck like the core one does, please drop one of the saves to a bad progression. All saves is bad design (even if wotc did it themselves).

Enchanted fist is cool, but I would suggest allowing him to suppress it. Otherwise every time he pats his friend on the back he might light him on fire or something (can you imagine if the monk somehow converted his strikes into slashing damage; Vorpal High Five!).

And this really isn't a mechanical problem (but more of a flavor thing), but why not allow the monk to make a strength check while using typhoon strike to attempt to breath through the object too.

Monkey style is really powerful. I would lose the +4 bonuses, but keep the other benefits of the feats (same for serpent style).

Wall grip is cool. I definitely think it is unique. But if you were going for being able to run across ceilings and walls (and not just hang from them) this is an ability I have seen here and there:
The character may move across vertical and horizontal surfaces (such as walls or ceilings) as long as he ends his movement on a normal surface. He may take any actions he could on a normal surface (such as tumble or balance checks), but may not take any action that would cause him to leave the surface, or he falls.

For stone splitting stone you might want to exclude those with absolute DR, as is usually the case for such abilities.

I assume the teleport effect of unearthly speed is extraordinary, because it is representative of pure speed? If so that's fine. I like spells as extraordinary abilities (with the right fluff anyway).

General Patton
2011-12-28, 02:18 AM
This monk is both crunchy and flavorful. It does a lot of unique things I've never seen in a monk fix. I'd say I prefer this over Jiriku's version. I am just a bit concerned with how powerful it is, and the fact that all of its abilities are Ex. When it comes to fighting in an anti-magic field, two men enter, this monk shows up uninvited and curbstomps both of them.

gkathellar
2011-12-28, 08:16 AM
I've yet to look over this in detail, but can you be the first homebrewer to expand monk special weapons to "your choice of X" instead of "here are X Japanese peasant and/or assassin weapons?" Pretty much all mainland Eurasian martial arts ever used a wider variety of less unusual weapons.

gkathellar
2011-12-28, 09:19 AM
Okay, now I've read everything and have a critique. If I don't mention something, assume I like it and approve - this is an excellent job you've done.

You might want to rephrase Flurry of Blows to say "every time you make an attack action," because right now it reads that I get an extra attack every time I make any attack, including AoOs and every individual attack in a full attack action. (Actually, the AoO thing might be kind of cool to keep...)

Crane Style's speed boost seems like it might be a little much, but I'm not sure.

I really like the potential metagame effects Enchanted Fist. It really encourages party members who might otherwise be stingy with XP to do the enchanting for you.

Deflecting Palm is really elegantly done. I've seen similar mechanics, but I like the "one per enemy" touch.

Stance of Peace might be a little strong. Nonlethal damage is just as good as lethal damage for most purposes, and halving your unarmed damage progression is less of a loss than it looks like for defensive bonuses like those. Either turn up the offensive penalties or turn down the defensive ones (I suggest the former, because the latter makes the Stance less exciting).

My only criticism of Typhoon Strike is that it does not eventually allow you to push the opponent through the wall behind them. It's nice how it and Zephyr Throw really build off of Tranquility.

What happens if the monk has already taken Snap Kick by level 10? Do they get to trade in their previous feat for something else that they qualify for (the correct answer is: yes).

Poison and Disease immunity could afford to come in earlier, but I suppose it's not exactly crucial.

Stone-splitting strike should say "material-based" instead of "metal-based," and potentially note examples for clarity.

Mantis Style is very cool.

Stance of Destruction's first sentence makes the English major in me cry. Other than that ... how long does the Exhaustion last? It seems like it should go away, the way a Barbarian's fatigue does.

Harmonious Touch is awesome. A Save-or-Die is quite appropriate for this level, but I also like that a monk can theoretically use it on himself to go into suspended animation.

Serpent Style needs to specify that the monk chooses which of the three ability scores to hit - right now, the method of determining which one takes damage is nebulous.

Ascended Body's Regeneration is problematic. For one thing, it's half the amount of Diamond Body's fast healing. For another, "Chaos" is pretty nebulously defined for the purposes of regeneration. And it excludes certain characters from bypassing said regeneration - other monks, for example - due to alignment. Unlike DR, Regeneration is a little too "fiat" to have such a small and nebulous weakness.

Otherwise, I love it. It feels cohesive, it is cohesive, and all the abilities actually seem like they're coming in at the levels they should. Good job.

Lateral
2011-12-28, 11:26 PM
Ooh, I quite like this. I'll put up a piece-by-piece tomorrow, since it's a bit late, but I am liking the look of this one.

Noctis Vigil
2011-12-29, 12:09 AM
OK, just a couple things:

Crane Style: Speed boost is a bit much. I'd drop it to 10 feet per level, which still beats the core Monk by something like 130 feet at level 20. As is, your Monk can run (without the Run feat) at 1320 feet a round at level 20, 1650 feet a round with the Run feet, and 3300 feet a round with the Sprint feet. Oh wait, you get an extra standard action every round thanks to Tiger Style, so make that 1650, 1980 and 3630 feet respectively. That means this guy can run a mile in 4 rounds without the Run feat, 3 with it, and 2 with Sprint.

Stance of Peace: Less an issue, and more a question of did you think of how well this will stack with Vow of Nonviolence from BoED? You can never do lethal damage for the rest of your life once you take it. With this ability, you can enter this stance and get the feat bonuses on top of this ability.

Stance of Destruction: This seems a little...underwhelming, just going by the name. I kind of was hoping for an actual damage increase here, instead of just some extra Sunder power. Freedom of Movement feels out of place here, as well; it doesn't say "destruction" to me, it says "ready to get away". Frankly, for the level and how long it lasts, make this more powerful.

Meteor Strike: Half your move speed? Make this a fixed distance instead, since your move speed will be going up pretty dang fast. I'd also seriously consider making him immune to falling damage with this ability (or earlier, since you didn't give him Slow Fall), otherwise this is a self-sacrificing move.

That's all I caught for now, but I don't have a huge amount of time to do an in-depth PEACHing. Will try to look it over more when I have more time.

Derjuin
2011-12-29, 09:28 AM
I'm inclined to say that since this monk doesn't suck like the core one does, please drop one of the saves to a bad progression. All saves is bad design (even if wotc did it themselves).


My only issue with this is *which* save to drop to bad, since Monks are typically seen as powerful in both mind and body, and quite agile. :smallconfused: Maybe I'll drop Fort, like the Swordsage.



Enchanted fist is cool, but I would suggest allowing him to suppress it. Otherwise every time he pats his friend on the back he might light him on fire or something (can you imagine if the monk somehow converted his strikes into slashing damage; Vorpal High Five!).


Unless he's attacking his friend on the back that probably won't be an issue :smalltongue:. Vorpal High Five sounds hilarious, though. I'll add in the clause that he can suppress his enchantments at will.



And this really isn't a mechanical problem (but more of a flavor thing), but why not allow the monk to make a strength check while using typhoon strike to attempt to breath through the object too.


This is a good idea, and something others have suggested further down I think. I will definitely put some thought into this!



Monkey style is really powerful. I would lose the +4 bonuses, but keep the other benefits of the feats (same for serpent style).


Yeah, I can see that; I'll make it "for the purposes of Attacks of Opportunity, the Monk is considered to have <the feats>".



Wall grip is cool. I definitely think it is unique. But if you were going for being able to run across ceilings and walls (and not just hang from them) this is an ability I have seen here and there:
The character may move across vertical and horizontal surfaces (such as walls or ceilings) as long as he ends his movement on a normal surface. He may take any actions he could on a normal surface (such as tumble or balance checks), but may not take any action that would cause him to leave the surface, or he falls.


The wording of the ability is partially from Up the Walls, a psionic feat in the SRD. Moreover, I wanted the Monk to be able to run up a wall, and not feel like he or she had to run back down to the ground. Think of it as extreme hand/finger grip strength, where even the slightest edge, rough, or indentation allows the Monk to stay stable.



For stone splitting stone you might want to exclude those with absolute DR, as is usually the case for such abilities.


Ah, that should already be in there. It was only meant to overcome DR/Adamantine, Cold Iron and Silver, and object hardness. I'll make it more clear that's what it does.



I assume the teleport effect of unearthly speed is extraordinary, because it is representative of pure speed? If so that's fine. I like spells as extraordinary abilities (with the right fluff anyway).

Yep!


This monk is both crunchy and flavorful. It does a lot of unique things I've never seen in a monk fix. I'd say I prefer this over Jiriku's version. I am just a bit concerned with how powerful it is, and the fact that all of its abilities are Ex. When it comes to fighting in an anti-magic field, two men enter, this monk shows up uninvited and curbstomps both of them.

It's intended; this Monk is balanced with Warblades/Swordsages/Crusaders in mind, not Fighters/Barbarians/Rogues/Paladins. The former 3 can all still find ways to deal damage in an AMF, while most of the latter 4 (sans Ubercharger versions) are held back by their dependence on magic items.


Okay, now I've read everything and have a critique. If I don't mention something, assume I like it and approve - this is an excellent job you've done.


Will do!



You might want to rephrase Flurry of Blows to say "every time you make an attack action," because right now it reads that I get an extra attack every time I make any attack, including AoOs and every individual attack in a full attack action. (Actually, the AoO thing might be kind of cool to keep...)


I like your phrasing better, so I'll be using that, but I will add in the extra AoO thing, maybe later in ...Monkey or Mantis style.



Crane Style's speed boost seems like it might be a little much, but I'm not sure.


From others' reactions, I think I'm gonna tone it down to 10 ft./level instead of 15.



I really like the potential metagame effects Enchanted Fist. It really encourages party members who might otherwise be stingy with XP to do the enchanting for you.


Hehehehe. Yeah, I figured XP would be a limiting factor because the Monk can't enchant his own fists unless he multiclasses, which this class isn't really meant to do. So instead of forcing the Monk to visit the MegaMagicMart every time he wants to make his fists more powerful, he can spend his estimated WBL paying a friend to enchant him. I would have added in a self-enchanting mechanic, but I have yet to actually make one that isn't extremely clunky. :smallyuk:



Deflecting Palm is really elegantly done. I've seen similar mechanics, but I like the "one per enemy" touch.


Thanks!



Stance of Peace might be a little strong. Nonlethal damage is just as good as lethal damage for most purposes, and halving your unarmed damage progression is less of a loss than it looks like for defensive bonuses like those. Either turn up the offensive penalties or turn down the defensive ones (I suggest the former, because the latter makes the Stance less exciting).


I'm thinking the offensive penalties will increase, perhaps he only ever inflicts damage equal to his Wisdom modifier while in it?



My only criticism of Typhoon Strike is that it does not eventually allow you to push the opponent through the wall behind them. It's nice how it and Zephyr Throw really build off of Tranquility.


Will be adding a mechanic for plowing foes through objects soon :smallbiggrin:.



What happens if the monk has already taken Snap Kick by level 10? Do they get to trade in their previous feat for something else that they qualify for (the correct answer is: yes).


Ah, yeah, they will get to pick a different feat for which they qualify.



Poison and Disease immunity could afford to come in earlier, but I suppose it's not exactly crucial.


Not really; it's more they're tacked on to a more powerful ability (the Fast Healing).



Stone-splitting strike should say "material-based" instead of "metal-based," and potentially note examples for clarity.


Thanks; I was hoping someone would post the right term. Adamantine/Cold Iron/Alch. Silver is what it is supposed to overcome.



Mantis Style is very cool.


:smalltongue:



Stance of Destruction's first sentence makes the English major in me cry. Other than that ... how long does the Exhaustion last? It seems like it should go away, the way a Barbarian's fatigue does.


I didn't reread that sentence until now, and I am trying to figure out how that came out of my keyboard. :smalleek:

For the exhaustion, I am at an impasse between 1 round and until the end of the encounter. :smallconfused:



Harmonious Touch is awesome. A Save-or-Die is quite appropriate for this level, but I also like that a monk can theoretically use it on himself to go into suspended animation.


Or an ally (your local FB perhaps)!



Serpent Style needs to specify that the monk chooses which of the three ability scores to hit - right now, the method of determining which one takes damage is nebulous.


Will add that, though I am still unsure whether the stat damage is balanced or not. I realize Wizards can get an easy 18 Dex damage or more at like level 10 or so, but they're wizards and all that nonsense.



Ascended Body's Regeneration is problematic. For one thing, it's half the amount of Diamond Body's fast healing. For another, "Chaos" is pretty nebulously defined for the purposes of regeneration. And it excludes certain characters from bypassing said regeneration - other monks, for example - due to alignment. Unlike DR, Regeneration is a little too "fiat" to have such a small and nebulous weakness.


I'll probably remove the Regeneration altogether, as I really didn't like it when I added it in.



Otherwise, I love it. It feels cohesive, it is cohesive, and all the abilities actually seem like they're coming in at the levels they should. Good job.

Thanks! I'll continue working on it.


OK, just a couple things:

Crane Style: Speed boost is a bit much. I'd drop it to 10 feet per level, which still beats the core Monk by something like 130 feet at level 20. As is, your Monk can run (without the Run feat) at 1320 feet a round at level 20, 1650 feet a round with the Run feet, and 3300 feet a round with the Sprint feet. Oh wait, you get an extra standard action every round thanks to Tiger Style, so make that 1650, 1980 and 3630 feet respectively. That means this guy can run a mile in 4 rounds without the Run feat, 3 with it, and 2 with Sprint.


I'll be following your suggestion of 10/level. The distances are slightly off, however, in that Tiger Style doesn't grant an extra standard every round; it grants an extra full action once per encounter, or a second turn once per encounter, unless you count Running the Distance as a non-encounter.



Stance of Peace: Less an issue, and more a question of did you think of how well this will stack with Vow of Nonviolence from BoED? You can never do lethal damage for the rest of your life once you take it. With this ability, you can enter this stance and get the feat bonuses on top of this ability.


Right, and Vow of Nonviolence is a pretty hefty vow to take, because it includes your allies' actions as well. The Stance also decreases your damage dealt, not just changing it to nonlethal, and I'm going to do some tweaking to make sure the Stance's offensive reductions are actually big enough penalties.



Stance of Destruction: This seems a little...underwhelming, just going by the name. I kind of was hoping for an actual damage increase here, instead of just some extra Sunder power. Freedom of Movement feels out of place here, as well; it doesn't say "destruction" to me, it says "ready to get away". Frankly, for the level and how long it lasts, make this more powerful.


I had a few ideas for Stance of Destruction, but instead decided to model it off of Greater Rage+. One idea I had was the ability to attack all nearby enemies multiple times (like Adamantine Hurricane from ToB). The Freedom of Movement is included to make sure you're able to mete out destruction :smalltongue:.



Meteor Strike: Half your move speed? Make this a fixed distance instead, since your move speed will be going up pretty dang fast. I'd also seriously consider making him immune to falling damage with this ability (or earlier, since you didn't give him Slow Fall), otherwise this is a self-sacrificing move.


He normally only takes 1/4 distance in damage from falling due to Crane Style, but I'll make Meteor Strike make you fully immune to it (and only need to fall 100 feet, since that should be easy to do outdoors).



That's all I caught for now, but I don't have a huge amount of time to do an in-depth PEACHing. Will try to look it over more when I have more time.

Thanks for giving it a look over! :smallsmile:

eftexar
2011-12-29, 09:57 AM
I hadn't thought about the issue with saves. Have you thought about using the unofficial +9 progression for all the saves (though I'm not sure where you can even find that)?

I see you added in the ability to deal slashing damage (and as a further extension of my vorpal high-five joke: up high, down low, too slow?). At least if it was already there before, I didn't notice it.

Derjuin
2011-12-29, 10:33 AM
I've yet to look over this in detail, but can you be the first homebrewer to expand monk special weapons to "your choice of X" instead of "here are X Japanese peasant and/or assassin weapons?" Pretty much all mainland Eurasian martial arts ever used a wider variety of less unusual weapons.

Woops! Missed this one. It only reads those special weapons because I was not sure what else to include, but I will change it to "your choice of X weapon(s) you are proficient with".


I hadn't thought about the issue with saves. Have you thought about using the unofficial +9 progression for all the saves (though I'm not sure where you can even find that)?

I see you added in the ability to deal slashing damage (and as a further extension of my vorpal high-five joke: up high, down low, too slow?). At least if it was already there before, I didn't notice it.

I am not really sure where to find the +9 progression, but I'll look around for it. I'll probably drop the Fortitude to +9 if I find it.

The slashing capability was folded into Diamond Body when I first wrote it (as a way to include Versatile Unarmed Strike without requiring it as a feat). :smalltongue:

Lateral
2011-12-29, 01:16 PM
Everyone and their great-grandmother seems to have a monk fix/remake, and after watching Kung Fu Panda a few too many times, I got some ideas together and tried to make a coherent class out of them. Here they are!
'Kay, here goes. By the way, that is a damn fine Homestuckatar you've got there.


Alignment: Any Lawful. If a Monk ceases to be Lawful, he cannot progress further as a Monk, but may keep all abilities he already has. If he manages to become Lawful again, he can continue his training.
I realize that it's restricted to Lawful because the official WotC monk one is, and that's fine, but it'd be nice if you added an ACF that allows you to switch every mention of Law to the class with Chaos and vice versa, like was included in Jiriku's fix.


The Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Good, an increase of skill points.


The Monk
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Improved Unarmed Strike, Flurry of Blows, Serenity
2nd|
+2|
+3|
+3|
+3|Flying Jump Kick
3rd|
+3|
+3|
+3|
+3|Ki Strike
4th|
+4|
+4|
+4|
+4|Tranquility, Crane Style
5th|
+5|
+4|
+4|
+4|Enchanted Fist, Windmill Strike
6th|
+6/+1|
+5|
+5|
+5|Deflecting Palm
7th|
+7/+2|
+5|
+5|
+5|Stance of Peace, Typhoon Strike
8th|
+8/+3|
+6|
+6|
+6|Monkey Style, Wall Grip
9th|
+9/+4|
+6|
+6|
+6|Zephyr Throw
10th|
+10/+5|
+7|
+7|
+7|Snap Kick, Diamond Body
11th|
+11/+6/+1|
+7|
+7|
+7|Stone-splitting Strike
12th|
+12/+7/+2|
+8|
+8|
+8|Mantis Style
13th|
+13/+8/+3|
+8|
+8|
+8|Nerve Strike
14th|
+14/+9/+4|
+9|
+9|
+9|Stance of Destruction
15th|
+15/+10/+5|
+9|
+9|
+9|Harmonious Touch
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Serpent Style
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Mirror Strike
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Unearthly Speed
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Meteor Strike
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Tiger Style, Ascended Body[/table]
Full BAB, good saves, plenty of abilities. Looks good to me. I don't think it particularly needs a medium-progression save, but if you feel the need it won't hurt the class at all. No Evasion, though, which is weird.


Improved Unarmed Strike (Ex): At 1st level, a Monk gains the Improved Unarmed Strike feat as a bonus feat. In addition, their Unarmed Strike inflicts more damage than another's, as indicated by the table below:

{table=head]Level|Small|Medium|Large
1st-3rd|1d6|1d8|1d10
4th-6th|2d4|2d6|2d8
7th-9th|2d6|2d8|2d10
10th-12th|3d4|3d6|3d8
13-15th|3d6|3d8|3d10
16th-19th|4d6|4d6|4d8
20th|4d8|4d8|4d8[/table]

In addition, the Monk may add his Dexterity to his attack and damage when making unarmed strikes as if he had the Shadow Blade and Weapon Finesse feats.
Ooh, increased damage. How come the Small and Large progressions equalize with Medium by level 20, though? (I'm aware you said it was correct, but it doesn't make much sense.) The pseudo-bonus feats are nice, although you should probably just make it "...the Monk may add either his Strength or his Dexterity to attack and damage when making unarmed strikes" instead, to be simpler.


Flurry of Blows (Ex): Beginning at 1st level, a Monk can make an extra unarmed strike attack at his highest Base Attack Bonus whenever he makes an attack action (either as a standard action or a full attack) or an attack of opportunity.
Looks good to me. The updated wording makes more sense.


Serenity (Ex): Beginning at 1st level, a Monk adds his Wisdom modifier plus one-fifth of his Monk level (rounded up) to his AC. In addition, he adds his Wisdom modifier, up to a maximum of his Monk level, to all saves. If the monk ever wears armor (not including magical sources of armor, such as Bracers of Armor or a Mass Mage Armor spell), a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Ooh, nice. It's at first level, which is good, but since the save bonus is capped at his Monk level, it's not Wis-based Divine Grace at first level for all the world to dip.


Flying Jump Kick (Ex): By using a careful balance of forces and weight, the Monk can execute a powerful jumping attack. Beginning at 2nd level, at the end of a charge or his movement for a round that covers at least 10 feet, the Monk can make a Jump check before making his attack and inflict extra damage; the bonus damage is based on how well he jumps. A Monk cannot make this jump if he has not moved in the round. For the purposes of a Flying Jump Kick, teleportation is not considered movement; he must physically move at least 10 feet. If the Monk rolls under a 10, he does not execute the jump properly and does not gain bonus damage, but he still gets to attack as normal. If the monk is capable of making multiple attacks at the end of his movement or charge, he gains this damage bonus to all attacks.

{table=head]Result|Damage Bonus|Strength or Dexterity Bonus*
10-15|+1|1.5x
16-20|+2|2x
21-25|+3|2.5x
26-30|+4|3x
31+|+5|4x[/table]

*This bonus replaces the normal 1x Strength bonus for attacking with unarmed strikes.
The Jump DCs are incredibly easy; by fourth level, with full ranks and Crane Style bonuses, you're already making the highest check on a roll of eight. Mind you, I don't consider this so much of a problem, but it means it doesn't scale well- that's very powerful at 4th level, but it starts to become underwhelming at higher levels. I'd recommend increasing the range of the DCs and the power of the ability at higher checks; that opens it up to be fairly strong with serious skill optimization, but at that point you'd be spending a good chunk of your resources on it, so why not?


Ki Strike (Ex): At 3rd level, a Monk achieves a level of intuition with his unarmed strikes that aids him in striking true and finding the point in an opponent's body that would cause the greatest damage. When making an unarmed strike, the Monk may add his Wisdom bonus to his attack and damage in addition to his Strength or Dexterity.
Good, you've given it Wisdom to hit.


Tranquility (Ex): Beginning at 4th level, a Monk can transcend human strength using his willpower. He adds his Wisdom bonus to all Strength, Dexterity, and Constitution checks he makes. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Does this replace the appropriate ability modifier, or add to it?


Crane Style (Ex): At 4th level, a Monk masters the first style of the Jade Dragon Tower: that of the Crane. The Monk gains a 10' Enhancement bonus to his land speed for each Monk level he has (40' at level 4, 50' at level 5, and so on). In addition, he is always considered running when making a jump, he never takes falling damage as a result of a jump, and only takes damage from falling as if he had fallen 1/4 the distance (rounded down to the nearest 10 feet). If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Sweet. Improved monk's speed, slow fall, and standing jump all in one. One question: Why Crane Style? Cranes aren't that fast.


Enchanted Fist (Ex): Beginning at 5th level, the Monk is able to have his unarmed strikes enchanted as if they were material weapons. Doing so does not incur a base weapon price (300 + the item's normal value), an XP cost for the crafter, and takes a fraction of the time that would normally be spent: it takes 1 hour per 10,000 gp in the enchantment's total price, to a maximum of 24 hours. The Monk may suppress his unarmed strikes' enchantments at will as a free action.
Oh, this is nice. Comes in at the level where most of your allies should be getting their magic weapons, too.


Windmill Strike (Ex): Beginning at 5th level, the Monk learns how to move, strike, and move again quickly. The Monk may, as a full round action, move half his speed, make a full attack, and move half his speed again. If he wishes to avoid attacks of opportunity, he must make a Tumble check for each half of movement.
Looks good to me. This class is basically the ultimate hit-and-run machine, and this is perfect for exactly that.


Deflecting Palm (Ex): Beginning at 6th level, the Monk can deflect attacks aimed at him with precisely timed movements. Once per enemy per round, he may make an attack roll that opposes the attack directed at him. If his attack roll surpasses the enemy's attack roll, the attack is deflected and inflicts no damage to him. This ability can be used against melee attacks, ranged attacks, and spells target the Monk and require an attack roll. This ability cannot be used while flat-footed, incapacitated or when the Monk does not have at least one hand free and able to move.
Wall of Blades, but at will. Better, class-feature version of Deflect Arrows. Ends up looking like immunity to touch spells, barring Quicken Spell. Quite a powerful defensive ability, but still within reason.


Stance of Peace (Ex): Beginning at 7th level, the Monk can enter a state of ascended peace, granting him several powerful benefits but limiting his ability to inflict damage on others. While in the Stance of Peace, a Monk gains a +2 Deflection bonus to AC, a +2 Insight bonus to AC, and a +4 Dodge bonus to AC. He also gains Spell Resistance equal to 11 + his Monk level against enemy spells and spell-like abilities, and Damage Reduction/- equal to 1/2 his Monk level, rounded down. Whenever he is subjected to an effect that allows a save for half damage or a lessened effect, he suffers no ill effect at all if he successfully saves. He still suffers the full effect if he fails to save.

However, the Monk is incapable of inflicting lethal damage while in the Stance of Peace; all weapons he wields, and all unarmed strikes he makes, inflict nonlethal damage. He inflicts damage only equal to his Wisdom modifier with all attacks.

Entering the Stance of Peace requires a Standard action that provokes attacks of opportunity (but he is not interrupted if he takes damage from the attack). Leaving the Stance is a Swift action that does not provoke. The Stance of Peace lasts until it is cancelled.
Hmm. Powerful defenses including one-way SR, DR/-, AC bonuses, and free Mettle/Evasion, but limited damage and nonlethal only. The nonlethal-only clause isn't really a big deal, though, because of the way nonlethal damage works- when they drop unconscious, your allies can still kill him with a Coup de Grace or something if they feel the need, and it doesn't slow down your knocking out the enemy any even if your allies are doing lethal damage. That means that the big penalty is losing a bit of damage. I'd increase the penalties again. Not much, but some.


Typhoon Strike (Ex): Beginning at 7th level, the Monk gains a special benefit when making a bull rush. If he forces an opponent to move into a wall or other solid object, the opponent stops as normal. However, the Monk's momentum carries through and crushes the opponent against the object, inflicting 6d6 + Unarmed Strike damage + 2x the Monk's Wisdom bonus. The Monk may choose to make an additional Strength check to break the object his opponent is forced in to; if he succeeds in breaking the object, the opponent continues moving backwards, still takes the damage for having crashed into the object, and must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or fall prone afterwards. An opponent that is subjected to this attack must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or be winded from the attack: the victim may only take a single Standard Action or Move Action in his next round (in addition to a Swift Action).

At all times, the Monk also gains the ability to "throw" his unarmed strike by disrupting the flow of air between himself and his foe, giving him +5' reach when making unarmed strikes. He is still able to make attacks against adjacent foes, but is unable to make a Flurry of Blows or Snap Kick in a round in which he "throws" his unarmed strikes. He cannot grapple when using this ability, but can trip, disarm and bull rush as normal for a character with a reach weapon.
Looks good. The save DCs are nothing to write home about, but it's dual-threat in addition to decent damage. The 'throw unarmed strike' is pretty cool and flavorful, but I'd change it to make it so your unarmed strike is considered a reach weapon when you do it instead.


Monkey Style (Ex): Beginning at 8th level, the Monk achieves mastery over the second style of the Jade Dragon Tower: Monkey. The Monk is treated as if he had the Improved Grapple, Improved Disarm, and Improved Trip feats for the purposes of provoking Attacks of Opportunity. When making Grapple checks, the Monk gains a Size bonus as if he were two sizes larger than he actually is, and does not automatically fail to attempt to hold a creature that is two or more size categories larger than he is.
Instead of referencing the feats, I'd just say that you don't provoke attacks of opportunity when initiating a grapple, disarm, or trip, just to keep it simple; as written, it isn't immediately apparent what the ability does.


Wall Grip (Ex): Beginning at 8th level, a Monk may make part or all of his movement along a vertical surface or ceiling. He may end his movement on a vertical surface, but must make a DC 25 Balance check to end his movement on a ceiling. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Kewl.


Zephyr Throw (Ex): Beginning at 9th level, a Monk may grab, trip and throw an opponent into a group of foes, inflicting damage and causing those struck to fall. Executing a Zephyr Throw is a standard action. As part of this attack, the Monk must succeed on a melee touch attack against a foe. He can then make a trip attempt against that foe. The Monk gains a +8 bonus on the ability check. If he succeeds in tripping the foe, the Monk may throw him up to 20 feet away from him in a direction of his choice. The Monk selects his enemy’s destination square.

The target falls prone in that space and takes damage equal to twice the Monk's unarmed strike and falls prone. For every 5 points by which the Monk wins the opposed check, he gains an additional 5 feet of throw range. For example, if he wins by 10, he can place his foe in any space within 30 feet of him. If enemies are within 5 feet of a direct line between the Monk and the space the Monk's foe lands in, they must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or fall prone and suffer the same damage the thrown foe suffers.
Bowling with kobolds! :smalltongue:


Snap Kick (Ex): At 10th level, the Monk gains the Snap Kick (Tome of Battle, pg. 32) feat as a bonus feat. If the Monk already has the Snap Kick feat, he may choose another feat in its place for which he qualifies.
Very nice.


Diamond Body (Ex): Beginning at 10th level, the Monk's body automatically heals itself a small amount each round and naturally resists poisons and diseases. The Monk becomes immune to all poisons and diseases, and gains Fast Healing equal to 1/2 his Monk level (rounded down). The Monk may also change the damage dealt by his Unarmed Strike into Slashing or Piercing damage instead of Bludgeoning at any time as a free action.
Interesting. One thing: as written, you can't change back to Bludgeoning. Just take the exact wording from Versatile Unarmed Strike and change it from swift to free, it'll work better.


Stone-splitting Strike (Ex): Beginning at 11th level, the Monk has honed his strikes to cut through armor, stone, and all other kinds of materials with ease. The Monk may ignore hardness and material-based Damage Reduction, such as Adamantine, Cold Iron and Alchemical Silver, when making attacks against creatures or objects.
Little late, don't you think? Still, better late than never.


Mantis Style (Ex): At 12th level, the Monk masters the third style of the Jade Dragon Tower: Mantis. When an opponent adjacent to the Monk moves, he can, as an immediate action, move to any square adjacent to the opponent as soon as he stops moving as long as the distance the Monk travels is less than or equal to his speed. This movement does not provoke attacks of opportunity. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Sweeet. With the speed from Crane Style, an average enemy couldn't get away if they tried to flat-out run.


Nerve Strike (Ex): By finding just the right point, a Monk may temporarily disable a foe by making a Nerve Strike. Beginning at 13th level, the Monk may study a foe as a full round action. Afterwards, at any time in the same encounter the Monk may initiate a Nerve Strike as a standard action. A Nerve Strike is a melee touch attack that does not provoke attacks of opportunity; the victim of a Nerve Strike must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or be paralyzed for 1 round per Monk level.
The save DC is kind of mediocre, and taking a full-round action sort of sucks. I'd change the study time to a standard action, instead.


Stance of Destruction (Ex): Beginning at 14th level, a Monk may enter a stance of controlled power, making him much more dangerous but limiting his ability to engage in social or mental activities. Entering the Stance of Destruction requires a Swift action and lasts for 1 round per point of Wisdom bonus the Monk has. Once in the Stance of Destruction, the Monk gains a +6 bonus to Strength and Constitution, a +3 bonus to Reflex saves and a -2 penalty to AC. He becomes immune to fear effects, but cannot make any Intelligence-, Wisdom- or Charisma-based skill checks. The Monk becomes exhausted for 1 round after exiting the Stance of Destruction, and may only enter it once per encounter a number of times per day equal to his Wisdom modifier.

While in the Stance of Destruction, the Monk may also make a special attack as a full round action. He may make up to two unarmed strike attacks against all enemies within 10' of himself with a +4 bonus to hit. He may use Flurry of Blows or Snap Kick in conjunction with this ability, but only gains 1 extra attack against 1 enemy for each ability used.

While in the Stance of Destruction, the Monk is considered to be under the effects of a Freedom of Movement spell, makes all unarmed strikes as touch attacks instead of melee attack rolls and may damage objects normally immune to damage, such as Force Walls and riverine. A single attack or sunder attempt destroys a single 5'x5' section of a Force Wall or Force Cage, and inflicts 1/3 of a riverine weapon's or other force object's "hit points".

A Monk may not enter a Stance of Destruction and a Stance of Peace at the same time. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Hmm. Let's see- as a base, it's a high-level Greater Rage-esque ability. It also includes a better Mithral Tornado, Freedom of Movement, free touch attacks, and the ability to destroy walls of force. It looks... kind of strong, considering that you'll easily be able to use it every encounter and that it'll last for much of the encounter. Even assuming a mere 20 WIS, it lasts 5 rounds and is usable 5 times per day- in a normal day, that's every encounter, and it's only a swift to activate. Compare this to the eighth-level ToB stances; I think it comes out favorably, and this comes at 14th level. I'd recommend either toning it down a bit or moving it up a couple levels.


Harmonious Touch (Ex): Beginning at 15th level, a Monk may bring a creature to peaceful harmony by making a special strike. Making a Harmonious Touch is a standard action that does not provoke attacks of opportunity. The victim of a Harmonious Touch must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifer) or suffer nonlethal damage equal to its hit point total, bringing it to unconsciousness. The victim remains unconscious even if its nonlethal damage is healed for 1 day per Monk level. While unconscious, the victim's body functions slow down dramatically, and it becomes almost frozen in time. The victim's body suffers no damage while unconscious, and does not require food, water, air or other basic necessities until it reawakens. Harmonious Touch does not work against creatures that are immune to nonlethal damage. A Monk capable of using Harmonious Touch is also capable of waking the creature, regardless of whether the Monk was the one to incapacitate it.
Cool, and very flavorful, but the save DC is kind of weak for such a high-level ability. Actually, I could see this being switched with Stance of Destruction.


Serpent Style (Ex): At 16th level, the Monk masters the fourth style of the Jade Dragon Tower: Serpent. The Monk gains the Improved Grab ability and can deal Constrict damage equal to his unarmed strike damage plus his Wisdom modifier. In addition, whenever the Monk makes a Nerve Strike, a victim that fails its save suffers 3 points of Strength, Dexterity, or Constitution damage of the Monk's choosing; the damage from this ability cannot bring a creature's ability score below 1. A creature that successfully saves instead takes 1 point of Strength, Dexterity, or Constitution damage of the Monk's choosing.
Make sure you say that the Improved Grab works on creatures of any size you can grapple; otherwise, it only works on creatures one size smaller than you.


Mirror Strike (Ex): Beginning at 17th level, whenever the Monk successfully deflects an attack with Deflecting Palm, he may choose to redirect the attack against the creature that made it, even if it is a ranged attack or spell. The Monk uses his attack roll to determine whether or not the creature's attack hits itself. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Nice. Now, it's not just 'immunity to touch spells,' it's 'incapacitate anyone who targets you with a touch spell.' A good high-level ability.


Unearthly Speed (Ex): Beginning at 18th level, the Monk achieves a speed few can match. While the Monk is moving, all attacks have a 50% chance to miss him. In addition, the Monk may, once per encounter, teleport a distance up to twice his speed as a swift action. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
HELL. YES.


Meteor Strike (Ex): Beginning at 19th level, the Monk may execute an attack that strikes like a meteorite falling to earth. If the Monk falls at least 100 feet onto a foe and makes an unarmed strike, he deals an additional 100 damage. If he makes multiple unarmed strikes, only the first deals additional damage. In addition, creatures within 30 feet of the impact (including the victim) must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or fall prone. In addition, the Monk becomes immune to all falling damage, regardless of the distance fallen.
Ehh, the extra damage is kind of underwhelming, and knocking everyone prone is no big deal at level 19. I'd pump this a bit.


Tiger Style (Ex): Upon attaining 20th level, the Monk masters the final style of the Jade Dragon Tower: Tiger. At all times, the Monk acts as if Hasted and may, once per encounter, either take two full round actions in the same turn, or for one round, take a second turn in which his initiative count is 10 lower (so if he rolls a 28 and his enemies roll 24 and 17, he acts first, the first enemy may act, and then the Monk may decide to take a second turn at Initiative count 18, and act before the second enemy). If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Can anyone say 'capstone'? This ability is one hell of an incentive not to dip.


Ascended Body (Ex): Upon reaching 20th level, the Monk's body completes its transformation into a perfect self, in unison with spirit and body. The Monk loses his creature type and becomes typeless; he may still accept spells that would target humanoids if he desires. He also becomes ageless, ignoring the penalties from aging but still gaining the benefits associated with it (+3 Intelligence, +3 Wisdom, and +3 Charisma).
Ehh. It's mostly a flavor ability, although being immune to spells like Charm Person and not having to also be immune to Enlarge Person is nice.


Armed Monk
Requirements: Monk level 3
Bonus: When making an attack with a weapon you are proficient with, you instead inflict damage with that weapon equal to your unarmed strike damage.
Thank you.


Militant Monk
Requirements: Monk level 6, Armed Monk
Bonus: Choose a single weapon you are proficient with. You can now make attacks with that weapon instead of your unarmed strike for class abilities that grant an extra unarmed strike (such as Flurry of Blows or Snap Kick) or require that you make an unarmed strike (such as Meteor Strike or Flying Jump Kick).
Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, you select a different weapon for its bonus to apply to.
Again, thank you.


Jade Dragon Scholar
Requirements: Monk level 1, 1st level character
Bonus: You realize that, through study, you can improve upon the skills set upon you by your masters, who rely upon meditation and peace. All class abilities that derive a numerical value from your Wisdom instead derive their numerical value from your Intelligence. These include:


The effects of Serenity, Ki Strike, Tranquility, Stance of Peace and Typhoon Strike.
The DCs of Typhoon Strike, Zephyr Throw, Nerve Strike, Harmonious Touch and Meteor Strike.
The duration of your Stance of Destruction.


In addition, add all Knowledge skills to your list of class skills.
Special: Your abilities' effects, DCs and durations that rely on your Intelligence after taking this feat gain a bonus from your Intelligence only up to a maximum of your Monk level if your Monk level is ever surpassed by levels in another base class.

Jade Dragon Savant
Requirements: Monk level 1, 1st level character
Bonus: You are naturally good at what you do, and can use your personal strength to bring out the best of your skillset. All class abilities that derive a numerical value from your Wisdom instead derive their numerical value from your Charisma. These include:


The effects of Serenity, Ki Strike, Tranquility, Stance of Peace and Typhoon Strike.
The DCs of Typhoon Strike, Zephyr Throw, Nerve Strike, Harmonious Touch and Meteor Strike.
The duration of your Stance of Destruction.


In addition, add Bluff, Perform and Use Magic Device to your list of class skills.
Special: Your abilities' effects, DCs and durations that rely on your Charisma after taking this feat again a bonus from your Charisma only up to a maximum of your Monk level if your Monk level is ever surpassed by levels in another base class.
That Special: line, what's the point of it? You're already spending a feat to change the ability you use, there's no point in adding an additional restriction.

Derjuin
2011-12-29, 01:54 PM
'Kay, here goes. By the way, that is a damn fine Homestuckatar you've got there.


Thanks! Made it myself :smallbiggrin:. Still my favorite one, even though it's like 4 or 5 months old.



I realize that it's restricted to Lawful because the official WotC monk one is, and that's fine, but it'd be nice if you added an ACF that allows you to switch every mention of Law to the class with Chaos and vice versa, like was included in Jiriku's fix.

Good, an increase of skill points.

Full BAB, good saves, plenty of abilities. Looks good to me. I don't think it particularly needs a medium-progression save, but if you feel the need it won't hurt the class at all. No Evasion, though, which is weird.


I actually will add in an ACF for it, since a while ago I made a chaos monk PrC because I was fed up with not being able to play a chaotic monk :smalltongue:. Not sure what I'd replace, though, since most of the abilities don't scream "I'm lawful!".



Ooh, increased damage. How come the Small and Large progressions equalize with Medium by level 20, though? (I'm aware you said it was correct, but it doesn't make much sense.) The pseudo-bonus feats are nice, although you should probably just make it "...the Monk may add either his Strength or his Dexterity to attack and damage when making unarmed strikes" instead, to be simpler.


That's a good point, regarding pseudo-feats (I tend to go crazy with those). Small/Large progressions equalize at the end because stuff. I hadn't really tried balancing out the progressions and, at the time of writing, was unsure of whether or not an end result of 4d6/4d8/4d10 was good or not.



Ooh, nice. It's at first level, which is good, but since the save bonus is capped at his Monk level, it's not Wis-based Divine Grace at first level for all the world to dip.

Yep - I tried to avoid making it dip-tasty.



The Jump DCs are incredibly easy; by fourth level, with full ranks and Crane Style bonuses, you're already making the highest check on a roll of eight. Mind you, I don't consider this so much of a problem, but it means it doesn't scale well- that's very powerful at 4th level, but it starts to become underwhelming at higher levels. I'd recommend increasing the range of the DCs and the power of the ability at higher checks; that opens it up to be fairly strong with serious skill optimization, but at that point you'd be spending a good chunk of your resources on it, so why not?

The Jump DCs do need tweaking - most of the later skill DCs actually take the class's skills into consideration, but these were written before I remembered movement speed boosts Jump through misc. bonuses like crazy.



Does this replace the appropriate ability modifier, or add to it?


Adds; think Brains over Brawn, with Wisdom.



Sweet. Improved monk's speed, slow fall, and standing jump all in one. One question: Why Crane Style? Cranes aren't that fast.


This I honestly have to attribute to the movie, Kung Fu Panda. One of the characters is a crane, and the five "styles" are based off of the group he is a member of (at least in name). I could probably rearrange the names so they make more sense.



Wall of Blades, but at will. Better, class-feature version of Deflect Arrows. Ends up looking like immunity to touch spells, barring Quicken Spell. Quite a powerful defensive ability, but still within reason.


It does, though there is always the chance of high/low rolling. And eliminating touch spells isn't always a bad thing :smalltongue:.



Hmm. Powerful defenses including one-way SR, DR/-, AC bonuses, and free Mettle/Evasion, but limited damage and nonlethal only. The nonlethal-only clause isn't really a big deal, though, because of the way nonlethal damage works- when they drop unconscious, your allies can still kill him with a Coup de Grace or something if they feel the need, and it doesn't slow down your knocking out the enemy any even if your allies are doing lethal damage. That means that the big penalty is losing a bit of damage. I'd increase the penalties again. Not much, but some.


I figured limiting your damage to equal your Wisdom modifier would be good enough, but I will look it over. Perhaps limiting attacks/round or giving a penalty To Hit?



Looks good. The save DCs are nothing to write home about, but it's dual-threat in addition to decent damage. The 'throw unarmed strike' is pretty cool and flavorful, but I'd change it to make it so your unarmed strike is considered a reach weapon when you do it instead.


DCs are based on 10 + 1/2 level + Wis, which actually comes out better than most spellcasting class's DCs (without feats taken to boost DC). I'd figured the 10+1/2+Wis equation was a decently scaling one, but if you could suggest a better one I'll implement it.



Instead of referencing the feats, I'd just say that you don't provoke attacks of opportunity when initiating a grapple, disarm, or trip, just to keep it simple; as written, it isn't immediately apparent what the ability does.


Good idea; I'll change that to clarify.



Bowling with kobolds! :smalltongue:


:biggrin:



Interesting. One thing: as written, you can't change back to Bludgeoning. Just take the exact wording from Versatile Unarmed Strike and change it from swift to free, it'll work better.


Will do!



The save DC is kind of mediocre, and taking a full-round action sort of sucks. I'd change the study time to a standard action, instead.

See above regarding DCs, and a standard action study would be better.



Hmm. Let's see- as a base, it's a high-level Greater Rage-esque ability. It also includes a better Mithral Tornado, Freedom of Movement, free touch attacks, and the ability to destroy walls of force. It looks... kind of strong, considering that you'll easily be able to use it every encounter and that it'll last for much of the encounter. Even assuming a mere 20 WIS, it lasts 5 rounds and is usable 5 times per day- in a normal day, that's every encounter, and it's only a swift to activate. Compare this to the eighth-level ToB stances; I think it comes out favorably, and this comes at 14th level. I'd recommend either toning it down a bit or moving it up a couple levels.

It's essentially Adamantine Hurricane (a better Mithral Tornado :smalltongue:) plus two lower-level spells (Wraithstrike and FoM). There might be just too much stuff piled into it, which I could remove/tone down. Maybe removing Wraithstrike from the pile?



Cool, and very flavorful, but the save DC is kind of weak for such a high-level ability. Actually, I could see this being switched with Stance of Destruction.


See above regarding save DCs; I don't want the DCs to become "so high you might as well always succeed", but I also don't want them to be "so low there's no point in using em".



Make sure you say that the Improved Grab works on creatures of any size you can grapple; otherwise, it only works on creatures one size smaller than you.

Thanks for noticing that; it will be changed ASAP.



Nice. Now, it's not just 'immunity to touch spells,' it's 'incapacitate anyone who targets you with a touch spell.' A good high-level ability.

Also lets you smack enemies with their own attacks and add witty one-liners about how they should come back when they are better at combat :smalltongue:.



Ehh, the extra damage is kind of underwhelming, and knocking everyone prone is no big deal at level 19. I'd pump this a bit.

Really? Most 9th level maneuvers add 100 damage...



Can anyone say 'capstone'? This ability is one hell of an incentive not to dip.

Oddly, I usually have difficulty coming up with a sufficiently good capstone; see Ascended Body. :smalltongue:



Ehh. It's mostly a flavor ability, although being immune to spells like Charm Person and not having to also be immune to Enlarge Person is nice.


Pretty much flavor.



Thank you.

Again, thank you.

*takes a bow*



That Special: line, what's the point of it? You're already spending a feat to change the ability you use, there's no point in adding an additional restriction.

The main reason is to keep people from dipping for extra Cha or Int synergy. Maybe I'm being too harsh on dipping? :smallconfused:

Lateral
2011-12-29, 03:06 PM
Thanks! Made it myself :smallbiggrin:. Still my favorite one, even though it's like 4 or 5 months old.
Well, unless you want a dead Vriska, there isn't exactly much about it to update. :smalltongue:


I figured limiting your damage to equal your Wisdom modifier would be good enough, but I will look it over. Perhaps limiting attacks/round or giving a penalty To Hit?
Oh, what you did to adjust it looks good.

It's essentially Adamantine Hurricane (a better Mithral Tornado :smalltongue:) plus two lower-level spells (Wraithstrike and FoM). There might be just too much stuff piled into it, which I could remove/tone down. Maybe removing Wraithstrike from the pile?
Yeah, what you did looks good. Remember, Wraithstrike is one round, so it's more like adding WIS-mod free Wraithstrikes that don't eat up more than one swift action.


Really? Most 9th level maneuvers add 100 damage...
Never mind, never mind, I misread the ability to say that it deals 100 damage, not +100. Brain fart and all that. It's a perfectly appropriate ability.


The main reason is to keep people from dipping for extra Cha or Int synergy. Maybe I'm being too harsh on dipping? :smallconfused:
Well, thing is, somebody dipping for INT or CHA synergy already has to take an extra feat over someone dipping for WIS synergy- it just kind of bites them in the butt in a way it doesn't for someone dipping for WIS. WIS is a better synergy stat than INT, anyway, and CHA is good mostly for all the synergy in the first place.


Alternate Class Feature: Chaos Brother

Unlike the monks of the Jade Dragon Tower, the Chaos Brothers of the Ivory Monastery embrace change, chaos and power. Though they do not actively seek to bring pain and suffering, their ways have attracted unwholesome individuals in the past, and the Jade Dragon Tower's influence has given them a less than admirable reputation.

Alignment: Any Chaotic. If a Chaos Brother ceases being Chaotic, he can no longer progress as a Monk. However, he still keeps his class features and may progress as a Monk once again if he becomes Chaotic again.

Class Skills: Remove Decipher Script, Diplomacy, Knowledge (History) and Profession. Add Bluff, Forgery, and Knowledge (Local).

Weapon Proficiency: Remove Handaxe, Kusari-gama and Kama. Add Shortsword, Longsword and Bastard Sword.

Chaos Body: Replaces Ascended Body. A 20th level Chaos Brother becomes immune to spells that attempt to change or transfix his body's shape (such as Polymorph or Flesh to Stone). He may choose to instead accept these spells as a free action.
Looks fine. One thing: why does the Chaos class have sword proficiencies? It would make more sense for them to have flail proficiencies.


Alternate Class Feature: Disciple of Balance

Relatively unknown in the world are the Disicples of Balance, a group based within the hidden Onyx Temple. They are most often hidden agents, altering fates and agendas to better ensure balance and, hopefully, harmony in the world.

Alignment: Any Neutral. If a Disciple ceases being Neutral, he can no longer progress as a Monk. However, he still keeps his class features and may progress as a Monk once again if he becomes Neutral again.

Class Skills: Remove Concentration, Knowledge (arcana), Knowledge (religion) and Profession. Add Bluff, Disguise, Knowledge (nobility and royalty) and Knowledge (the Planes).

Weapon Proficiency: Remove Handaxe, Kusari-gama, and Kama. Add Flail, Heavy Flail and Dire Flail.

Planar Body: Replaces Ascended Body. A 20th level Disciple of Balance becomes an Outsider, but may choose, as a free action, to be considered a member of his previous type for the purposes of whether or not a spell can affect him.
Again, why do these guys have flails? For the Neutral guys, the swords make more sense.

Derjuin
2011-12-29, 11:11 PM
Well, unless you want a dead Vriska, there isn't exactly much about it to update. :smalltongue:


Actually, there is (http://i219.photobucket.com/albums/cc273/xilobucket/Big8s.png), but the arms blend into the jacket too well in that one so I don't use it.



Yeah, what you did looks good. Remember, Wraithstrike is one round, so it's more like adding WIS-mod free Wraithstrikes that don't eat up more than one swift action.


Yeah, I'm gonna keep it without Wraithstrike.



Never mind, never mind, I misread the ability to say that it deals 100 damage, not +100. Brain fart and all that. It's a perfectly appropriate ability.


Okay, coolio.



Well, thing is, somebody dipping for INT or CHA synergy already has to take an extra feat over someone dipping for WIS synergy- it just kind of bites them in the butt in a way it doesn't for someone dipping for WIS. WIS is a better synergy stat than INT, anyway, and CHA is good mostly for all the synergy in the first place.


Good point, I think I'll drop the feat Special parts.



Looks fine. One thing: why does the Chaos class have sword proficiencies? It would make more sense for them to have flail proficiencies.

Again, why do these guys have flails? For the Neutral guys, the swords make more sense.

I'm actually gonna switch these two :smalltongue:.

Lateral
2012-01-05, 08:47 PM
Hey, I'm actually going to be trying this class out in a PbP over the next few weeks. It's a heavy-RP, tristalt game, so I don't know how much of the strengths and weaknesses of the class will be apparent, but I'll let you know how it goes and what I think of it in actual play.

More specifically, here's the sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=358256) It's mostly a grappler, and I can already tell you that Tranquility and Monkey Style are going to kick ass.

Derjuin
2012-01-06, 12:44 AM
Hey, I'm actually going to be trying this class out in a PbP over the next few weeks. It's a heavy-RP, tristalt game, so I don't know how much of the strengths and weaknesses of the class will be apparent, but I'll let you know how it goes and what I think of it in actual play.

More specifically, here's the sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=358256) It's mostly a grappler, and I can already tell you that Tranquility and Monkey Style are going to kick ass.

Excellent! Hopefully it gets off the ground (if it hasn't already); as much feedback as possible would be great!

gkathellar
2012-01-06, 06:05 AM
Hm. A thought: should the monk have some way to defeat Freedom of Movement? Perhaps reducing the grapple immunity to a bonus?

Lateral
2012-01-08, 07:40 PM
Hm. A thought: should the monk have some way to defeat Freedom of Movement? Perhaps reducing the grapple immunity to a bonus?
Ehh, the class is versatile enough that I don't know if this is necessary. If it can't grapple, it can just smash faces in even if most of its resources were put into grappling.

Excellent! Hopefully it gets off the ground (if it hasn't already); as much feedback as possible would be great!
Oh, it's well off the ground, although since it's a tristalt game with Leadership as a bonus feat I'm not sure whether I'll even have the time to finish the sheet. I also entered another game where I plan on testing the class, too; if I can make two characters with the class that don't feel at all mechanically similar, then there's a good amount of flexibility within the class features.