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Ralasha
2012-04-18, 07:56 PM
Primary Path:

Xen (Unflankable, Unsurpriseble, well rounded.)
Versatility (utility monk, can sneak, hide, jump extremely high, run across unexpected surfaces (liquids), can glide(slow fall).)
Combat (Vertsatile Unarmed strikes, improved BAB bonus (Fighter), increased unarmed damage improved. Some abilities lost.)
Mystic (Uses Ki to deflect arrows for a time, run up walls, stand on twigs, wreath fists in elements, harden body)
Style (Follows one of the ordained styles of martial arts, and progresses along that path.)

Xen:Level|BAB|FS|RS|WS|Special|Movement|AC Bonus
1|0|2|2|2|Uncanny Dodge|0|0
2|1|3|3|3|Evasion|10|+1
3|2|3|3|3|One with Mountain|10|+1
4|3|4|4|4||20|+2
5|3|4|4|4|Improved Uncanny Dodge|20|+2
6|4|5|5|5|Self Awareness|30|+3
7|5|5|5|5|One with Wind|30|+3
8|6|6|6|6||40|+4
9|6|6|6|6|Improved Evasion|40|+4
10|7|7|7|7|Environmental Awareness|50|+5
11|8|7|7|7|One with Water|50|+5
12|9|8|8|8||60|+6
13|9|8|8|8|Manifold Form|60|+6
14|10|9|9|9|Situational Awareness|70|+7
15|11|9|9|9|One with Sky|70|+7
16|12|10|10|10||80|+8
17|12|10|10|10|One with Others|80|+8
18|13|11|11|11|Awareness of All|90|+9
19|14|11|11|11|One with Heavens|90|+9
20|15|12|12|12|One with All|100|+10
Class Features:
Xen Path: This monk gains the standard abilities or bonus feats of the PHB monk except as noted: No flurry of blows, no slow fall, no purity of body, no diamond soul, no diamond mind, no still mind, no ki strike, no Wholeness of Body, no Diamond Body, no Quivering Palm, no Timeless Body, no Universal Translator (Tongue of sun and moon), No Empty Body, no Perfect Self.

Improved, and Uncanny Dodge: (Lazy, see PHB)
Improved, and Evasion: (Lazy, See PHB)

One With Mountain: As a swift action the character makes a concentration check DC 15+ECL. On success the character may gain DR equal to BAB, and Immovability for a number of rounds equal to the check minus the DC.

Self Awareness: The character gains a +4 bonus to checks and saves versus mental effects.

One With Wind:As a swift action the character makes a concentration check DC 15+ECL. On success the character becomes as light as air (similar to featherfall, but any surface will support the character) for a number of rounds equal to the Check minus the DC.

Environmental Awareness: The character cannot be surprised.

One with Water: As a swift action the character makes a concentration check DC 15+ECL. On success the character becomes immune to diseases, and poisons for a number of rounds equal to the Check minus the DC.

Manifold Form: The character gains immunity to any spells or effects that would alter their body in a non-beneficial, or unwanted manner. (petrification, hold person, paralysis etc, and magical diseases such as mummy rot which cause undesirable effects to the body.)

Situational Awareness: The character cannot be caught flat footed, does not need to make a listen check to wake up (even when failing a listen check, the character will know something is not right). The character is immune to illusions, and can see through illusory spells. (This is not true seeing, polymorph and the like change the physical form of the creature, this does not detect, nor see through such things.)

One With Sky: As a swift action the character makes a concentration check DC 15+ECL. On a success the character can see anything within a range of one mile per character level that could be seen from above for a number of rounds equal to the Check minus the DC. (cannot see in a house unless it has a glass roof, and then only into those rooms which have said roof.)

One With Others: As a swift action the character makes a concentration check DC 15+ECL. On a success the character can communicate with any creature within sight feet for a number of rounds equal to the Check minus the DC.

Awareness of All: The character gains Blind Sense 60' and Blind Sight 30'.

One With Heavens: As a swift action the character makes a concentration check DC 15+ECL. On a success the character may communicate with any individual or group over any distance.

One with All: The character looses all types and subtypes. The character may now specifically choose which effects with effect it in so far as race, type, and subtypes. Thus a level 20 Xen Monk could chose whether or not to allow enlarge person to effect it. Even Repair Light Damage becomes a viable means of healing for a master of Xen. For such a person transcends all boundaries, in being One with Everything.
Combat:Level|BAB|FS|RS|WS|Special|Flurry of Blows|Movement|AC Bonus|Unarmed Damage
1|1|2|2|2|Versatile Unarmed Strike, Improved Unarmed|-1/-1|0|+1|1d6
2|2|3|3|3|Leap of the Heavens|+0/+0|0|+2|1d6
3|3|3|3|3|Evasion|+1/+1/-2|10|+2|1d8
4|4|4|4|4|Forceful Fist|+2/+2/-1|10|+3|1d8
5|5|4|4|4|Uncanny Dodge|+3/+3/+0|10|+3|2d4
6|6|5|5|5|Wounding Strike|+4/+4/+1/-2|20|+4|2d4
7|7|5|5|5|Mettle (Fortitude)|+5/+5/+2/-1|20|+4|1d10
8|8|6|6|6|Vorpal Strike|+6/+6/+3/+0|20|+5|1d10
9|9|6|6|6|Improved Evasion|+7/+7/+4/+1/-2|30|+5|1d12
10|10|7|7|7|Improved Forceful Fist|+8/+8/+5/+2/-1|30|+6|1d12
11|11|7|7|7|Improved Uncanny Dodge|+9/+9/+6/+3/+0|30|+6|2d6
12|12|8|8|8|Vorpal Strike|+10/+10/+7/+4/+1/-2|40|+7|2d6
13|13|8|8|8|Mettle (Will)|+11/+11/+8/+5/+2/-1|40|+7|3d4
14|14|9|9|9|Improved Mettle (Fortitude)|+12/+12/+9/+6/+3/+0|40|+8|3d4
15|15|9|9|9||+13/+13/+10/+7/+4/+1/-2|50|+8|2d8
16|16|10|10|10|Vorpal Strike|+14/+14/+11/+8/+5/+2/-1|50|+9|2d8
17|17|10|10|10||+15/+15/+12/+9/+6/+3/+0|60|+9|4d4
18|18|11|11|11|Master Forceful Fist|+16/+16/+13/+10/+7/+4/+1/-2|60|+10|4d4
19|19|11|11|11|Improved Mettle (Will)|+17/+17/+14/+11/+8/+5/+2/-1|70|+10|5d4
20|20|12|12|12|Vorpal Strike (4/day)|+18/+18/+15/+12/+9/+6/+3/+0|70|+11|5d4
Class Features:
Versatile Unarmed Strike: The monks unarmed strike count as slashing, piercing, and bludgeoning damage. Thus a monk deals full damage to any opponents with damage resistance or reduction versus one or two of those damage types, so long as it is remains vulnerable to at least one.

Leap of the Heavens: The character is always considered to have a running start, and rolls versus a difficulty of 10, rather than 15.

Evasion: Lazy, look it up in PHB.

Forceful Fist: The character is capable of knocking the target of its attack back up to its (Str Mod x5 feet). Thus using a forceful strike with a strength of 18 the monk could knock its opponent back 20 feet. This requires that the strike successfully hits. The player must declare that it is using this ability before making the roll.

Uncanny Dodge: Lazy look it up in PHB.

Wounding Strike: Against any living Target on a successful critical hit; even those not normally susceptible to wounding properties; the monk leaves such a devastating wound that the enemy takes 1 additional damage at the beginning of each of its following turns. This continues for a number of rounds equal to the amount of damage dealt by the monk when using this ability.

Mettle (Fortitude): Any time the monk makes a successful fortitude save versus an effect requiring a fortitude save, the character suffers no negative effects, even if they normally would.

Vorpal Strike: The monk is capable of dealing a one hit kill on any opponent. Whenever the Monk deals a critical hit, and confirms. The Damage that would be dealt on a critical hit is doubled a second time on a failed fortitude save DC 15+(Monks Str Mod)+(Monks Damage Rolled on the Die). Example: Monk makes a successful critical hit. Rolling a damage of 6 on the die. The enemy struck must make a fortitude save of 15+4(The monk has an 18 strength)+6. For a total of 25. If the target fails this save, and the damage drops them to 0 or less HP they explode in a conflagration of gore and bone. All creatures within 10 feet of the enemy must make a successful reflex save of a DC equal to the targets HD. Failure means that they take the monks base damage (As already rolled).

Improved Forceful Fist: The monk may choose which direction the enemy goes flying in. Thereby using the enemy as a projectile, knocking any enemies in its path off their feet (prone), and deal each enemy in the line its base unarmed damage (as already rolled).

Mettle (Will): On a successful will save versus any effect the monk completely ignores the influence, and takes no primary or secondary effects.

Improved Mettle (Fortitude): On a failed fortitude save the monk takes only the secondary effects (if any). If the save's source (spell, effect, or otherwise) has no secondary effects, the monk still takes the primary effects.

Master Forceful Fist: The Monk strikes with such force that the enemy now flies backwards 5 feet per point of damage dealt. The flung enemy takes the unarmed damage of the monk as well each time it strikes against an enemy in its path before continuing on wards. If it strikes a solid surface (such as a wall) midflight it takes the monks unarmed damage, as does the opponent. The opponent and object both also take falling damage as though they had fallen whatever distance remained for the enemy unit to move.

Improved Mettle (Will): On a failed Will save the monk takes only the secondary effects (if any). If the save's source (spell, effect, or otherwise) has no secondary effects, the monk still takes the primary effects.
Psionic Monk:Hit Dice and Base Saves as listed in PHB.
Skills: 4+Intelligence Modifier (x4 at first level)
The Class Skills and their modifiers for the psionic monk are as follows: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge Psionics (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Level|BAB|FS|RS|WS|Special|Movement|AC Bonus | Power Points|Bonus Unarmed Damage
1|+1|+2|+2|+2|Improved Unarmed Strike, Flurry (see below)|+0|+1 |1|+1d6
2|+2|+3|+3|+3|Evasion, Deflect Arrows|+10|+1|1|+1d6
3|+3|+3|+3|+3|Uncanny Dodge, Up The Walls |+10|+1|1|+1d6
4|+4|+4|+4|+4|Mental Leap|+10|+2|2|+1d6
5|+5|+4|+4|+4|On Solid Ground|+20|+2|2|+2d6
6|+6|+5|+5|+5|Mettle (Will)|+20|+2|2|+2d6
7|+7|+5|+5|+5|Improved Evasion|+20|+3|3|+2d6
8|+8|+6|+6|+6|Improved Uncanny Dodge|+30|+3|3|+2d6
9|+9|+6|+6|+6|Mind over Body|+30|+3|3|+3d6
10|+10|+7|+7|+7|Dimensional Step|+30|+4|4|+3d6
11|+11|+7|+7|+7|Psi-resistance|+40|+4|4|+3d6
12|+12|+8|+8|+8|Mettle (Fort)|+40|+4|4|+4d6
13|+13|+8|+8|+8|Dimensional Strike|+40|+5|5|+4d6
14|+14|+9|+9|+9||+50|+5|5|+4d6
15|+15|+9|+9|+9|Instant Focus|+50|+5|5|+5d6
16|+16|+10|+10|+10||+50|+6|6|+5d6
17|+17|+10|+10|+10|Ghost Flight|+60|+6|6|+6d6
18|+18|+11|+11|+11||+60|+6|+6|+6d6
19|+19|+11|+11|+11|Sudden Psionics|+70|+7|+7|+7d6
20|+20|+12|+12|+12|Advent|+80|+8|+8|+8d6

Class Features:
Power Points: The Psionic Monk’s primary class abilities are paid for with Power Points as with any other Psionic Character Class. The Cost to activate these abilities is described in the description of each ability below. The Psionic Monk additionally gains bonus Power Points for a high Wisdom Score as described in the Expanded Psionics Handbook.

Improved Unarmed Strike: Standard

Flurry: The monk gains an additional attack. These two attacks are made with a -2 penalty. Furthermore: for each 3 BAB the monk has, it gains an additional flurry attack. All additional flurry attacks are made with an additional -2 penalty. Thus a level 3 Psionic Monk gets 3 flurry attacks with the following penalties: -2,-2,-4. At level 6 An additional flurry attack would be added with a -6 penalty. At level 9 an additional attack would be added with a -8 penalty. This continues for as long as the monk’s BAB continues to increase.

AC Bonus: The Psionic Monk possesses a slight form of precognition, this is most often seen in the form of increased reaction times. The monk gains a Dodge bonus to AC along with their wisdom modifier as a bonus. Alternatively by paying power points the monk may stack the bonus on the above table a number of times equal to 1+Power Points spent in this manner. Thus a Level 10 Psionic Monk could spend one power point in order to double their AC bonus for a number of rounds equal to their wisdom bonus.

Bonus Unarmed Damage: This is the bonus damage a psionic monk may add to any unarmed attacks they make by spending a single power point. This damage bonus applies only to the attack for which it is paid. This ability must be announced as being used before the attack is rolled. If the attack misses, a bright flash of light can be seen at the moment the fist would have connected with the target. Use of this ability costs one power point.

Up The Walls: A Psionic Monk may pay one power point to move across any solid surface as though it were the floor. If the Psionic Monk ends its movement on a wall, ceiling, or similar surface the monk must either pay an additional power point to continue the movement, make a jump check (away from the wall), or fall.

Mental Leap: The Psionic Monk may pay 1 power point in order to add 10+levels in this class to any jump check.

On Solid Ground: The monk may pay one power point to treat any surface as though it were solid. This effect lasts until the monks next turn. If the monk does not end their turn on a solid surface they must either pay 1 power point to continue the effect, attempt to jump to a safer surface, or the surface ceases to act as solid for the monk.

Mettle (Will): Whenever the monk comes under an effect of mental influence the monk may make a will save, even if the character is not normally entitled to one. If the save is successful the character suffers no effects.

Mind over Body: The monk may spend a single power point in order to temporarily replace one of its physical statistics with its wisdom score. This does not switch the statistics, but allows the monk to use its wisdom score in place of a physical one. This ability may only be used to over-ride one physical ability score at a time. A single use of this ability costs 2 power points.

Dimensional Step: The monk may pay 2 Power Points to step from one place to another instantly. This acts as a perfectly accurate teleportation effect with a range of 5’ per level in this class.

Psi-Resistance: The monk gains resistance to all psionic abilities and effects not it’s own. This resistance acts in all other ways as spell resistance of 11+Class Level.

Mettle (Fort): Whenever the monk comes under any effect that allows a fortitude save, If the save is successful the character suffers no effects.

Dimensional Strike: The monk rips a small hole in space, and strikes its enemy through it. This ability allows the monk to make it’s unarmed attacks over a distance, with a range equal to the dimensional step ability described above. A use of this ability lasts for a number of rounds equal to the character’s current power point reserve (number of points available after spending points on this ability). This ability costs 3 power points, and requires a concentration check each round to maintain.

Instant Focus: The Monk may use one ability as an instantaneous effect once per round. If this ability is used the monk must pay the normal cost for the ability +1.

Ghost Flight: The monk may fly at a speed equal to its speed bonus from this class. This ability also allows the monk to move through normally solid object. It’s body and all of its equipment are made incorporeal. This ability costs 4 Power Points, and lasts a number of rounds equal to the monk’s level.

Sudden Psionics: The monk may use multiple individual psionic powers from this class in a single round. Thus a Psionic Monk could use its unarmed Bonus Damage along with a dimensional strike.

Advent: The Monks mind and body become entwined.
Their mind over body ability may be used on multiple physical abilities simultaneously (Though each use must still be paid for individually.)
Their Unarmed Damage Bonus, Up the Walls ability, and Mental Leap are now permanent, and require no expenditure of Power Points.

Other 'paths' will be listed later.

Person_Man
2012-04-19, 08:06 AM
You've got a bunch of potentially nifty ideas. I look forward to the rest of your work.

Query: Is it your goal to essentially recreate your take on Pathfinder (http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/monk.html) archetypes (http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/monk.html)? If not, have you considered just organizing all of your ideas into a single new class? It looks like you'll have enough material for a full Ki Power list of some sort, with 1st through 9th levels abilities (or Least, Lesser, Intermediate, Greater, or whatever).

Ralasha
2012-04-19, 05:35 PM
Haven't looked at Pathfinder in years, never had a chance to play/run it. Went back to this, don't know much of anything about pathfinder. No, it has nothing to do with pathfinder.

I'm sorry about the repetition, however I'm often told that I am unclear in my meanings, so, I clarified myself by putting it 3 ways.

Oh, if you'd like, I can organize it into a single class, but you won't like it.

We would end up with a monk capable of flight, walking on any surface looking across any distance, through obstacles, with the Xen's more limited version of true seeing, enhanced ability scores, something akin to sneak attack huge AC, huge unarmed damage, good bab, etc.

If you want, I can do that. though it won't be balanced by anyones concept of balance.

Ninjadeadbeard
2012-04-19, 09:19 PM
Hmmm...this is looking good so far. I'll also keep checking up for the other paths. I was just writing up a Monk fix myself, so this makes me feel very awkward. Still, this looks like it'll actually work and be balanced :smallamused:. Kudos!

Ralasha
2012-04-19, 09:42 PM
Oh thank you. Feel free to look at my sorcerer fix. Though I cannot recall it's name. Corporimancer I think. Something like that.

The single style monk is probably going to be the second hardest, while the combat and utilitarian monks will pretty much tie for 1st.

I have ideas for Iron Style, Dragon, Hapkido, Jujitsu, Crane, Monkey, Tiger, Snake, Drunken Style, Sun and Moon, and Four Element Fist (Metal - Earth - Fire - Tree), and one I'm going to call Kido.

Kido means Path of Energy... roughly. Ki meaning energy, Do meaning path.
They'll be able to hit enemies at a distance, fly (for a short ways), Move extremely fast (for a time, like barbarian rage), move up (or along) walls. That kind of thing. Chinese legend stuff.

Combat Monk is complete.

Person_Man
2012-04-20, 10:42 AM
We would end up with a monk capable of flight, walking on any surface looking across any distance, through obstacles, with the Xen's more limited version of true seeing, enhanced ability scores, something akin to sneak attack huge AC, huge unarmed damage, good bab, etc.


Why is that a problem? Are Monks not allowed to have nice things?

Just pick another class that you think of as balanced (like the Warblade, Duskblade, Binder, whatever) and hand out a similar number of resources at each level. As long as the abilities that you propose is roughly comparable to what other classes of a similar class level can pull of, it's not a problem.

Solaris
2012-04-20, 01:54 PM
Oh, if you'd like, I can organize it into a single class, but you won't like it.

We would end up with a monk capable of flight, walking on any surface looking across any distance, through obstacles, with the Xen's more limited version of true seeing, enhanced ability scores, something akin to sneak attack huge AC, huge unarmed damage, good bab, etc.

If you want, I can do that. though it won't be balanced by anyones concept of balance.

... Compared to a fighter, sure, it's not very 'balanced' - it can do something other than just hit people really hard. Compared to a tier-one caster, it'd still be a piker.

Ralasha
2012-04-20, 04:14 PM
Actually, I do have/use a fighter fix. they gain a feat every level, and have good reflex saves. They also use weapon groups. So weapon focus/specialization/etc. don't use a single weapon, but instead a group of weapons, i.e: Swords, Axes, Hammers, Pole-Arms, Clubs, Bows, Crossbows, Thrown.

I still leave them with the option however, since some weapons fall under more than one of those categories. such as throwing axes.

I'm sorry, here I thought I was giving the monk nice and shinies. It isn't as though you couldn't Multi-class Xen and Combat etc.

Solaris
2012-04-20, 04:41 PM
Actually, I do have/use a fighter fix. they gain a feat every level, and have good reflex saves. They also use weapon groups.

So do I, if you check the spoiler in my sig. It doesn't change the tier much, though, maybe bringing it up to a T4 instead of a T5. "More options than a fighter" and "Still a piker compared to a T1" is honestly about where you want a homebrew class to be.

Ralasha
2012-04-20, 04:50 PM
I always prefered Tiers 3, 4 and 5 myself. If building a character well is as easy as flipping a light switch.. then I don't want to play it. No challenge, no point.

On the other hand however, I do not enjoy playing a character that is constantly near death. So I avoid the bard, mainly because my DM hates bards, and the first spell cast in game tends to hit them.

One of my favorite characters is a standard fighter with Wizard in it in equal portions. Still spell. Bing. Elemental Weapon, greater magic weapon, Keen Edge (or the others like it), Black Staff and I hit you. I wear my very own +5 Blueshine Adamantine Mountain Plate. And use a +5 Blueshine Steel Extreme Shield.

I'm not tier one, but I'm tier fireball does acid fire cold and electrical damage before I charge you.

Similarly with my monks (any of them), I would happily play them before a tier 1 or 2 because without a challenge, there is no point. Mayby I only think that way because I'm used to playing the good old games with the one hour of adventuring in the dungeon for every time we made camp.

Solaris
2012-04-20, 05:09 PM
Lemme back up, 'cause I'm saying you should aim for T3/T4. How well do you know the Tier System? It's really based mostly about the character's versatility with a side of potential power - the more options a character has and the better it is at its job, the higher tier it is.

Someone explaining it better (http://brilliantgameologists.com/boards/index.php?PHPSESSID=bc18425e5fa73d30e4a9a54889edf4 4e&topic=1002.0).

It's why my fighter fix is still really only T4, maybe T3 if you build it right and get a decent Charisma score for the 'face' skills.

I almost always play a fighter or similarly low-grade class, by the way. I started off in AD&D (without the 2.5 stuff) with a human fighter. My main character in 3.5 is a mounted fighter who does a lot of dungeon-crawling.

Ralasha
2012-05-14, 08:33 PM
Mm, well... lets see. The Xen monk at least appears well balanced to me, and is not entirely limited to only one situation. To me it looks tier 4, though if I were to play it I'm certain I could get it up one or two.

The Combat Monk I could probably play on tier three or four with. I cannot gauge how good everyone else is, and therefor I cannot gauge accurately what tier each of these should be. I am not very good and being unbiased unfortunately. In example, the Xen has abilities good for multiple situations. Damage reduction, far-sight, a langdistance speach form, the ability to communicate with ANYTHING in sight...

What tier do you think they are?

**Psionic Monk for S&G.