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lunar2
2012-05-22, 06:37 PM
This is a tweaked version of a homebrew monk fix with DBZ flavor I created a few months ago. I'm also creating some support for the class, in the nature of feats and items. any help on that front would be greatly appreciated.

The Ki System: the ki system is meant to emulate the abilities of the fighters in the Dragonball series. Ki charges are the units of energy used to power Ki system abilities. A character using the ki system has 1 ki charge per 2 levels in any ki using class(es), plus 1 ki charge per point of wisdom bonus, if any. expended ki charges are regained at a rate of 1 per point of wisdom bonus per 10 minutes of light activity such as walking, or 1 per point of wisdom bonus per minute of rest (sitting or lying, no activity more strenuous than holding a conversation). A ki user's caster level for any ki ability is equal to her level in all classes that grant that ability +1/2 her level in ki using classes that do not grant that ability.

note: while certain official classes, such as the PHB monk and the ninja, make use of Ki based effects, the do not use the Ki system, and so do not provide ki charges or count toward the caster level of any ki abilities.

The Class:
D10 HD. 4+Int skill points per level.

class skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Unarmed strike as PHB monk

Any Alignment.

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

1st|
+1|
+2|
+0|
+2|Bonus Feat, Flurry of Blows, Unarmed Strike, AC Bonus

2nd|
+2|
+3|
+0|
+3|Bonus Feat, Mettle

3rd|
+3|
+3|
+1|
+3|Ki Blast (1d6) Fast Movement (+10ft)

4th|
+4|
+4|
+1|
+4|Ki Strike (Magic).

5th|
+5|
+4|
+1|
+4|Ki Blast (2d6)

6th|
+6|
+5|
+2|
+5|Bonus Feat, Flight, Fast Movement (20 Ft.)

7th|
+7|
+5|
+2|
+5|Ki Blast (3d6), Awakened Mind (Tongues)

8th|
+8|
+6|
+2|
+6|Advanced Ki Blast (Renzoku)

9th|
+9|
+6|
+3|
+6|Improved Mettle, Ki Blast (4d6), Fast Movement (30 Ft.)

10th|
+10|
+7|
+3|
+7|Ki Strike (Aligned), Sense Life

11th|
+11|
+7|
+3|
+7|Greater Flurry, Ki Blast (5d6)

12th|
+12|
+8|
+4|
+8|Shunkan Ido, Fast Movement (+40 Ft.)

13th|
+13|
+8|
+4|
+8|Ki Blast (6d6), Awakened Mind (Telepathy)

14th|
+14|
+9|
+4|
+9|Advanced Kiblast (Beam)

15th|
+15|
+9|
+5|
+9|Ki Blast (7d6), Fast Movement (+50 Ft.)

16th|
+16|
+10|
+5|
+10|Ki Strike (Material)

17th|
+17|
+10|
+5|
+10|Ki Blast (8d6), Timeless Body

18th|
+18|
+11|
+6|
+11|Improved Sense Life, Fast movement (+60 Ft.)

19th|
+19|
+11|
+6|
+11|Ki Blast (9d6)

20th|
+20|
+12|
+6|
+12|Advanced Ki Blast (Death)[/table]

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

Weapon and Armor Proficiency: Monks are proficient with their unarmed strike, and any natural weapons they possess. Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her insight bonus to AC, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) as an insight bonus to her AC. In addition, a monk gains a +1 natural armor bonus to AC at 4th level. This bonus increases by 1 for every four monk levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th level, and +5 at 20th level).
The Insight bonus to AC applies even when the monk is flat-footed. She loses the insight bonus when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears.
When using flurry of blows, a monk may attack only with unarmed strikes and/or natural weapons. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would. A monk may add her Wisdom modifier to her melee attack roll instead of her strength. A monk can choose between slashing, bludgeoning, or piercing as the damage type of her unarmed strike. She must make this choice before making the attack roll.

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them. A monk can select a Ki feat instead of any of the listed bonus feats, but must meet any requirements of the Ki feats gained.

Mettle (Ex): At 2nd level or higher if a monk makes a successful fortitude or will saving throw against an attack that normally deals half damage or partial effect on a successful save, she instead takes no effect.

Fast Movement (Ex): At 3rd level,and every 3rd level after that, a monk's speed increases by 10 ft., as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Blast (Su): At 3rd level, A monk gains the ability to generate a dense ball of ki as a standard action. This ball is then thrown at medium range (CL=monk level), and impacts on a successful ranged attack for the listed damage + the monk's Wisdom Modifier (1/2 bludgeoning, 1/2 force. Critical 20 x2). Each Ki blast costs 1 charge to form. Although formed through supernatural means, each Ki Blast is treated as a physical object. They can be deflected or caught, and even thrown back, provided they have enough range left. They do not dissipate until their range is exhausted, and are not affected by Antimagic Fields, although they can't be formed while inside an Antimagic Field.

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction or regeneration. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as aligned weapons for the purpose of dealing damage to creatures with damage reduction or regeneration. The alignment must be one component of the monk's alignment, and must be declared before the attack is made. At 16th level, her unarmed attacks are treated as any special material for the purpose of dealing damage to creatures with damage reduction or regeneration, and bypassing hardness. The special material must also be declared before the attack is made. At 20th level, her unarmed attacks are treated as Epic weapons for the purpose of dealing damage to creatures with damage reduction or regeneration.

Flight (Su): A monk of 6th level or higher can expend 2 Ki charges to gain a fly speed equal to their total land speed, with perfect maneuverability, for 1 minute per caster level. Alternatively, a monk can choose to gain a fly speed equal to 1/2 her land speed, with average maneuverability, for 10 minutes per caster level.

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

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

Beam: She can expend 4 charges to create a single beam as a 1 round action. This beam functions as a long range line, and damages all creatures in its path as a blast dealing double damage (reflex 1/2, DC 10 + 1/2 monk level + Wis). The beam can be countered by any other damaging line effect, causing a beam struggle. during a beam struggle, each participant rolls a class level check modified by the relevant ability score (Wisdom for monks). The winner of the check reverses the other's beam, causing them to take the combined damage of the two beams (no save). a Monk's beam can be fired as a readied action to counter another beam or line effect, instead of a 1 round action.

Death: By expending 5 charges, the monk creates a specialized blast. this blast takes the form of either a disk or a thin ray. If it hits, the target takes 3x the normal damage. This blast, if shaped as a disk, does slashing damage instead of bludgeoning, and has a critical threat range of 18-20. If it is shaped as a ray, it deals piercing damage and has a critical multiplier of 4x. In addition, any creature hit by a critical of this blast must make a fortitude save (DC 10 + 1/2 level + Wis) or die. The extra effect on a critical hit is a death effect, and creatures immune to critical hits are immune to this effect.

Awakened Mind (Su): As a monk grows in power, the flow of ki through their bodies causes certain areas of their brain to increase in ability. At 7th level, a monk gains an always active tongues ability. At 13th level, their mind awakens even further, gaining the at will ability to communicate telepathically with a touch. this telepathic communication is extremely vivid and rapid, as an entire day's worth of thoughts and/or memories can be exchanged each way in just 1 round. unwilling creatures get a will save to resist (DC 10+1/2 monk level+Wis). unconscious creatures can't send any thoughts or memories, but they can receive them.

Improved Mettle (Ex): At 9th level, a monk’s mettle ability improves. She still takes no effect on a successful fortitude or will saving throw against attacks, but henceforth she takes only half or partial effect on a failed save.

Sense Life (Ex): A monk can sense the Ki of other living creatures (but not undead or constructs, including living constructs). This gives them the effect of 60 ft. blindsense, and uncanny dodge, only against living creatures. At 18th level, these bonuses improve to 120 ft. blindsight, and improved uncanny dodge. An 18th level monk also learns to indirectly sense creatures without detectable Ki, gaining the basic benefits of Sense Life against them.

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


Feats:
New feat Descriptor: (KI). (KI) feats are related to the use of the KI System. In addition to any listed prerequisites, (KI) feats require levels in a Ki using class. unless stated otherwise, Ki feats are supernatural abilities that require a standard action to activate, unless they modify another ability, in which case they are part of the action to activate that ability.

Kaioken (KI)
Prerequisites: Con 13, Wis 13, BAB 6
Benefit: Spend a number of Ki charges. Gain an insight bonus to all ability scores equal to the number of charges spent for 1 round per level. At the end of the effect, you take ability damage to your strength and constitution equal to the number of charges spent.

Genki Charge (KI)
Prerequisites: Con 15, Wis 15, Kaioken
Benefit: You can gather ki charges from others in your immediate area. You take 4 points of constitution damage, and everyone you have line of effect to within close range (CL= 1/2 level) takes 1 point of constitution damage (Will negates, DC 15+Wis). You gain 1 temporary Ki Charge per point of damage dealt. These points fade away in 1 minute. This is a supernatural ability that is activated as a 1 round action.
Special: If for any reason you avoid taking the constitution damage caused by this feat, the effect fails. Anyone affected by this feat can voluntarily take more damage to transfer more Ki charges.

Genki Dama (Ki)
Prerequisites: Wis 17, Genki Charge, ability to form a Ki Blast.
Benefit: You can charge a basic Ki Blast with extra Ki Charges to deal more damage. Every extra Ki Charge you spend on the feat adds 1d6 to the damage. As an option when you create the genki dama, you can specify that creatures of your alignment aren't damaged by the blast, and they can deflect it towards another target within range. A deflected blast uses the first target's ranged attack roll (including relevant modifiers, such as point blank shot, or precise shot), with a -2 penalty. The blast can be deflected any number of times until its range expires or it hits a valid target, but each deflection applies an additional -2 to the attack roll, and uses the last target's attack roll.

Ki Healing (Ki)
Prerequisites: Wis 13, ability to form a ki blast.
Benefit: By spending 2 ki charges, you can create a special ki blast that heals instead of damages the target. This blast heals the same amount of damage that a ki blast would ordinarily deal. Alternatively, the blast can heal 1 point of ability damage per die of damage a ki blast would do. by spending an extra ki charge, the blast can heal ability drain and/or ability penalties, at the same rate as it would heal ability damage. the total amount of ability damage, drain, or penalty healed can't be more than the number of damage dice your ki blast would deal, but it can be split up in any way you choose.

Sacrifice (Ki)
Prerequisite: Wis 13, ability to form a ki blast.
Benefit: You can expel large amounts of ki in a burst, centered on you. The burst deals 1d6 damage per charge spent, and extends 5 ft. per charge. Creatures within the area may take a reflex save for 1/2 damage (DC 10+ number of charges spent + Wis). You take the damage as normal, but you don't get a reflex save to reduce the damage.

Extra Ki (Ki)
Prerequisites: Wis 13
Benefit: You gain extra Ki Charges equal to 3 plus your Wisdom bonus (minimum 1)
Special: You can take this feat multiple times. Its effects stack.

Zanzoken (Ki)
Prerequisites: Dodge, Dex 13
benefit: When charging, you seem to blur in and out of existence, and leave faint afterimages of yourself in your trail. You gain 20% concealment while charging. You can increase the effect of this feat by spending Ki. Each Ki charge spent increases the concealment by 5%, to a maximum of total concealment (50%) with 6 charges.

Rogafufuken (Ki)
Prerequisites: Str 13, flurry of blows
Benefit: When making an attack with your unarmed strike, you can gain extra attacks at your highest attack bonus by spending 3 Ki Charges per attack gained.

Items:
Gloves of Ki Striking: These unadorned silk or leather gloves transfer any enhancement bonuses and special abilities applied to them to a monk's unarmed strike and ki blasts. They can only have special abilities that can apply to both ranged and melee weapons, and can't have any abilities that depend on the damge type of the weapon( such as keen or vorpal). The price of any enhancements on the gloves are treated as if the bonus is one higher than it actually is. Price: 500 gp. craft wondrous item, creator must be a monk of at least 3rd level. Cost: 250 GP, 20 XP

eftexar
2012-05-22, 10:48 PM
While this monk is certainly more interesting than the original, it still is a bit weak. It's main ability, ki blast, is limited to uses (ki) and it doesn't have much else left after that.
Sure it can hit things with fists better than anyone else, but I think it needs some unique abilities that don't cost ki. Why not a special ability progression every 4 levels or how about something like the warlock's invocations? I guess because of the chasis these would need to be relatively weak, but still.
And bonus feats, as always, meh...
Looking good so far though.

blackmage
2012-05-23, 11:11 AM
Tables are your friend! This makes the class a lot easier to take in.

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

1st|
+1|
+2|
+0|
+2|Bonus feat, flurry of blows, unarmed strike, AC bonus

2nd|
+2|
+3|
+0|
+3|Bonus feat, mettle

3rd|
+3|
+3|
+1|
+3|Ki Blast (1d6)

4th|
+4|
+4|
+1|
+4|Ki strike (magic).

5th|
+5|
+4|
+1|
+4|Ki Blast (2d6)

6th|
+6|
+5|
+2|
+5|Bonus feat, Flight

7th|
+7|
+5|
+2|
+5|Ki Blast (3d6)

8th|
+8|
+6|
+2|
+6|Advanced Ki Blast (Renzoku)

9th|
+9|
+6|
+3|
+6|Improved mettle, Ki Blast (4d6)

10th|
+10|
+7|
+3|
+7|Ki strike (aligned), Sense Life

11th|
+11|
+7|
+3|
+7|greater flurry, Ki Blast (5d6)

12th|
+12|
+8|
+4|
+8|Shunkan Ido

13th|
+13|
+8|
+4|
+8|Ki Blast (6d6)

14th|
+14|
+9|
+4|
+9|Advanced Kiblast (Beam)

15th|
+15|
+9|
+5|
+9|Ki Blast (7d6)

16th|
+16|
+10|
+5|
+10|Ki strike (material)

17th|
+17|
+10|
+5|
+10|Ki Blast (8d6)

18th|
+18|
+11|
+6|
+11|Improved Sense Life

19th|
+19|
+11|
+6|
+11|Ki Blast (9d6)

20th|
+20|
+12|
+6|
+12|Advanced Ki Blast (Death)[/table]

It seems like this class isn't really a Monk, although it has a few of their features like unarmed damage, Flurry, fast movement, and Wis to AC. Nothing else about it is monklike, in reality this is some other class that has a few monk class features tacked on. And that's fine. But I note that basically all of its abilities are combat-related. While it will be better than a Monk at combat, maybe even better than a Fighter since you can fly, but unless something needs killing you aren't very useful. I would think about if there's any class features you could make related to a few skills, or something like that.

A second point, there are a couple conflicting combat abilities going on. Flurry and Ki Blast are totally incompatible, you can't do both in the same round, its totally different feats/etc that buff each. Basically, I'm wondering if you want to pick one or the other and have the class focus on that and weed out most of the other. This will free up some class feature space for other things like non-combat abilities.

I do like the idea of a pool of combat potential that is pretty limited during combat, but will refill itself gradually during the day. That's a mechanic that could have potential.

lunar2
2012-05-23, 12:03 PM
thanks for the table. i forgot to add that to the copypasta.

@eftexar. even when ki abilities first become available (level 3) a monk should have 3 to 5 charges depending on their wisdom modifier, with an extra 2-4 if they took the extra ki feat. combined with the fact that charges refresh between battles (as long as you get a few minutes to rest), and i don't think that the charge limit really does much except limiting how often you can nova, which still isn't very hard with two feats that would allow you to blow all your charges at once, and another that allows you to quickly get more at a cost.

i do need more low level feats, though. something that can be taken and be useful in place of the 1st and 2nd level bonus feats (although stunning fist and combat reflexes aren't bad, as far as feats go, especially if you build this guy for melee). as for more melee support, you can already share your enhancement bonuses and abilities between your melee weapons and ki attacks, and you can bypass most forms of damage reduction without switching weapons. i think i will add that the ki strike class feature bypasses appropriate regeneration, as well.

i was thinking of adding a zanzoken feat, giving 20% concealment on a charge.

lunar2
2012-05-24, 04:36 PM
Tables are your friend! This makes the class a lot easier to take in.



It seems like this class isn't really a Monk, although it has a few of their features like unarmed damage, Flurry, fast movement, and Wis to AC. Nothing else about it is monklike, in reality this is some other class that has a few monk class features tacked on. And that's fine. But I note that basically all of its abilities are combat-related. While it will be better than a Monk at combat, maybe even better than a Fighter since you can fly, but unless something needs killing you aren't very useful. I would think about if there's any class features you could make related to a few skills, or something like that.

A second point, there are a couple conflicting combat abilities going on. Flurry and Ki Blast are totally incompatible, you can't do both in the same round, its totally different feats/etc that buff each. Basically, I'm wondering if you want to pick one or the other and have the class focus on that and weed out most of the other. This will free up some class feature space for other things like non-combat abilities.

I do like the idea of a pool of combat potential that is pretty limited during combat, but will refill itself gradually during the day. That's a mechanic that could have potential.

sorry about not responding to your comments yesterday. the page didn't load right, so all i saw was the table.

i do plan on making some changes, adding 3 new noncombat features (2 from the original monk, and 1 new)and modifying 3 other features.

@ the feel of the class. to me, the word monk refers to a martial artist who has gained supernatural power through training and meditation. i happen to think the Z fighter theme fits that perfectly (and I'm a DBZ superfan anyway).

@ conflicting abilities. I know the class has to choose either melee or ranged, and stick with it. most classes T2 and lower are like that. they may be able to handle dozens of combat styles with the class, but individual builds have to focus on one over the others. also, the kaioken feat benefits melee, ranged, and noncombat equally, since it increases all ability scores. it gives melee monks something significant to do with their ki charges, as well.

anyway, new class features:

Awakened Mind (Su): As a monk grows in power, the flow of ki through their bodies causes certain areas of their brain to increase in ability. At 7th level, a monk gains an always active tongues ability. At 13th level, their mind awakens even further, gaining the at will ability to communicate telepathically with a touch. this telepathic communication is extremely vivid and rapid, as an entire day's worth of thoughts and/or memories can be exchanged each way in just 1 round.

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


altered class features:

unarmed strike: a monks unarmed strike can deal slashing, bludgeoning, or piercing damage, at the monk's discretion. the monk must declare the type of damage to be dealt before making the attack roll.

ki strike: the ki strike ability overcomes regeneration, as well as damage reduction.

shunkan ido: a monk can use shunkan ido as an immediate action by spending 3 ki charges instead of 1.

new feat:

Zanzoken (Ki)
Prerequisites: Dodge, Dex 13
benefit: When charging, you seem to blur in and out of existence, and leave faint afterimages of yourself in your trail. You gain 20% concealment while charging. You can increase the effect of this feat by spending Ki. Each Ki charge spent increases the concealment by 5%, to a maximum of total concealment (50%) with 6 charges.

lunar2
2012-05-28, 10:48 AM
anyone else have any comments?

lunar2
2012-05-30, 11:44 AM
New feat for melee:

Rogafufuken (Ki)
Prerequisites: Str 13
Benefit: When making an attack with your unarmed strike, you can gain extra attacks at your highest attack bonus by spending 3 Ki Charges per attack gained.


also, i'm going to alter flurry of blows to apply to single attacks as well as full attacks.

Ki feats are all supernatural, btw. They take standard actions if they grant separate effects, unless stated otherwise. if they alter an existing ability, they are part of the actions to use that ability.

i also altered the Ki Healing feat to apply to ability drain and penalties, as well as ability damage.