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View Full Version : Anyone know of some high tier 3 monk fixes?



Zelkon
2012-12-11, 07:18 AM
Really just what it says in the title. I tried to make one myself and it just didn't work. Also, my players would rather have a monk than an unarmed swordsage (because many don't have access to ToB, and it's an online game so I can't just lend it to them). Anyone have favorites?

JeminiZero
2012-12-11, 09:06 AM
Looking through the Tier compendium (http://www.giantitp.com/forums/showpost.php?p=13355459&postcount=4) there is only 1 monk fix (specifically by Jiriku (http://www.giantitp.com/forums/showthread.php?t=150122)) that got classed as high tier 3. There is another by lunar2 (http://www.giantitp.com/forums/showthread.php?t=244099) that is mid tier 3.

And of course, you could also use my Trissociate (http://www.giantitp.com/forums/showthread.php?t=234951) system to slap together your own preferred fix. I recommend the following:

Trissociate (http://www.giantitp.com/forums/showthread.php?t=234951) (Toughness focus: Sublime (Point Pool), Weapon Master, Martial Sage)
Hit Die: D6 (Additionally Toughness focus gives +3 HP per Trissociate level)

Class Feature Progression
Level Highest Maneuver Level Maneuvers Known Stances Known Sublime Point Pool Maximum (Recovery) Ki Points Maximum Ki Dodge Martial Sage Unarmored Speed Bonus Martial Sage Unarmored AC Bonus Special
1 1 2 1 3 (1) 3 - - - Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent 1, Chosen Proficiency
2 1 2 1 6 (1) 5 15% +5 ft 1 Chosen Flurry (Least), Martial Sage Ability (+1, Total 1), Wisdom to AC
3 2 3 1 9 (2) 10 15% +5 ft 1 Focus Feature 1
4 2 3 1 12 (2) 15 20% +10 ft 1 Chosen Weapon Ability 1, Martial Sage Ability (+1, Total 2)
5 3 4 2 15 (3) 23 20% +10 ft 1 Learnt Mastery Talent 2
6 3 4 2 18 (3) 30 25% +10 ft 2 Chosen Weapon Bonus +1, Martial Sage Ability (+1, Total 3)
7 4 5 2 21 (4) 30 25% +10 ft 2 Focus Feature 2
8 4 5 2 24 (4) 50 30% +15 ft 2 Chosen Flurry (Lesser), Martial Sage Ability (+1, Total 4)
9 5 6 3 27 (5) 63 30% +15 ft 2 Learnt Mastery Talent 3
10 5 6 3 30 (5) 75 35% +15 ft 3 Chosen Weapon Ability 2, Martial Sage Ability (+1, Total 5)
11 6 7 3 33 (6) 90 35% +15 ft 3 Focus Feature 3
12 6 7 3 36 (6) 105 40% +20 ft 3 Chosen Weapon Bonus +2, Martial Sage Ability (+1, Total 6)
13 7 8 3 39 (7) 123 40% +20 ft 3 Learnt Mastery Talent 4
14 7 8 3 42 (7) 140 45% +20 ft 4 Chosen Flurry (Improved), Martial Sage Ability (+1, Total 7)
15 8 9 4 45 (8) 160 45% +20 ft 4 Focus Feature 4
16 8 9 4 48 (8) 180 50% +25 ft 4 Chosen Weapon Ability 3, Martial Sage Ability (+1, Total 8)
17 9 10 4 51 (9) 203 50% +25 ft 4 Learnt Mastery Talent 5
18 9 10 4 54 (9) 225 55% +25 ft 5 Chosen Weapon Bonus +3, Martial Sage Ability (+1, Total 9)
19 9 11 4 60 (10) 250 55% +25 ft 5 Focus Feature 5
20 9 11 4 60 (10) 275 60% +30 ft 5 Chosen Flurry (Greater), Martial Sage Ability (+1, Total 10)



Other Progression
Level Base Attack Bonus Fortitude Good Save Poor Save Mastery Points Trissociate Bonus
1 +1 +2 +2 +0 1 1
2 +2 +3 +3 +0 2 1
3 +3 +3 +3 +1 3 1
4 +4 +4 +4 +1 4 1
5 +5 +4 +4 +1 5 2
6 +6/+1 +5 +5 +2 6 2
7 +7/+2 +5 +5 +2 7 2
8 +8/+3 +6 +6 +2 8 2
9 +9/+4 +6 +6 +3 9 3
10 +10/+5 +7 +7 +3 10 3
11 +11/+6/+1 +7 +7 +3 11 3
12 +12/+7/+2 +8 +8 +4 12 3
13 +13/+8/+3 +8 +8 +4 13 4
14 +14/+9/+4 +9 +9 +4 14 4
15 +15/+10/+5 +9 +9 +5 15 4
16 +16/+11/+6/+1 +10 +10 +5 17 4
17 +17/+12/+7/+2 +10 +10 +5 19 5
18 +18/+13/+8/+3 +11 +11 +6 21 5
19 +19/+14/+9/+4 +11 +11 +6 23 5
20 +20/+15/+10/+5 +12 +12 +6 25 5



Class Skills (2 + Int modifier per level): Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Swim.

Sublime (Point Pool) Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.

Martial Sage Skills: Add Balance, Escape Artist and Tumble to your Trissociate class skill list.

Weapon and Armor Proficiency: A Toughness focus Trissociate is proficient with all simple weapons. He is also proficient with light armor, and with all shields (except for Tower Shields).

Focus Feature (Battle): Your Trissociate level stacks with fighter levels (if any) when qualifying for fighter specific feats. Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
*Fighter bonus feats
*Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
*You may also buy the Battle Hardened or General Attack Focus feats (below)

Battle Hardened:
Requirements: Battle Category Focus Trissociate
Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
Benefits: You gain DR 1/-. You may take this feat multiple times, and it stacks with itself.
Special: This feat can stack with one other Damage Reduction effect of your choice, even if this other effect is not DR/-, although the secondary DR effect always applies first. You can change which secondary effect it stacks with whenever you take damage.

E.g. Lets say you have taken Battle Hardened 3 times for DR 3/-. You then have Stoneskin cast on you which grants DR 10/Adamantine. You can choose to stack Battle Hardened on Stoneskin, so that when you are struck by a non-adamantine weapon, the first 13 points of damage are negated by the combined DR. In cases where the total damage is less than 13, the secondary DR applies first, so the first 10 points of damage is subtracted from Stoneskin's pool, and than after that the remaining 3 is negated by Battle Hardened. If however, you are struck by an adamantine weapon, only the first 3 points of damage are negated, from your Battle Hardened 3/-.

General Attack Focus:
Requirements: Battle Category Focus Trissociate
Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
Benefits: You can add a +1 untyped bonus to all attack rolls. You may take this feat multiple, and it stacks with itself.

Maneuvers: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known and stances known are detailed in the table above. You always ready all the Sublime association maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial adepts, you may not swap out your maneuvers known when you level.

Sublime Point Pool: You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Sublime association maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.

Other Notes: Because you ready all the Sublime association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Sublime association maneuvers (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from other Martial Adept Feats, such as Martial Study and Martial Stance.

Chosen Weapon Type: When you select the Weapon Master association, you must select a weapon type (including both melee and ranged weapons) to which your class features apply. This selection is permanent barring special and intensive retraining (read: DM fiat). You can select unarmed strike as your chosen weapon, in which case some of the association class features, will change as described below.

Chosen Proficiency (Ex): As your starter ability, you gain proficiency with your Chosen Weapon Type. If you are already proficient with your Chosen Weapon, you get a bonus feat of your choice, provided that feat specifically applies only to your chosen weapon type (e.g. Weapon Focus (http://www.d20srd.org/srd/feats.htm#weaponFocus) is valid, but Weapon Finesse (http://www.d20srd.org/srd/feats.htm#weaponFinesse) is not).

Special: If you selected unarmed strike as your chosen weapon type, you gain the Improved Unarmed Strike (http://www.d20srd.org/srd/feats.htm#improvedUnarmedStrike) feat if you do not already have it. Or, if you already have the Improved Unarmed Strike feat, you gain a bonus feat of your choice, that specifically applies to Unarmed Strike.

Like a Monk (http://www.d20srd.org/srd/classes/monk.htm), your 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. Unlike a monk, your hands must not be holding anything to use them in an unarmed strike. You also distinguish between your main hand and off-hand.

Additionally, when you make an unarmed strike, you can choose to use both arms together as if they were a single two-handed weapon. This allows you to do anything with them, as you might a normal two-handed weapon (except perhaps throwing the weapon). You can apply 1-1/2 your strength modifier as bonus damage, and when you power attack, you gain +2 damage for each -1 attack penalty.

Perfect Saves: A Trissociate normally has 2 good saves and 1 weak save. However, when he chooses the Martial Sage Association, all 3 of his saves gain Good progression.

Ki Points (Su): A Martial Sage associate gains a pool of Ki points based on his Trissociate level, according to the table above. As long as he has at least 1 point in his pool, he gains an untyped +2 bonus to will saving throws. He gains his Ki points (and bonus to will saves) as a starter ability, even if he does not yet have any abilities to spend Ki on. He can recover 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Ki points will be partially restored. He may use his Ki points to perform a variety of tricks as listed below. Unless otherwise stated, the use of Ki points is a supernatural ability. While wearing medium or heavy armor, or carrying a medium or heavy load may affect his Wisdom Bonus to AC, it has no effect on his Ki points, or his usage of Ki abilities (including Ki Dodge). Finally, he qualifies for the following feat:

Archaic Sage:
Requirements: Trissociate Martial Sage Associate
Benefits: You may use your Intelligence bonus, or your Charisma bonus instead of your Wisdom bonus (whichever of the 3 is highest), to calculate your Wisdom to AC bonus, the size of your Ki Pool, and the bonus to attack and damage for the Zen Weapon Strike Martial Sage ability (if you have selected it)
Special: You may buy this feat with Focus Features.

Maximum Ki Dodge (Su): Starting at Associate level 1, by focusing his mind, a Martial Sage Associate finds he has a chance to dodge even the most accurate strikes. As a free action, he may choose to activate his Ki Dodge ability, and its effects last until the start of his next turn. This effectively grants him some degree of concealment against attacks. Activating Ki Dodge may cost Ki points depending on what amount of concealment he chooses. The maximum amount of concealment he can benefit from, is indicated in the table above. He can choose to use less concealment than his maximum, in order to conserve Ki points.

Ki Dodge ConcealmentKi Point Cost
20% or lessfree
25-35%1
40-50%2
55-60%3



Because this ability relies on the Sages speed and reaction, rather than any visual distortion effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore visual concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it.

Although the effect of Ki Dodge is different and seperate from normal (visual) concealment, it does not stack with normal concealment. If a Martial Sage Associate has both Ki Dodge and normal concealment, then only the highest miss chance applies.

Chosen Flurry (Ex): When you perform a full attack (http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullAttack), or a charge (http://www.d20srd.org/srd/combat/specialAttacks.htm#charge) attack with your chosen weapon type, you can choose to make one additional attack, at your highest BAB.
Least: You make one extra attack, and all other attacks that round suffer from a -2 attack roll penalty.
Lesser: Your extra attack, and all other attacks that round suffer from a -1 attack roll penalty.
Improved: You no longer suffer an attack roll penalty for using Flurry.
Greater: When you use flurry, you can now make 2 additional attacks at your highest BAB instead of just 1.

Wisdom to AC (Ex): You gain the ability to add your Wisdom bonus (if any) as an untyped bonus to AC. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, when you use a shield, or when you carry a medium or heavy load. This bonus to AC does not stack with that gained from the Monk, Ninja or Swordsage classes.

You may choose to have this AC bonus apply either only when you are unarmored, or when you are wearing light or no armor. If you choose for this AC to apply only when you are unarmored, you gain the Unarmored Speed Bonus and Additional Unarmored AC bonus as shown in the table above. These bonuses are untyped and stack with all other bonuses. If instead you choose this Wisdom AC bonus to apply even when you are in light armor, you do not gain either the Speed Bonus nor the Additional AC bonus.

Martial Sage Ability (Ex/Su): At the Associate levels indicated in the table above, a Martial Sage Associate can gain a special ability of his choice from among the following options, provided he meets the requirements.

Shadow Sight (Ex)
You gain Low-Light vision (http://www.d20srd.org/srd/specialAbilities.htm#lowLightVision) and Darkvision (http://www.d20srd.org/srd/specialAbilities.htm#darkvision) 60 ft. If you already have Darkvision, its range improves by 60 ft.

Ki Parachute (Su)
You can spend one Ki point as a free action to slow your fall, as if under the effect of Feather Fall (http://www.d20srd.org/srd/spells/featherFall.htm). This effect lasts for 1 round per Trissociate level, or until you land, whichever occurs first. Additionally, you can share this effect with your allies, but only if you touch them. And they benefit from the effect only as long as you maintain physical contact.

Zen Weapon Strike (Ex)
You can add your Wisdom bonus (if any) subject to a maximum cap of +2, to all your weapon attack rolls (including ranged weapons, natural weapons and unarmed strike), and to your Strength bonus for the purposes of calculating weapon damage rolls. This ability can be taken multiple times, each time increasing the cap by another +2. E.g. Lets say we have a Martial Sage Associate with 14 Strength (a bonus of +2) and 16 Wisdom (a bonus of +3). If he takes Zen Weapon Strike once, he can apply his Wisdom bonus subject to the +2 cap, as a bonus to his weapon attack rolls. He can also add this bonus to his Strength bonus for determining weapon damage, so his effective Strength bonus would be 2 Str + 2 Wis = +4. If he wields a weapon in his main hand, he adds +4 damage. If he wields a weapon in his off hand, he adds +2 damage. If he wields a weapon in two hands, he adds +6 damage. If he takes Zen Weapon Strike a second time, it raises his Wisdom bonus cap to +4, however he only has a Wisdom bonus of +3.

Lesser Senses (Ex)
You gain Blindsense (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 60 ft. If you already have Blindsense, its range improves by 60 ft.

Improved Senses (Su) (Requires: Martial Sage Associate Level 5, Lesser Senses)
You can see Invisible and Ethereal as the See Invisibility (http://www.d20srd.org/srd/spells/seeInvisibility.htm) spell.

Greater Senses (Ex) (Requires: Martial Sage Associate Level 9, Improved Senses)
You gain Blindsight (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 60 ft. If you already have Blindsight, its range improves by 60 ft.

Perfect Senses (Su) (Requires: Martial Sage Associate Level 13, Greater Senses)
You can spend one Ki point as a free action, to gain a True Seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) effect, that lasts for until the start of your next turn.

Ki Lesser Ghost Jump (Su)
You can spend one Ki point as a standard action, to teleport a distance equal to (5*Trissociate Level) ft. This functions as Dimension Door (http://www.d20srd.org/srd/spells/dimensionDoor.htm), except as noted here. You must have line of sight and line of effect to your destination. You can bring along objects as long as their weight doesn't exceed your maximum load, but you may not bring along other creatures. You can continue to take actions after arriving at your destination, provided you have actions remaining.

Ki Improved Ghost Jump (Su) (Requires: Martial Sage Associate Level 9, Ki Lesser Ghost Jump)
This functions as Ki Lesser Ghost Jump except as noted here. You can spend 2 Ki points to teleport as a move action.

Ki Greater Ghost Jump (Su) (Requires: Martial Sage Associate Level 17, Ki Improved Ghost Jump)
This functions as Ki Lesser Ghost Jump except as noted here. You can spend 3 Ki points teleport as a swift action.

Ki Lesser Ghost Phase (Su)
You can spend one Ki point as a free action, to grant all your weapons and armor the Ghost Touch (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#ghostTouchWeapon) property, until the start of your next turn. This lets you strike incorporeal creatures without suffering the normal miss chance.

Ki Improved Ghost Phase (Su): (Requires: Martial Sage Associate Level 9, Ki Lesser Ghost Phase)
By spending 3 Ki points as a swift action, a Martial Sage can now turn Incorporeal (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype). If he continuously reactivates this ability at the start of each turn, he is treated as being Incorporeal non-stop. E.g. if he starts his next turn in solid matter, but he reactivates this ability at the start of that turn, he is treated as never having materialized this turn, and is hence not shunted to the nearest open space.

Ki Greater Ghost Phase (Su): (Requires: Martial Sage Associate Level 15, Ki Improved Ghost Phase)
This works as Ki Improved Ghost Phase, except as noted here. A Martial Sage can now turn either Incorporeal or Ethereal (http://www.d20srd.org/srd/specialAbilities.htm#etherealness), choosing one or the other each time he activates this ability. Refer to here (http://www.wizards.com/default.asp?x=dnd/rg/20041012a) for some of the differences between Incorporeal and Ethereal.

Evasion (Ex) (Requires: Martial Sage Associate Level 3)
You gain Evasion as a Rogue (http://www.d20srd.org/srd/classes/rogue.htm).

Improved Evasion (Ex) (Requires: Martial Sage Associate Level 11, Evasion)
You gain Improved Evasion as a Rogue (http://www.d20srd.org/srd/classes/rogue.htm).

Ki Lesser Ghost Fade (Su) (Requires: Martial Sage Associate Level 3)
You can spend 1 Ki point as a free action, to gain an invisibility (http://www.d20srd.org/srd/spells/invisibility.htm) effect (as the spell), until the start of your next turn. The effect ends if you attack any creature.

Ki Improved Ghost Fade (Su) (Requires: Martial Sage Associate Level 7, Ki Lesser Ghost Fade)
You can spend 2 Ki points as a free action, to gain a greater invisibility (http://www.d20srd.org/srd/spells/invisibilityGreater.htm) effect (as the spell), until the start of your next turn. You can attack creatures and still remain invisible.

Disease Immunity (Ex): (Requires: Martial Sage Associate Level 5)
You gain immunity to all diseases.

Poison Immunity (Ex): (Requires: Martial Sage Associate Level 5)
You gain immunity to all poisons.

Timeless Body (Ex): (Requires: Disease Immunity and Poison Immunity. It is permissible if these immunities come from other Associations. They need not necessarily be bought as Sage Abilities. But they must be from Associations and not race, templates, or other classes.)
You gain Timeless Body as a Monk (http://www.d20srd.org/srd/classes/monk.htm).

Lesser Diamond Soul (Ex) (Requires: Martial Sage Associate Level 5)
You gain Spell Resistance equal to your Trissociate level + 3. Unlike normal Spell Resistance, you may lower it to receive beneficial spells as a free action. You may similiarly raise your lowered Spell Resistance again as a free action. You may choose to lower and raise your Spell Resistance, even if it is not your turn. This allows you to benefit from helpful spells with minimal consequences.

Improved Diamond Soul (Ex) (Requires: Martial Sage Associate Level 9, Lesser Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 7.

Greater Diamond Soul (Ex) (Requires: Martial Sage Associate Level 13, Improved Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 11.

Perfect Diamond Soul (Ex) (Requires: Martial Sage Associate Level 17, Greater Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 15.

Chosen Weapon Ability: At the indicated levels, you may select an ability that applies to your chosen weapon type, from the menu below. Unless otherwise stated, each ability can only be selected once.

Magical Touch (Su): Whenever you hold a weapon whose type is your chosen weapon type, the weapon gains a +1 enhancement bonus on top of its existing enhancement effect. Treat a mundane weapon as having an enhancement bonus of +0, which becomes +1 in your hands, and hence counts as a magic weapon. Similiarly, if you hold a weapon with a +5 base enhancement bonus, it becomes +6 weapon in your hands, and hence counts as epic. This requires no action on your part, beyond simply holding the weapon. The effect ends the moment the weapon leaves your hands. If you selected unarmed strike as your chosen weapon type, you can apply Magical Touch to either your bare hands, or to your gauntlets as you wish. This ability can only be selected once.

Iron Grip (Ex): You may add your Trissociate level to your rolls for resisting disarm. You cannot select this ability if your chosen weapon is unarmed strike.

Untouchable Weapon (Ex): You may add your Trissociate level to your rolls against any attack or effect that aims to damage or destroy your chosen weapon. This includes your opposed roll to resist sundering, and your saving throws against acid or rust effects (but only if these effects are directly targetting your chosen weapon). You cannot select this ability if your chosen weapon is unarmed strike.

Penetrating Strike (Ex): Whenever you use your chosen weapon to strike a creature with damage reduction, or an object with hardness, you may ignore 4 points of the effective damage reduction or hardness (to a minimum of 0) when rolling for damage. You may select this ability multiple times, and its effects stack. E.g. Lets say you have selected Penetrating Strike once, and strike a creature with 5/- damage reduction. The creature's damage reduction is considered to be 1/- when you roll for damage.

Bonus Feat: You may select any feat that you qualify for, provided that the feat applies only to your chosen weapon type. You may select this ability multiple times, choosing a different feat each time.

Chosen Weapon Bonus (Ex): When using your chosen weapon type, add the indicated number as an untyped bonus to your attack rolls for that chosen weapon type. You also add indicated number as a bonus to damage for your chosen weapon type, when you wield it in one hand. If you are wielding your chosen weapon in two hands, you instead add twice the indicated number as a bonus to damage (this includes cases where your chosen weapon is unarmed strike and you use both arms together as if they were a single two-handed weapon).

Primary Automatic Mastery Talents
Recover Sublime Points: Without needing to enter Mastery Meditation, as a free action, you may spend Mastery points to regain Sublime Points. Each Mastery point you spend provides you with 3 Sublime Points. You still cannot exceed your pool's maximum size.

Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
Chosen Damage Boost: When you hit with your chosen weapon, but before you roll for damage, you can trigger this ability at the cost of 1 Mastery point, to add a bonus to damage equal to your Trissociate level. This ability can be used at most once per round.

Chosen True Strike: When attacking with your chosen weapon, as part of the attack action, you may activate this ability at the cost of 1 Mastery point to gain a true strike (http://www.d20srd.org/srd/spells/trueStrike.htm) effect on that attack roll. This ability can be used at most once per round.

Lesser Chosen Pounce: You can make extra attacks at the end of a charge, in addition to those granted by Flurry. This functions like pounce (http://www.d20srd.org/srd/specialAbilities.htm#pounce), except that you do not automatically get a full attack. By spending 1 Mastery point, you can make up to 2 additional attacks (provided you have them).

E.g. Lets say we have a level 7 Weapon Master Associate, who also has Battle Focus (hence his Base Attack Bonus is +7/+2). When he makes a charge attack, he can choose to use flurry to make 2 attacks at +7 BAB, but all his attacks for that round suffer from a -1 penalty. In addition, he can choose to use Chosen Pounce, which allows him to make up to 2 additional attacks. But he has only 1 additional attack at +2 BAB. If the Weapon Master Associate also has haste, he can spend 1 Mastery point to use Lesser Chosen Pounce, and make two additional attacks: one at the haste-granted +7 BAB, and the second at +2 BAB.

Chosen Pounce: This functions as Lesser Chosen Pounce, except as noted here. By spending 2 Mastery points, you can make a full attack at the end of a charge.

Recover Ki: You can add Ki points back to your pool, although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery point to gain a number of Ki points equal to half your Trissociate Level (round down, minimum 1). You may accelerate the conversion process by spending more Mastery points. As a free action, you can spend 1 Mastery point to recover a number of Ki points equal to one quarter of your Trissociate Level (round down, minimum 1), even when you are not in Mastery Meditation. This is a supernatural ability.



Common Trissociate Class Features
(Author's Note: this set of features is common for all Trissociates regardless of Focus or Associations selection. You probably only need to read this once, when making your first Trissociate. Hence, it has been seperated out and placed at the end, so that you can skip it if you want, for subsequent Trissociates.)

Chosen Save (Ex): Depending on the Focus he has picked, a Trissociate has one of his saves become good (Fortitude for Battle, Reflex for Skill, Will for Mental). Besides this Focus Save, he may pick a second save to have good progression. His third save then has poor progression, unless modified by one of the Trissociate selected Associations.

Mastery Points (Ex): A Trissociate has a pool of Mastery points, which he can use to augment his abilities in various ways (depending on his selected Focus and Associations). A Trissociates has a maximum number of Mastery points as listed in the table above. He can restore 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Mastery points will be partially restored. Unless otherwise stated, any usage of his Mastery points is considered an Extraordinary ability.

Mastery Meditation (Ex): A Trissociate can focus his mind to replenish the various spent abilities he gains from his Associations, usually (but not always) spending Mastery points in the process. Entering Mastery Meditation simply requires 5 minutes of concentration. Mastery Meditation ends when the Trissociate wants it to, although it also automatically ends whenever the Trissociate takes damage.

While in Mastery Meditation, a Trissociate can freely channel as many Mastery points as he posesses, to recovering his Association's abilities. He cannot willingly move from his position, although he can be moved by others (e.g. if he is sitting on a cart), and as such is considered flat-footed while Meditating. Otherwise he can take any action he normally could, including casting spells.

Adaptation: There are some character concepts for whom meditation might not be an appropriate activity. In these cases, you can replace Mastery Meditation with 5 minutes of some other suitable non-combat activity. For example, a pious character might pray for 5 minutes. Other possible activities include: martial exercises, polishing equipment, singing and dancing on the spot, howling (at the moon), or even simply resting.

Trissociate Bonus (Ex): Many Mastery Talents (both learnt and automatic) provide a numerical bonus to a particular ability. The numerical bonus is based on the Trissociate bonus, which gradually improves as indicated, when the Trissociate advances.

Armored Caster (Ex): When casting spells, invocations, and other similiar abilities that might be affected by Arcane Spell Failure which he gains from his Associations, a Trissociate can ignore Arcane Spell Failure from light armor, but not from shields. (Unless otherwise stated, Spell Like Abilites work normally and hence do not suffer from Arcane Spell Failure at all.)

Learnt Mastery Talents (Ex): A Mastery Talent is a trick that costs Mastery points, and which a Trissociate can use to augment himself in some way. Some Mastery Talents are automatically known depending on his selected Associations (see Associations below). Whereas other must be learnt. This column indicates the number of Learnable Mastery Talents which a Trissociate knows.


Learnable Mastery Talents
Whenever a Trissociate can learn a new Mastery Talent, he selects one talent from the list below. This selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat). Unless otherwise stated, all Learnable Mastery Talents are extraordinary abilities that are activated as a free action. The bonus each provides is an untyped bonus which stacks with everything else, but not with itself (so the same talent cannot be applied repeatedly).

Save Boost: A Trissociate may spend 1 Mastery point as a free action to add his Trissociate bonus to all his saving throws. He can activate this talent even when it is not his turn. The effect lasts for 1 minute/Trissociate level.

Fast Heal: A Trissociate may spend 1 Mastery point as a free action, to gain fast healing equal to half his Trissociate level (round down, minimum 1), for 5 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). He may choose to activate this ability even when he is dying, which automatically stabilizes him.

E.g. Lets say a level 7 Trissociate (half Trissociate level round down is 3) is under the effect of the vigor spell which grants him Fast Healing of 2. He can activate his Trissociate Bonus Fast Healing of 3 points. He can choose to stack his Trissociate Fast Healing on top of the vigor spell for a total of 5 points of Fast Healing.

Attack Boost: A Trissociate may spend 1 Mastery point as a free action to gain +1 to all attack rolls. The effect lasts for 1 minute/Trissociate level.

Speed Boost: A Trissociate may spend 1 Mastery point as a free action to increase his speed for all modes of movement. The speed increase so gained, is equal to his Trissociate bonus multiplied by 5 ft. The effect lasts for 1 minute per Trissociate level.

Skill Boost: Whenever he makes a skill check, a Trissociate may spend 1 Mastery point to gain a bonus equal to half his Trissociate level (round down, minimum 1) to that single skill check, regardless of how long the check takes (e.g. a Gather Information check may take several hours). He may also apply this bonus when he is taking 10 or 20 to that skill check (provided circumstances allow him to take 10 or 20 in the first place).

Penetration: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster, manifester, invoker or meldshaper level rolls, for the purpose of overcoming spell or power resistance.

Resilience: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to Dispel DC, making the effect harder to dispel. He can also apply this to the effective meldshaper level of his soulmelds, for the purposes of resisting suppression checks (e.g. Dispel Magic) and unshaping checks (Unshape Soulmeld and Soulmeld Disjunction). He may apply this bonus when he is shaping his soulmelds, and he must spend 1 Mastery point for each seperate soulmeld affected, and the effect lasts for 24 hours. Should he wish to regain the bonus beyond 24 hours, he must reshape his soulmelds and spend Mastery points again.

Lingering: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster level for the purpose of determining the effect's duration. Spells / powers / soulmelds whose duration is not affected by caster level (e.g. endure elements) are not affected.

Extended Reach: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to double the caster level, for the purposes of determining the effect's range. Spells / powers / soulmelds which have a fixed range (e.g. personal, touch) are not affected.

Cipher Stars
2012-12-12, 02:10 PM
For something more ridiculous/fun, my Elemental Slayer (http://www.giantitp.com/forums/showthread.php?t=208292) is a "monk fix".
It's definitely high tier 3. I was aiming for at least tier 2 when I made it, but was then informed only wizards with all those spells and such can get to tier 1 or 2.

Amnoriath
2012-12-13, 05:58 PM
Really just what it says in the title. I tried to make one myself and it just didn't work. Also, my players would rather have a monk than an unarmed swordsage (because many don't have access to ToB, and it's an online game so I can't just lend it to them). Anyone have favorites?

Well, an easy way for them to get ToB is for them to get a 4shared account. Once they do all they do all they have to do is google it and even in slow speeds they can download it in about an hour.
However back to the topic at hand there are basically two routes one can go in modifying the monk without stomping on non-homebrewed fighting classes, which does happen. One is you play up the mystical end. In this end you should look at making them just about as SAD as possible, wisdom would be a good choice. Additionally you would want to make Ki very integral in the use of its abilities. I would say this pool would can recharge after about 30 minutes of meditation. Pathfinder offered a good base but waiting for the entire day is just too limited. You can look at spells and do obvious things such as add scaling elemental damage to all your monk attacks in the round or ki blasts. The Quinggong monk in Pathfinder offers a great start for this concept. http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/qinggong-monk
The other is you martial up the monk and get rid of its stringent item limitations and taxes. This monk gets full BAB and light armor, now some people will decree this would be bad for its flavor but we are only really talking about chainmail here so, meh. Additionally, allow them to enchant their unarmed strikes like an ancestral relic(basically they set up a ritual to sacrifice items of equivalent value to enchant them). Also flurry should be offered as a standard action to allow them to use their mobility, and replace crappy slow fall with wall walking. Here though there should be some recognition of martial styles while cutting the fat of the near useless abilities(still mind, tongue of sun and moon..etc). Pathfinder opened up the list from which monks can choose and offered some pretty interesting style feats(these aren't in the base monk but are found in the feats as well as linked in an archetype). Skills may also need to be upped.
Of course you can borrow from both but I wouldn't fully combine them. I have seen monk fixes in which they sort of did and well lets just say there is no need pounce or charge to kill a BBEG in one motion.