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View Full Version : My turn for a new Monk class! (PEACH, please)



Trodon
2013-01-21, 08:20 PM
Change Log:
1/21/13; 7:23pm: Added change log, fixed a typo.
1/22/12; 8:03am: Fixed another typo.
1/22/13; 10:10am: Added picture with link to artist's deviantart page.
1/22/12; 10:18am: Fixed some wording in Raging Dragon and Enlightenment.
1/22/13; 11:00am: Fixed some wording in Chi Pool.
1/22/13; 11:40am: Spoilered the image.
1/22/13; 6:52pm: Made the changes that JoshuaZ suggested.



Monk

Image:
http://th08.deviantart.net/fs70/PRE/i/2012/334/4/f/monk___17_06_12_by_lucastorquato27-d5mlyph.jpg
Image used with permission of the artist, Lucastorquato27. (http://lucastorquato27.deviantart.com/)

“There are many paths to enlightenment, let us see how well you’ve mastered yours.”
-Xi Jiang, monk of the spitting cobra.

GAME RULE INFORMATION
Monks have the following game statistics.
Abilities: Many of the monk's abilities depend on wisdom, dexterity, and constitution aid the lightly-armored warrior.
Alignment: Any.
Hit Die: d8.
Starting Age: As PHB Monk.
Starting Gold: As PHB Monk.

Class Skills
The Monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at First Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Monk
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Flurry of Blows|Unarmed Damage|AC Bonus|Speed Bonus

1st|
+1|
+2|
+2|
+2|Unarmed Strike, Technique|-1/-1|1d6|+0|+0ft

2nd|
+2|
+3|
+3|
+3|Slow Fall|+0/+0|1d6|+1|+0ft

3rd|
+3|
+3|
+3|
+3|Body and Mind|+1/+1|1d6|+1|+0ft

4th|
+4|
+4|
+4|
+4|Chi Pool, Chi Sight|+2/+2|1d8|+2|+0ft

5th|
+5|
+4|
+4|
+4|Chi Shield|+4/+4|1d8|+2|+10ft

6th|
+6/+1|
+5|
+5|
+5|Purity of Body|+5/+5/+0|1d8|+3|+10ft

7th|
+7/+2|
+5|
+5|
+5|Healing Chi|+6/+6/+1|1d8|+3|+10ft

8th|
+8/+3|
+6|
+6|
+6|Deadly Chi, Improved Chi Sight|+7/+7/+2|1d10|+4|+10ft

9th|
+9/+4|
+6|
+6|
+6|Gifted Tongue|+9/+9/+4|1d10|+4|+10ft

10th|
+10/+5|
+7|
+7|
+7|Chi Strike (Aligned)|+10/+10/+5|1d10|+5|+10ft

11th|
+11/+6/+1|
+7|
+7|
+7|Diamond Body|+11/+11/+11/+6/+1|1d10|+5|+20ft

12th|
+12/+7/+2|
+8|
+8|
+8|Dimension Step|+12/+12/+12/+7/+2|2d6|+6|+20ft

13th|
+13/+8/+3|
+8|
+8|
+8|Diamond Soul|+13/+13/+13/+8/+3|2d6|+6|+20ft

14th|
+14/+9/+4|
+9|
+9|
+9|Chi Strike (Adamantine)|+14/+14/+14/+9/+4|2d6|+7|+20ft

15th|
+15/+10/+5|
+9|
+9|
+9|Quivering Palm|+15/+15/+15/+10/+5|2d6|+7|+20ft

16th|
+16/+11/+6/+1|
+10|
+10|
+10|-----|+16/+16/+16/+11/+6/+1|2d8|+8|+20ft

17th|
+17/+12/+7/+2|
+10|
+10|
+10|Ageless|+17/+17/+17/+12/+7/+2|2d8|+8|+30ft

18th|
+18/+13/+8/+3|
+11|
+11|
+11|Focused Mind|+18/+18/+18/+13/+8/+3|2d8|+9|+30ft

19th|
+19/+14/+9/+4|
+11|
+11|
+11|Spirit Monk|+19/+19/+19/+14/+9/+4|2d8|+9|+30ft

20th|
+20/+15/+10/+5|
+12|
+12|
+12|Enlightenment|+20/+20/+20/+15/+10/+5|2d10|+10|+30ft[/table]

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

Weapon and Armor Proficiency: Monks are proficient with unarmed strikes, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are proficient with padded armor, but not any other armor or shields. When wearing any armor except padded, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his speed bonus and flurry of blows abilities.

Unarmed Strike (EX): 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 his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all of his unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on her attack roll. He 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 his unarmed strikes than a normal person would, (as PHB monk). In addition, a monk may choose to deal his unarmed strike damage with any special monk weapon (kama, nunchaku, quarterstaff, sai, and siangham) instead of the weapons normal damage dice, while doing this, any upgrades or additions to the monk’s unarmed strike (such as the Spitting Cobra’s poison, or the Stunning Fist feat) also apply. In addition, a monk may use his strength or wisdom modifier on attack and damage rolls with unarmed strikes and special monk weapons (kama, nunchaku, quarterstaff, sai, and siangham). You may not duel-wield unarmed strikes.

AC Bonus (Ex): When wearing armor no armor or padded armor, the monk gains a bonus to AC equal to half his monk level (rounded down). In addition, he may add his Wisdom bonus (if positive) as a bonus to his Armor Class. These bonuses to AC apply even against touch attacks or when the monk is flat-footed but not when he is immobilized or helpless.

Flurry of Blows (Ex): When unarmored, a monk may use a standard action to strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his 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 his 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 or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). He may attack with unarmed strikes and special monk weapons interchangeably as desired. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in her flurry of blows routine to do so.

Greater Flurry
When a monk reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at her full base attack bonus.

Technique (EX): At 1st level a monk chooses his fighting style, also known as his technique. The monk may choose one of the techniques listed below, gaining benefits as he advances in the monk class.

Techniques:

Raging Dragon: The followers of the way of the raging dragon are very straight forward, usually favoring physical strength over wisdom, and are eager to fight.

Level 1, Bonus Feat: Power Attack. In addition, your unarmed strikes count as a two-handed weapon for all purposes.

Level 4, Bonus Feat: Superior Unarmed Strike (Tome of Battle pg.33).

Level 8, Powerful Build (EX): The monk gains the powerful build trait, and may treat his size category as one larger for his unarmed strike damage.

Level 12, Damage Reduction (EX): The monk gains damage reduction equal his monk level /his opposed alignment(s).

Level 16, Powerful Strike (EX): By spending two points in his chi pool the monk may treat a single damage roll to act as if he had rolled the maximum number on all damage die.

Level 20, Improved Damage Reduction (EX): The monk’s damage reduction improves to (class level)/-

Spitting Cobra: The followers of the way of the spitting cobra tend to focus on hit-and-run tactics, quickly striking then getting out of reach of his opponents.

Level 1, Bonus Feat: Spring Attack.

Level 4, Chi Poison (EX): At 4th level the monk has learned to introduce a deadly poison into an opponent’s body with a simple strike. When the he hits with an unarmed strike hey may choose to spend one point in his chi pool per six levels (maximum 3 points at level 18) to cause his opponent to make a fortitude save (DC= 10+ (1/2 class level) +the monk’s wisdom modifier) or suffer from a special poison, made from the user’s own Chi, this poison deals 3 temporary strength, dexterity, or constitution damage for 1+(wisdom modifier) rounds, minimum 1 (chosen at the time of activation, this poison has no secondary damage and cannot reduce a stat below 1). This damage does not stack with itself or any other poisons; however a single creature can suffer from any or all of strength, dexterity, and constitution damage from this technique at once.

Level 8, Bonus Feat: Faster Healing (Complete Warrior pg.98).

Level 12, Improved Chi Poison (EX): At 12th level the monk’s Ki poison improves, it now deals 7 points of temporary ability damage on a hit. In addition the monk may, as a standard action, extend his Chi to poison a target at a range. The monk must succeed a ranged touch attack to hit; this attack has a maximum range of 30ft.

Level 16, Tremorsense (EX): At 16th level the monk gains Tremorsense out to 60ft.

Level 20, Masterful Chi Poison (EX): At 20th level the monk’s Chi poison reaches its greatest potential, the monk’s Chi poison now deals 10 temporary ability damage on a hit, and now bypasses any poison immunity the target may have.

Stunning Crane The followers of the way of the stunning crane tend to focus on locking down opponents, keeping them out of the fight while others have a chance to finish them off.

Level 1, Bonus Feat: Stunning Fist.

Level 4, Bonus Feat: Pain Touch (Complete Warrior pg.103)

Level 8, Immunity (EX): The monk becomes immune to the dazed, dazzled, and stunned conditions.

Level 12, Bonus Feat: Freezing the Lifeblood (Complete Warrior pg.99).

Level 16, Immunity (EX): The monk becomes immune to the sickened and nauseated conditions.

Level 20, Immunity (EX): The monk becomes immune to the paralyzed and petrified conditions.

Dodging Monkey: The followers of the way of the dodging monkey tend to focus on evasion and dodging over offense, believing that if they cannot be touched, they cannot be defeated.

Level 1, Bonus Feat: Deflect Arrows

Level 4, Bonus Feat: Indomitable Soul (Player’s Handbook 2 pg.80)

Level 8, Improved Evasion: The monk gains the improved evasion ability.

Level 12, Deflect Magic (EX): This ability allows to monk to use his deflect arrows feat to deflect spells that require an attack roll to hit him. This counts against your one defect attempt per turn.

Level 16, Evading Step (EX): The monk’s movement through threatened squares no longer provokes attacks of opportunity unless they are running or charging, as they cannot weave and dodge around strikes while doing so. Moving into a space occupied by a creature still provokes an attack of opportunity as normal.

Level 20, Empty Body (SU): A monk gains the ability to spend three points in his chi pool (see below) as a standard action to assume an ethereal state for 1+ (wisdom modifier) rounds, minimum one, as though using the spell etherealness.

Speed Bonus (EX): The monk gains a bonus to any and all movement modes equal to the corresponding number for his monk level.

Slow Fall (SU): Starting at 2nd level the monk has trained his body to act as light as a feather when falling, the monk is under a constant Feather Fall effect, as the spell.

Body and Mind (EX): At 3rd level the monk gains the evasion and mettle abilities.

Chi Pool (EX): Starting at 4th level the monk gains a chi pool, this pool contains points equal to one half the monk’s class level plus the monk’s wisdom modifier, this chi pool is used to fuel abilities gained later in this class. As long as the monk’s chi pool is 1 or higher the monk gains a bonus to attack and damage with his unarmed strikes equal to 1/4th of his class level and the monk's unarmed strikes count as magical for overcoming damage reduction. The monk's chi pool refills every morning. In addition, "chi" is synonymous with "ki" and chi pool/strike etc. may be used to qualify for feats as ki.

Chi Sight (SU): Starting at 4th level the monk may spend one chi point as a move action to come under the effect of the detect magic spell for 1+wisdom modifier rounds. At 11th level the monk may spend two chi points to instead come under the effects of true seeing for the same amount of time.

Chi Shield (EX): Starting at 5th level the monk gains the ability to spend one point in his chi pool as an immediate action to act as though he had a shield spell cast upon him for 1+ (wisdom modifier) rounds, minimum one.

Purity of Body (EX): Starting at 6th level the monk gains control over his body’s immune system, and therefore gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and therianthropy).

Healing Chi (EX): Starting at 7th level the monk learns how to heal his own body through his own chi. By spending two points in his chi pool as a standard action the monk may heal himself for (class level)X (wisdom modifier) hit points.

Deadly Chi (EX): Starting at 8th level, whenever the monk threatens a critical hit with his unarmed strikes he may spend one chi point to automatically act as if he rolled a natural 20 on his conformation roll.

Improved Chi Sight (SU): Starting at 8th level the monk may spend two chi points as a move action to come under the effects of arcane sight for 1+wisdom modifier rounds. At level 16 the monk may spend three chi points to instead come under the effects of greater arcane sight for the same amount of time.

Gifted Tongue (EX): Starting at 9th level the monk gains the ability to speak with any living creature. In addition, the monk gains a bonus to all diplomacy and handle animal checks equal to 1/4th your class level plus your wisdom modifier.

Chi Strike (Aligned) (EX): Starting at 10th level the monk’s chi naturally flows into his limbs. His unarmed strikes are now treated as weapons attuned with his alignment(s). For example; Xi Jiang, a LE 11th level monk of the spitting cobra’s unarmed strikes are considered both lawful and evil.

Diamond Body (EX): Starting at 11th level the monk is in such firm control of his own metabolism that he gains immunity to poisons of all types.

Dimension Step (SU): Starting at 12th level a monk gains the ability to spend two points in his chi pool as a standard action to come under the effects of the dimension door spell with a caster level equal to your class level.

Diamond Soul (SU): Starting at 13th level a monk gains spell resistance equal to his current monk level +10.

Chi Strike (Adamantine) (EX): Starting at 14th level a monk’s unarmed strikes count as if they were made out of adamantine.

Quivering Palm (EX): Starting at 15th level, a monk can spend three points in his chi pool as a free action to set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He must announce his intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures that are immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. The monk may only have one target of quivering palm at any one time.

Ageless (EX): Upon attaining 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place and bonuses still accrue.
Focused Mind: Starting at 18th level the monk may spend three points in his chi pool to come under the effects of the mind blank spell for 1+ (wisdom modifier) rounds, minimum one.

Spirit Monk (SU): Starting at 19th level, when the monk dies he may spend his entire chi pool (minimum 5) to separate his soul from his body. When he does this he is instantly transported to the astral sea, with astral copies all of the items that were in his possession when he died, there he is free to search for a way to rejoin his soul to his body, if he wishes. The monk may freely travel to other planes (other than the material plane and the plane he died on, if he died in the astral sea ignore the second restriction) should he be capable (a wand of plane shift or instance, or a portal).

Enlightenment (EX): At 20th level, a monk becomes a magical creature. The monk gains the Outsider type, gaining darkvision 60ft (or whatever the monk had already, if better) and gaining the (Native) subtype, when the monk travels to any other plane the (Native) subtype is replaced with the (Extraplaner) subtype. Additionally, the monk gains damage reduction 20/his opposed alignment(s). If the monk already had damage reduction (such as from the raging dragon technique), increase that value by 10.

JoshuaZ
2013-01-22, 12:23 PM
Will comment on this later today or tomorrow when I have time. Quick formatting note: could you spoiler the image or shrink it? As of right now, it is stretching the page and making it hard to read.

Trodon
2013-01-22, 12:40 PM
Will comment on this later today or tomorrow when I have time. Quick formatting note: could you spoiler the image or shrink it? As of right now, it is stretching the page and making it hard to read.

Oh, right sorry. I always forget my computer's screen is really wide. Done now.

JoshuaZ
2013-01-22, 07:15 PM
Ok. The class needs some clarification on which abilities are (ex) and which are (su).

Body and Mind- should probably be bolded. This is a good thing and fits the fluff pretty well.

Spirit Monk- when in that form does a normal raise dead or similar spell work on him?


This monk is still quite weak compared to many other classes. It runs into a lot of the problems that both the official monk itself runs into and that many monk fixes run into- MAD is still a problem, they don't have many options to deal with fast or flying opponents, and they have few options outside combat. So overall, they haven't moved out of Tier 5, and if they have, it is to the very low end of T4. Your decision to give them 6+int skill points a level definitely helps here (and is a definite step up although it makes a level 1 dip even more tempting).

This does fix some of the class features certainly- making Slow Fall simply work like Feather Fall and without the need for a wall is excellent. This monk also has more combat options than the standard monk, and this is a good thing. Moving it down to level 2 was also good.

I'm not sure why you reduced the monk's speed bonus, but it doesn't matter that much.

Part of the issue with the monk is that it has a lot of features that don't synergize that well and some of the stronger features are passive and defensive in nature which just aren't that fun in practice.

Should gifted tongue maybe give a bonus to diplomacy and handle animal rolls? This would help deal with the general lack of out of combat options.

You've dropped ethereal body which was one of the nice monk things at high levels that had some utility purpose. This isn't good.

I'd take this monk and actually play it if had a few minor things- Knowledge(the Planes) as a class skill (especially if they are going to be able to go to the astral plane), let them add Wisdom to all knowledge checks (helps with MAD since int kind of needs to get dumped still), aybe an ability to spend from the chi pool to confirm critical hits for free when using an unarmed strike- this last could maybe go at 8th level where not much is happening now. A few more options for how you can use chi (and maybe one or two that aren't directly in combat uses would be good- maybe like being able to use it to give bonuses to checks for moving silently?) would also be good.

Overall, this is one of the better monk fixes, and with a few more goodies would be in the respectable end of T4.

Trodon
2013-01-22, 07:38 PM
Ok. The class needs some clarification on which abilities are (ex) and which are (su).
*Facepalm.* I always forget that, thanks.

Body and Mind- should probably be bolded. This is a good thing and fits the fluff pretty well.
Huh, I thought I did, ah well, I'll get it.

Spirit Monk- when in that form does a normal raise dead or similar spell work on him?
Hrm, I have noticed a typo there. I forgot to put it up top but this is for the setting I'm making (like the rest of my homebrew) and in this setting coming back from death isn't nearly as common, requiring a site of strong magical energy (whether nature magic, arcane, or divine) and a small ritual. This ability was made so the monk could do this himself, whereas when someone else dies they don't have free-roam of the cosmos. ...I hope that answered your question.

This monk is still quite weak compared to many other classes. It runs into a lot of the problems that both the official monk itself runs into and that many monk fixes run into- MAD is still a problem, they don't have many options to deal with fast or flying opponents, and they have few options outside combat. So overall, they haven't moved out of Tier 5, and if they have, it is to the very low end of T4. Your decision to give them 6+int skill points a level definitely helps here (and is a definite step up although it makes a level 1 dip even more tempting).
Wow, closer to my goal (high tier 4-mid to high tier 3) than I thought, awesome.

This does fix some of the class features certainly- making Slow Fall simply work like Feather Fall and without the need for a wall is excellent. This monk also has more combat options than the standard monk, and this is a good thing. Moving it down to level 2 was also good.
Thanks, when I first put it there I was worried about two-level dips, but I'm glad to head it's fine.

I'm not sure why you reduced the monk's speed bonus, but it doesn't matter that much.
I felt +60ft was a bit much, personally.

Part of the issue with the monk is that it has a lot of features that don't synergize that well and some of the stronger features are passive and defensive in nature which just aren't that fun in practice.
I can see that, not quite sure what to do about it though.

Should gifted tongue maybe give a bonus to diplomacy and handle animal rolls? This would help deal with the general lack of out of combat options.
Good idea, I'm thinking 1/4th monk level+wisdom modifier?

You've dropped ethereal body which was one of the nice monk things at high levels that had some utility purpose. This isn't good.
It's not quite dropped, just moved over to the Dodging Monkey technique at level 20.

I'd take this monk and actually play it if had a few minor things- Knowledge(the Planes) as a class skill (especially if they are going to be able to go to the astral plane), let them add Wisdom to all knowledge checks (helps with MAD since int kind of needs to get dumped still), aybe an ability to spend from the chi pool to confirm critical hits for free when using an unarmed strike- this last could maybe go at 8th level where not much is happening now. A few more options for how you can use chi (and maybe one or two that aren't directly in combat uses would be good- maybe like being able to use it to give bonuses to checks for moving silently?) would also be good.
I'll add Knowledge (The Planes) to the skill list, I hadn't thought about that, and I'll add most of the rest too, I'm not to sure about what to let them spend their chi on outside of combat, maybe an Arcane Sight like effect?

Overall, this is one of the better monk fixes, and with a few more goodies would be in the respectable end of T4.
Awesome, thanks!

Okay, my replies in bold. I'll go ahead and make those changes now, and thanks. :smallbiggrin:

Edit: And done.

JoshuaZ
2013-01-22, 07:53 PM
I felt +60ft was a bit much, personally.

I guess that's a personal decision. My feeling on this is that at the same levels one gets +60 wizards are teleporting around without error, being able to move really quickly isn't that big a deal.


I'm thinking 1/4th monk level+wisdom modifier?

Seems reasonable. That's a nice bonus but not too high to be highly abuseable.


I'm not to sure about what to let them spend their chi on outside of combat, maybe an Arcane Sight like effect?

That would be a good idea. Maybe at lower levels let the spend a single point to get an equivalent of detect magic, and then upgrade to Arcane Sight and True Seeing at higher levels? Actually now, that I think about it, True Seeing as an always active thing at higher levels would be very keeping with the classical monk fluff (although it might be a headache for DMs so keeping it limited probably makes sense).

Trodon
2013-01-22, 08:14 PM
I guess that's a personal decision. My feeling on this is that at the same levels one gets +60 wizards are teleporting around without error, being able to move really quickly isn't that big a deal.
Hmm, I guess so. I'll keep it as-is for now though.


Seems reasonable. That's a nice bonus but not too high to be highly abuseable.
Sweet, glad I can tell balance some-what.


That would be a good idea. Maybe at lower levels let the spend a single point to get an equivalent of detect magic, and then upgrade to Arcane Sight and True Seeing at higher levels? Actually now, that I think about it, True Seeing as an always active thing at higher levels would be very keeping with the classical monk fluff (although it might be a headache for DMs so keeping it limited probably makes sense).
I'll go ahead and put it at level 3, then upgrade it to Arcane Sight and True Sight at levels... 7 and 11?

Oh, and what to you think about the techniques? I'm not sure how balanced those are to each other.

Edit: Done, also added greater arcane sight at 16th level for three chi points.

JoshuaZ
2013-01-22, 08:27 PM
Oh, and what to you think about the techniques? I'm not sure how balanced those are to each other.



They look roughly balanced to me, but this is very much something that should get input from more people.

Trodon
2013-01-22, 08:29 PM
They look roughly balanced to me, but this is very much something that should get input from more people.

Thanks, and yeah. I'm fine with the class as-is now. But always open to ideas.

Zireael
2013-01-23, 07:42 AM
I like this version of a Monk.

GenericMook
2013-01-23, 08:36 AM
I don't know if it's mentioned anywhere, but I don't notice the actions that the chi abilities use.

Trodon
2013-01-23, 10:22 AM
I like this version of a Monk.
Thanks! :smallbiggrin:


I don't know if it's mentioned anywhere, but I don't notice the actions that the chi abilities use.

No it's there (for most of them anyway), I just put them in awkward spots:

"Chi Shield (EX): Starting at 5th level the monk gains the ability to spend one point in his chi pool as an immediate action".

Sorry about that.

Yakk
2013-01-25, 02:01 PM
Flurry of Blows -- as a full round action? Sort of nullifies most of the mobility of the monk.

Trodon
2013-01-27, 09:25 PM
Flurry of Blows -- as a full round action? Sort of nullifies most of the mobility of the monk.

Yeah, I guess as a standard action wouldn't be to much?