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Pax_Chi
2006-12-16, 05:37 AM
In my quest to build perhaps the perfect Monk class, I have turned towards the Tome of Battle, and liked what I’ve found. For your entertainment I have taken bits from the Monk, Swordsage and Warblade to present:

Monk of the Way

Throughout the world, in parts known and unknown to civilized beings, there exists group of men, women and entities that walk a path unlike most others. They shun the use of weapons and armor and, seek power and understanding from neither the arcane nor the divine. Their locations, organizational structures, training methods, philosophies and end goals differ greatly from group to group, but they are all unified in one simple belief.

They believe that true wisdom and power come from within one’s self, and that the only way to discover them is through hard work and discipline. They are Monks, and it is their Way.

A Monk of the Way is an individual who has dedicated himself to a path of self discovery. He wishes to achieve great personal wisdom and power for any number of reasons. He may wish to avenge the death of his parents, he may wish to seek enlightenment, or he may be seeking to perfect his particular style of martial art. There are many paths that bring a person to the Way of the Monk, just as there are many paths to travel while learning that Way.

To become a Monk of the Way, one simply needs to find a proper teacher. This can be any variation of easy or difficult depending on the country one is in. In some lands, the popularity of the Monk’s Way has lead to cities being home to several Temples where one can study, while the availability of proper teachers is much more limited in other lands. Some Temples lay in secluded, hard to reach areas, while some forms can only be learned from secretive masters that take only a few students at a time.

After training with a teacher and learning the basics of their style, Monks are considered to be on the road to their own self discovery, or their Way. It is up to the individual Monk to determine what exactly their Way is. Some Monks conform to the Way of their temple or teacher, while other Monks seek to make their own Way in the world.



{table=head]Level|BAB|M.Known|M.Readied|Stances|Unarmed|AC Bonus|Speed Bonus|Special

1st|+1|3|3|1|1d6|+1|+0 ft.|
2nd|+2|4|3|1|1d6|+1|+0 ft.|Evasion
3rd|+3|4|4|1|1d6|+1|+10 ft.|Fast Movement
4th|+4|5|4|1|1d8|+1|+10 ft.|
5th|+5|5|5|2|1d8|+2|+10 ft.|Uncanny Dodge
6th|+6|6|5|2|1d8|+2|+20 ft.|
7th|+7|7|6|2|1d8|+2|+20 ft.|
8th|+8|8|6|2|1d10|+2|+20 ft.|
9th|+9|9|7|2|1d10|+2|+30 ft.|Improved Evasion
10th|+10|10|7|3|1d10|+3|+30 ft.|Wholeness of Body
11th|+11|11|7|3|1d10|+3|+30 ft.|
12th|+12|12|8|3|2d6|+3|+40 ft.|
13th|+13|13|8|3|2d6|+3|+40 ft.|Diamond Soul
14th|+14|14|8|3|2d6|+3|+40 ft.|Improved Uncanny Dodge
15th|+15|15|9|4|2d6|+4|+50 ft.|
16th|+16|16|9|4|2d8|+4|+50 ft.|
17th|+17|17|9|4|2d8|+4|+50 ft.|Tongue of Sun and Moon, Timeless Body
18th|+18|18|10|4|2d8|+4|+60 ft.|
19th|+19|19|10|4|2d8|+4|+60 ft.|
20th|+20|20|10|5|2d10|+5|+60 ft.|Perfect Body
[/table]



Abilities: Wisdom and Dexterity are the main abilities of the Monk. Wisdom aids in sensory perception and is the source of several innate monk abilities, as well as being a key component for several techniques. Dexterity is useful for making them harder to hit and maximizing several skills, and feats like Weapon Finesse can let their Dex make up for a low Strength score when it comes to melee accuracy.


Alignment: Monks can be of any alignment, though most tend towards Neutral, understanding that true wisdom lies in the balance between Law and Chaos rather than adhering strongly to either.


Hit Die: d8. Monks rely primarily on avoiding damage, not soaking it.


Class Skills: Balance, Climb, Concentrate, Craft, Diplomacy, Escape Artist, Heal, Intimidate, Jump, Knowledge (Arcana), Knowledge (History), Knowledge (Local), Knowledge (religion), Listen, Martial Lore, Move Silently, Perform, Profession, Sense Motive, Spot, Swim and Tumble.


Skill Points at 1st Level: (4+Int mod) x4
Skill Points at Each Additional Level: 4 + Int Mod
BAB: 4/4 Base Attack Bonus, same as Fighters, Paladins and Rangers.


Saves: A Monk’s training varies from school to school, and thus you have fighting forms that rely on incredible fortitude, great reflexes or intense willpower. As such, a Monk may select 2 of his three saves and receives high saves in them, while receiving low saves with the third. The default Monk saves are high Reflex and Will saves with a low Fortitude save.


Weapon and Armor Proficiency: Same as a 3.5 Monk, while also being proficient in the weapons of whatever disciplines he knowledge of (IE, the disciplines of which he has at least one maneuver or stance).


Multi-Classing: This Monk faces the same multi-class restriction of a 3.5 Monk.


Disciplines Available: The disciplines a Monk can practice depend largely on a combination of the schools available and his personal strengths and weaknesses. When creating the Monk, select any 5 of the 9 disciplines. These are the only disciplines the Monk will be able to choose from during his lifetime.


Maneuvers: You begin your career with knowledge of 3 martial maneuvers, selected from the disciplines available to you. Once you know a maneuver, you must ready it before you can use it. A maneuver usable by Monks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.


You learn additional maneuvers at higher levels, as shown on the table below. You must meet a maneuvers prerequisite to learn it. See page 39 of Tome of Battle to determine what maneuvers you can learn. On reaching 4th level and every even numbered level after (6th, 8th, etc.) you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restrictions on the highest-level maneuvers you know; you need not replace the maneuver with a maneuver of the same level. You can only swap a single maneuver at any given level.


Maneuvers Readied: You can ready all 3 of your known maneuvers at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to mediate again and change them. You need not sleep or rest for any long period of time to ready maneuvers; any time you spend 5 minutes in mediation, you can change your readied maneuvers.


You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).


You recover all expended maneuvers by using a full round action to quickly mediate. Doing this does provoke attacks of opportunity, as the focus required does leave you open to attack. You may cancel your mediation any time during the round to respond to an attack, such as using a counter or making a reflex save, though doing so will break your concentration. Conversely, you can opt to just take the hit and continue to mediate, though you must make a Concentration Check (DC 10 + damage taken) in order to maintain your mediation. If you successfully complete your mediation, all of your maneuvers are renewed and available in the following round.


Stances Known: You start the game with 1 stance known. The number of stances you know increases over time, and unlike maneuvers, stances are not expended, nor do they need to be readied. You may switch between stances at any time as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike maneuvers, you cannot learn new stances at higher levels in place of ones you already know.


AC Bonus: Monks get their Wisdom bonus added to AC if they wear no armor, plus an additional bonus to AC based on the Monk's level. At level one, the Monk gains a +1 to AC. At level 5 and every 5 levels afterwards, the Monk gains an additional +1 to AC. So a Monk would have a +2 bonus from his Monk Class at level 5, a +3 bonus at level 10, +4 at level 15 and a +5 at level 20.

Unarmed Strike: A Monk is highly adept at unarmed combat, favoring it heavily over weapons based fighting. As such, a Monk gains Improved Unarmed Strike at level 1 as a bonus feat, and follows all of the normal rules regarding off hand, damage type and how their strikes are treated for the purpose of spell and effects that enhance or improve manufactured or natural weapons. Furthermore, a Monk’s unarmed strike is considered an associated weapon for whatever disciplines he is trained in.


Monks also deal more damage than a normal being due to long hours of intensive training. Their damage increases as their level progresses as per a normal Monk, but their damage increases after level 20. At lvl 24 the damage increases 4d6, and 4d8 at 28.


Evasion: At 2nd level, the Monk gains Evasion. At 9th, they gain Improved Evasion.

Fast Movement: At 3rd level, the Monk’s running speed increases as per a normal 3.5 Monk.

Uncanny Dodge: At 5th level, the Monk gains the Uncanny Dodge ability, similar to Rogues and Barbarians. At level 14, they gain Improved Uncanny Dodge.

Wholeness of Body: At level 10, the Monk gains the ability to heal their own wounds, as well as heal others by transferring power into them. By lowering the number of maneuvers they can ready by 1 for the rest of the day, the Monk can heal up to twice his Monk level in hit points for himself or anyone he’s touching. He may do this multiple times, each time lowering his maneuvers readied by 1. At the start of the next day, the Monk regains all of his sacrificed maneuvers readied slots.

Diamond Soul: At level 13, the Monk gains spell resistance as a normal 3.5 Monk.

Timeless Body: As level 17, the Monk stops aging as a normal 3.5 Monk.

Tongue of the Sun and Moon: At level 17, the Monk can communicate as a normal 3.5 Monk.

Perfect Body: At level 20, the Monk attains true mastery of themselves as a normal Monk, save for Damage Reduction. At level 20, the Monk gains Damage Reduction 10/-, and afterwards, they may choose to give up any bonus feats to increase the DR by +2. This DR stacks with any DR gained from Discipline Stances or Maneuvers.



Well, that’s my latest stab at a more cinematic and useful Monk class, though as is often the case, I may have overpowered the class a bit and swung from one extreme to the other. Let me know what you guys think, what bugs might need to be worked out, and I sincerely appreciate any and all thoughts, critiques and suggestions.

dukexx
2006-12-16, 01:02 PM
I have but 2 suggestions.

1. this is more powerful, so why let them be able to dual class too? no dual class.

2. I would put a limit on how often he can heal per day, besides the sacrificed slots.

Pax_Chi
2006-12-16, 01:48 PM
I have but 2 suggestions.

1. this is more powerful, so why let them be able to dual class too? no dual class.

Done


2. I would put a limit on how often he can heal per day, besides the sacrificed slots.

I'm not sure, I think giving up a Maneuvers Readied slot to heal themselves is fairly good balancing factor. Each heal means losing a bit of their versatility, and they could only practically heal themselves for half of their maneuvers readied without giving up a lot of their capabilities, especially if they need to give up those slots during the middle of a fight to heal themselves.

RoboticSheeple
2006-12-16, 04:39 PM
2d10 is better damage (both average 11, and higher max 20 (1/100 chance)) than 3d6 (average 10.5, max 18 (1/216 chance))

Pax_Chi
2006-12-16, 08:28 PM
2d10 is better damage (both average 11, and higher max 20 (1/100 chance)) than 3d6 (average 10.5, max 18 (1/216 chance))

Hmmmmm, good point. *goes back and re-edits*

Balesirion
2006-12-16, 11:08 PM
Damage Reduction 10/- is overpowered, even for 20th level.

Pax_Chi
2006-12-17, 12:21 AM
I'm not entirely certain it is, especially since there's ways to by-pass even #/- Damage Reduction, especially from the Stone Dragon style in ToB:BoNS. I look at it as a way to balance out the relative lack of Hit Points the Monk will have compared to other front-line fighters of that level, in addition to not having some of the nifty armor advantages the other classes have.

Pax_Chi
2006-12-17, 12:24 AM
Speaking of which, I'm thinking of incorporating a restriction on what weapons and magic items a Monk can use, the idea being that Monks are mostly about looking inward for strength and would see weapons as crutches to eventually be overcome. After all, if you wanted to be a weapon wielding warrior, you'd be playing a Fighter, a Swordsage or a Warblade.

I'm thinking about incorporating a Level Limit to what weapons or items a Monk can use, like at around level 10 or so. Say that if a Monk wields a weapon or wears a mystic device, he recieves a penalty to his BAB and cannot use his maneuvers.

Pax_Chi
2006-12-20, 12:34 AM
Shameless thread bump. :)

Siberys
2006-12-20, 07:24 AM
Why 5 skill points? All the classes I've ever seen published had 2, 4, 6, or 8. I'd personally go for 4 with this one.

Also, there needs to be a table. That would really help my understanding of the changes you've made. I think there's a thread in the business forum explaining how to do it, if you don't know.

Pax_Chi
2006-12-20, 11:43 AM
The Swordsage had a 6 mod for the Skill points, while the Monk had 4. I thought I'd split the difference, but you're right, all the classes do seem to use even number skill points. And a 4 would probably balance out the other changes made thus far.

I'll see what I can do about a table.

Pax_Chi
2007-01-08, 09:29 PM
Okay, changed the unarmed damage back to the standard Monk damage progression, with a stipulation that it increases after level 20.

Pax_Chi
2007-01-12, 06:18 PM
Final adjustment: I got a table! A big thank you to Ultimatum479 for helping me get that D&D table perfected.

Fax Celestis
2007-01-12, 06:37 PM
Any 5 paths? Jesus, that's a lot.

I'd say restrict it to 4, maybe 5 specific paths.

Setting Sun makes the most sense, since its basically judo. Everyone gets Stone Dragon, so let's keep that too. Tiger Claw makes for interesting leap-attacking dual-striking hitters.

For the last one, I'd say either Desert Wind, Iron Heart, or Diamond Mind, depending on the "feel" you want.

Pax_Chi
2007-01-12, 07:16 PM
While 5 is a lot, the Warblade has access to 5 styles and the Sword-Sage has access to 6. Given that martial arts fiction has masters of various and different styles, I think letting a player pick 5 of the 9 styles that he can have access to allows Monk players to have a nice degree of customization for their character.

Still, for that degree of versatility, a limit of 4 styles might be a suitable compromise, though right now I think 5 is still the way to go.

Valairn
2007-01-13, 06:43 AM
My one contention on this whole thing, is I really think monks should be able to pick Devoted Spirit as a discipline, and that their unarmed attacks should count as a favored weapon for the style. I think it fits with the idea of a monk extremely well. I think 4 styles out of 9 would be best, as well.

My two cents.

Ultimatum479
2007-01-13, 09:09 AM
You're welcome. ^_^

Mediation, by the way, =/= meditation. Just had to get that out of the way. (-.-)

As I don't know to which "maneuvers" and "stances" you're referring, not having whatever book you guys are apparently using, I can't really comment much on this except to say that it looks powerful enough to be deserving of a drop to a d6 HD.

Fax Celestis
2007-01-13, 05:02 PM
Maneuvers and Stances are from the Tome of Battle, an excellent book I think you should pick up.

Pax_Chi
2007-01-13, 06:05 PM
My one contention on this whole thing, is I really think monks should be able to pick Devoted Spirit as a discipline, and that their unarmed attacks should count as a favored weapon for the style. I think it fits with the idea of a monk extremely well. I think 4 styles out of 9 would be best, as well.

My two cents.

Okay, I went back and took out the Devoted Spirit restriction, as I could see it making sense for certain monks. And if you look under Unarmed Strikes you'll fine:


Unarmed Strike: A Monk is highly adept at unarmed combat, favoring it heavily over weapons based fighting. As such, a Monk gains Improved Unarmed Strike at level 1 as a bonus feat, and follows all of the normal rules regarding off hand, damage type and how their strikes are treated for the purpose of spell and effects that enhance or improve manufactured or natural weapons. Furthermore, a Monk’s unarmed strike is considered an associated weapon for whatever disciplines he is trained in.

So that's covered as well.

I'm still toying as to whether or not I should go 4 or 5 styles, but then again, considering the Crusader only gets 3 styles picked for him, having 4 from any style might not be so bad.

Gralamin
2007-01-13, 10:48 PM
Any 5 paths? Jesus, that's a lot.

I'd say restrict it to 4, maybe 5 specific paths.

Setting Sun makes the most sense, since its basically judo. Everyone gets Stone Dragon, so let's keep that too. Tiger Claw makes for interesting leap-attacking dual-striking hitters.

For the last one, I'd say either Desert Wind, Iron Heart, or Diamond Mind, depending on the "feel" you want.

I see Diamond Mind as better then Tiger Claws, As it represents the Idea of a monk better In my opinion. Setting Sun and Stone Dragon stays, and Devoted Spirit as the other.

This way you can have a pious monk, a Focused monk, A "Break a boulder with my fist" monk, a enlightened monk, or any combination of the Four.
These are generally What I see as the four main archetypes for monks. The Fifth one would be the "quick" monk, which Desert Wind would represent.

Excuse me I'm just gonna stat out a Swordsage due to the coolness of Tome of Battle.

Pax_Chi
2007-01-14, 12:34 AM
The number of martial arts is what makes me what makes me want to go with "pick any 4-5 styles" method, since it allows for a large degree of customization for the monk class.

In martial arts fiction, you'll find almost any type of "monk" like character, including:

-The animal styleist who has techniques like "Tiger Claw" and seeks to win through speed and vicious attacks.
-The enlightened monk that wins through clear thinking and the minimum effort required, using effecient movements rather than flashy ones.
-The evasive fighter that wins by turning his opponents strength against him
-The powerhouse iron body specialist that shatters stone and is immovible as a mountain
-The technique master who wins through precise control of his attacks and lightning speed
-The chi channeler who defeats his opponents with explosive releases of internal energy.
-The cross-school fighter who takes a bit from each school to deveople a unique style.

Any or all of these are possible for this Monk at present time.

I wonder, has anyone ever tried to come up with new techniques, stances or schools for the ToB guys? I might have to give that a whirl. Even adapting some of the existing schools shouldn't be too hard. Desert Wind could easily have a different energy type and be called the Frost Fist, the Lightning Kick or Thunder Punch school with ice, electrical or sonic energy respectively.

Gralamin
2007-01-14, 01:20 AM
I believe Demented one made some stuff a while back. However avoid new disciplines, as it causes fluff reworkings.

Fax Celestis
2007-01-14, 11:38 AM
I made an archery Discipline a while back. Here it is. (http://www.corporation.walagata.com/fax/wiki/index.php/Falling_Star_Discipline)

Pax_Chi
2007-01-19, 01:17 PM
After some thought, I think I'll stick with the 5 styles of the players choice option. To build a truly well rounded character with lots of Wuxia style movement abilities, they really need that level of access. Which is to say that they have to pick maneuvers from all 5 styles, and some might focus solely on one form, but I feel it is important to have that option.

The 9 Swords could really use a 10th style dedicated to what wuxia martial artists call "Light Foot". It's basically a combination of movement abilities that allow the user to leap great distances, almost fly through the air, walk on water and up walls, dodge very effectively, etc. It'd be a style all character classes could have access to and allow for the Crouching Tiger/Hidden Dragon styles of combat, in terms of movement abilities, that the film introduced the Western Audience to.

Valairn
2007-01-20, 12:26 PM
You could always make a style hehe

Pax_Chi
2007-01-20, 11:32 PM
I just might.

Valairn
2007-01-21, 08:30 AM
So the manuevers would be more mobility and positioning based then?

I'm thinking you have some stances that do things like, increase base speed, or ability to dodge an attack that would otherwise hit them during an encounter. Just off the top of my head.

Pax_Chi
2007-01-21, 07:34 PM
It would mostly be a collection of stances that allow movement buffs, with some defensive boosts that increase dodging ability and a select few attacks. Many of the maneuvers would be duplicates from other styles, the difference being that somone would take their Style ability over the Lightfoot equivalent to count towards getting better Style techniques (IE, the Lightfoot equivalent of an Iron Heart technique wouldn't count towards getting better Iron Heart techniques).

Gralamin
2007-01-21, 09:24 PM
I made an archery Discipline a while back. Here it is. (http://www.corporation.walagata.com/fax/wiki/index.php/Falling_Star_Discipline)

You did change that since you posted it here right? If I remember it was so overpowered...

edit: The book saids their are rumors of a tenth style, but the way the book saids it, it sounds forbidden. Please avoid making new styles, Without working a lot on the fluff.

Pax_Chi
2007-01-21, 09:56 PM
The Lightfoot "style" would be less a style and more a collection of movement maneuvers that everyone has access to. It's similar to how all the really impressive wuxia martial artists have wire-work abilities that aren't 100% related to their styles, while each style has their own movement abilities. It'd be more like movement abilities that anyone who follows the Sublime Way could follow without it being a true way in itself.

*Edit* And in any case, it seems a bit unrealistic that there would only be 9 styles that could encompass all of the various martial arts philosophies. China by itself has several hundred styles of kung fu, not counting family styles and various sub-styles. At the very least, each style would need a lot more maneuvers to cover all the bases, or you'd need more styles that are unique and separate.

Siberys
2007-01-21, 10:15 PM
You did change that since you posted it here right? If I remember it was so overpowered...

edit: The book saids their are rumors of a tenth style, but the way the book saids it, it sounds forbidden. Please avoid making new styles, Without working a lot on the fluff.

Well, personally, I could care less about maintaining the fluff of there being only 9 disciplines. It's supposed to be setting neutral - If I have an Idea for a new discipline, I'm making it, fluff be damned!

*ahem* :smallredface:

My point is, I like the Idea of the Falling Star style, as well as some others that've been bouncing about in my head for ages. If I want crunch, I'll make it; In fact, I ignore pretty much all of the fluff in-book for my Eberron games. Dividing disciplines regionally, only nine of them - IMO, it stymies creativity, puts an unnecessary limit on the players, and would be too much work to convert. By making the styles general, and allowing players and myself to make new disciplines, it makes the game more fun.

And this applies to every general non-setting D&D book I use. Setting books are where I get my Fluff. Splatbooks, like the ToB, are mostly for Crunch (excepting the occasional fluffy gem...)

Valairn
2007-01-22, 01:17 AM
Who's to say these new styles have anything to do with the temple of nine swords?

Siberys
2007-01-22, 09:26 AM
Exactly what I said, only much more succinct. :smallbiggrin:

Bravo, Valairn!

Valairn
2007-01-22, 10:26 AM
I would pat myself on the back, but pride always comes before a fall. And I am not a wizard or a monk.

Yuki Akuma
2007-01-22, 10:32 AM
Or you could just give them access to Setting Sun, Diamond Mind, Stone Dragon (everyone has Stone Dragon) and Iron Heart and be done with it. You don't need a new style, especially if you're just recycling maneuvers from other styles.

Valairn
2007-01-22, 11:02 AM
Hush you, we are trying to create something beautiful! Do no crush our dreams of pure unadulterated rehash!

Pax_Chi
2007-01-27, 05:33 PM
Topping this. I plan on having that Lightfoot style up soon, at which point I might do some revisions to this guy.

Glittersamas
2007-02-03, 03:20 PM
I'm glad to have found this little gem!
Personally, I think the sublime monk should be more maneuver focused. I see 2/3 BAB, with a swordsage-like progression. I see the monk as a master of a million tricks.

I'm on the fence with schools known. Honestly, I wish the schools/maneuvers were distributed a little differently. Something like:

School #1 (maybe called "the art of Atemi*"): a school focused on striking vitals as well as some healing (not DS like though). (many shadow hand maneuvers with quite a few custom extra's)
Skill: Heal
Weapons: Unarmed only (maneuvers only work with unarmed strikes- tho there would be a feat called Weapon Kata that would allow the use of a weapon)
Class availability: Monk/Martial Artist only.
*Got that name from Ninja's and Superspies- I love that book.

School #2(I'd probably call it "Diamond mind"): a school focused on ki/chi mastery. (some shadow hand maneuvers. some desert wind maneuvers (not fire based- more like ki blast from the PBH II) and some diamond mind)
Skill: Concentration
Weapons: Unarmed only (maneuvers only work with unarmed strikes(see above))
Class availability: Monk/MA only


And on (I have about 11 schools in mind, with every core martial class having at least one exclusive school).

Sorry. I'll stop hijacking your thread now.
EDIT: Ohhhh... I see you may be creating some new schools yourself. If you post them elseware, please give a link.
I did create the whole 'Art of Atemi' school btw(though I need at least one 8th level maneuver)

I see you left toung of the sun and moon. I never thought that one fit.

Timeless body is one of those filler abilities that sounds cool but really has no affect on regular game play. I've never played a game where somebody grew old (I have played with those that started as an older char to get the mental bonuses for their caster) There is also a trick for creating high level monks I've heard. I've always felt those were kind of cheesy.

I like perfect body. DR: x/Magic is useless.

Pax_Chi
2007-02-27, 11:46 PM
Topping this. Rules for Lightfoot Style forthcoming, and when done, I'll probably drop the Monk's allowed styles to any 4 styles.