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View Full Version : D&D 3.x Class Fixing the Monk?



SangoProduction
2015-03-15, 09:59 PM
Not finished

So, here are the weaknesses that make the monk sub-par, according to some posts I've read. BAB
lowish HD
multi-attribute dependency
Movement/flurry
can't enchant
not great scouts without trapfinding

I've got a couple ideas that could work. (Notice: I've never actually played a game where a monk was actually not doing well, so these might be over/under kill solutions, but here's what I've got.)

Devoted Monk
Prerequisites:
BAB: +3
Skills: 5 ranks in Tumble and Concentration
Feats: Improved Unarmed Attack
Special: Must have over come a foe of appropriate challenge rating without weapons. Must have been trained to be a monk before taking this class (background information qualifies).

Table: Devoted Monk -------------------------- HD: d10


Level
BAB
Fort Save
Ref Save
Will Save
Unarmed Damage
Flurry of Blows penalty
Quick Move Bonus
AC Bonus
Special


1
+1
+0
+0
+2
1d8
-2
+10 ft.
+0
Devoted Path (Lesser), Wraps of Power, Quick Move


2
+2
+0
+0
+3
1d8
-2
+10 ft.
+0



3
+3
+1
+1
+3
1d8
-2
+20 ft.
+0



4
+4
+1
+1
+4
1d10
-1
+20 ft.
+0
Devoted Path (Improved)


5
+5
+1
+1
+4
1d10
-1
+30 ft.
+1



6
+6/+1
+2
+2
+5
1d10
-1
+30 ft.
+1



7
+7/+2
+2
+2
+5
2d6
0
+40 ft.
+1



8
+8/+3
+2
+2
+6
2d6
0
+40 ft.
+1
Devoted Path (Greater)


Class Skills (2 + Int modifier / level)
The Devoted Monk's class skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features
Wraps of Power (Su): Devoted Monks wrap their hands and feet with special bandages, actually formed from the essence of the young monk's own soul. While wearing the Wraps of Power, the Devoted Monk gains the ability to move channel their raw energies more easily. Add +1 to all special combat actions (bull rush/disarm/etc) taken while unarmed while wearing the Wraps of Power, but take a -1 to all such actions while not wearing them.
Furthermore, the Devoted Monk can "enchant" these wraps by spending 4 hours meditating on a special ritual that focuses aligns his chi in such a way to emulate magical effects. The Monk must pay for the materials (candles, incense, so-on), which costs the same as enchanting a weapon normally. These "enchantments" are added to all unarmed attacks. Additionally, the Devoted Monk may again realign his chi with a similar ritual, except it only costs 10 gold, and keeps the same effective bonus, but can change the characteristics (for instance, if you had wraps of power that already had +4, you could realign it to a +3 Flaming).

Quick Move: A devoted monk moves with surprising swiftness. Starting at 10 ft at level one, at every odd level, quick move increases by 10 feet. Quick Move increases the base movement speed of the Devoted Monk. Additionally, once per turn, as a swift action, the Devoted Monk can move their Quick Move bonus. Using Quick Move in this fashion means you may not use your regular move action to move, nor may it be used after using a move action to move.

Devoted Path (Lesser): The Devoted Monk focuses on a particular type of perfection, and by doing so, they walk either the Path of Stone, or the Path of the Snake. Once this choice has been made, it may not be changed.
Path of Stone: Those who select this path may add 1/2 their constitution modifier, and 1/2 their wisdom modifier (rounded down for both) as a bonus to their Armor Class. Additionally, the base Fortitude save from the Devoted Monk class becomes the same as the base Will save it grants. The Devoted Monk may launch a single, powerful strike, by taking the Flurry of Blows penalty (as marked on the table above) as a full attack action, and giving up all their attacks after their first, including any bonus attacks from Haste or Two Weapon Fighting. For each attack given up, multiply the damage of the attack by (unarmed critical multiplier * number of attacks given up). Bonus damage is multiplied by Powerful Blow. In the case of an actual critical strike, add the base damage, and the Powerful Blow damage. This penalty to attacks remains until the start of their next turn.
For instance, if the Devoted Monk had 3 attacks and a x2 critical strike multiplier and used Powerful Blow, then they would roll their attack and damage 1 time, and then multiply their damage by 4 (2 attacks * x2 multiplier). So, if they rolled a 3 for their damage, they'd deal 12. If it was also a critical strike, then it would deal 15 damage (3+12).

Path of the Snake: Those who select this path may add 1/2 their dexterity modifier and 1/2 their wisdom modifier (rounded down for both) as a bonus to their Armor Class. Additionally, the base Reflex save from the Devoted Monk class becomes the same as the base Will save it grants. The Devoted Monk may launch a series of quick strikes by taking the Flurry of Blows penalty (as noted on the table above) as a full attack action. They may attack one additional time at their full attack bonus (stacking with two weapon fighting and haste). The penalty persists until your next turn. More over, add 20 ft. to your quick move.