Joe the Rat
2016-09-28, 12:14 PM
Alright Playgrounders, I've got a question.
In a bit of inspiration (or pique, it's hard to say), I decided to run a Monk Physician in the vein of Wong Fei-Hun (or more directly from this guy (http://www.realscienceadventures.com/comic/v01ch2-page-04)) in the Adventurer's League. Variant Human Monk (Hermit), Healer Feat. Master of body, health, traditional medicine, and kicking your ass. Plays like a monk, except he can stick a needle in your butt and get you up and fighting again. Thus far his characterization has been of a calm man with a strong sense of honor, and a dislike of unnecessary suffering. After the last game, he's hit 3rd level. Time to pick a tradition.
And this is where I get stuck. What direction to take him?
Here's my main thoughts:
Open Hand: The quintessential Monk, greater mastery of manipulating others energies to knock them around. Essentially more of the same, character-wise. This idea is closest to the figures of inspiration.
Long Death: Turning that medical leaning into a true mastery of life and death. He ended up doing a LOT of killing blows in the last adventure. I played him as stopping to try to calm and soothe the poor sods as they died. A lot of the fluff talks about the masters of the tradition extending the dying process to understand its workings, but the feel of it is also rather pallative - helping to ease the process.
Sun Soul: Taking Body Vitality to it's radiant extreme. It's a slightly more esoteric direction, following the lines of his exceptional fitness and proper breathing translating into burning ki blasts. A veritable beacon of health.
The hard fits:
Four Elements: Um... as Sun Soul, only more "Bend"y? The mastery of self extends to mastery of the physical world?
Shadow: I'm just not seeing it.
So, what do you think? Where should he go next?
In a bit of inspiration (or pique, it's hard to say), I decided to run a Monk Physician in the vein of Wong Fei-Hun (or more directly from this guy (http://www.realscienceadventures.com/comic/v01ch2-page-04)) in the Adventurer's League. Variant Human Monk (Hermit), Healer Feat. Master of body, health, traditional medicine, and kicking your ass. Plays like a monk, except he can stick a needle in your butt and get you up and fighting again. Thus far his characterization has been of a calm man with a strong sense of honor, and a dislike of unnecessary suffering. After the last game, he's hit 3rd level. Time to pick a tradition.
And this is where I get stuck. What direction to take him?
Here's my main thoughts:
Open Hand: The quintessential Monk, greater mastery of manipulating others energies to knock them around. Essentially more of the same, character-wise. This idea is closest to the figures of inspiration.
Long Death: Turning that medical leaning into a true mastery of life and death. He ended up doing a LOT of killing blows in the last adventure. I played him as stopping to try to calm and soothe the poor sods as they died. A lot of the fluff talks about the masters of the tradition extending the dying process to understand its workings, but the feel of it is also rather pallative - helping to ease the process.
Sun Soul: Taking Body Vitality to it's radiant extreme. It's a slightly more esoteric direction, following the lines of his exceptional fitness and proper breathing translating into burning ki blasts. A veritable beacon of health.
The hard fits:
Four Elements: Um... as Sun Soul, only more "Bend"y? The mastery of self extends to mastery of the physical world?
Shadow: I'm just not seeing it.
So, what do you think? Where should he go next?