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Westhart
2017-05-15, 08:13 AM
The Monk (rework)

The Monk

Hit Die: d8.

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), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier

The Monk


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Acrobatics
Unarmed Damage


1st
+0
+2
+2
+2
Bonus Feat, unarmed strike, Basic Monateristic Training, AC bonus
+10
1d6


2nd
+1
+3
+3
+3
Bonus feat, Evasion, Mettle
+10
1d6


3rd
+2
+3
+3
+3
Iron Will
+10
1d6


4th
+3
+4
+4
+4
Ki Strike, Monastery Training, Slow fall 20’
+20
2d6


5th
+3
+4
+4
+4
Enhanced Ki strike, Up the wall
+20
2d6


6th
+4
+5
+5
+5
Bonus feat, Slow fall 30’
+20
2d6


7th
+5
+5
+5
+5
Wholeness of Body
+30
2d6


8th
+6/+1
+6
+6
+6
Diamond Body, Slow fall 40’
+30
2d8


9th
+6/+1
+6
+6
+6
Improved Evasion, Advanced Monastery Training
+30
2d8


10th
+7/+2
+7
+7
+7
Enhanced Ki Strike, Bonus Feat, Slow Fall 50’
+40
2d8


11th
+8/+3
+7
+7
+7
Knowledge of the Mountains
+40
2d8


12th
+9/+4
+8
+8
+8
Abundant Step, Slow Fall 60’
+40
3d8


13th
+9/+4
+8
+8
+8
Superior Monastery Training
+50
3d8


14th
+10/+5
+9
+9
+9
Bonus Feat, Slow Fall 70’ Improved Mettle
+50
3d10


15th
+11/+6/+1
+9
+9
+9
Enhanced Ki Strike, Timeless Body
+50
3d10


16th
+12/+7/+2
+10
+10
+10
Quivering Palm, Slow fall 80’
+60
3d10


17th
+12/+7/+2
+10
+10
+10
Tongue of the Sun and Moon
+60
4d10


18th
+13/+8/+3
+11
+11
+11
Bonus Feat, Slow fall 90’
+60
4d10


19th
+14/+9/+4
+11
+11
+11
Wise Skill Master
+70
4d10


20th
+15/+10/+5
+12
+12
+12
Enhanced Ki Strike, Grand Master, Perfect Self, Slow fall any distance
+70
4d10


Weapon and Armor Proficiency: Monks are proficient with all simple weapons and the kama, kukri, nunchaku, sai, shuriken, and siangham. In addition they gain proficiency with the chosen weapon of the monastery style they have been trained in.

Acrobatics: The Monk gains this bonus to speed and 1/3 this amount (rounded down) as a bonus to the following skills: Balance, Climb, escape artist, jump, move silently, and tumble.

AC Bonus: A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a bonus to AC equal to ⅓ her level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Unarmed Strike: Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. 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 her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She 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 (such as the magic fang and magic weapon spells).

Basic monastery Training: The monk’s abilities depend on her path of training

Viper: The viper teaches that a quick strike is often more efficient than hopelessly swinging, and that simple dances can help one evade the attacks of enemies. The viper gains insightful strike. At 1st this is +1d10, and increases by an additional 1d10 every 3 levels. Against creatures immune to critical hits this does not work.
Turtle: The turtle teaches that a good defense will wear any enemy down over time, and that attention to one’s surroundings ultimately leads to greater perfection. He gains combat expertise as a bonus feat and when using it gets double the benefit, and the penalty he can take to his attack roll equals his monk level or -5 whichever is best. (EX: take a -1 to hit for +2 to AC)
Mammoth: The Mammoth teaches that your foe will not be a threat if you pummel him into a grease stain. The monk gains power attack and he may clasp his hands together so he can power attack as if using a two handed weapon.
Whirling Mantis: The Mantis specializes in making a flurry of blows between him and his opponent and quickly getting away. The monk may make an additional attack at her highest BAB but takes a -2 penalty to her attack rolls until her next turn.


Bonus Feat: The Monk gains a bonus feat from the list below.
Monk bonus feat list: Blind Fight, Combat expertise, Improved Disarm, Improved feint, Improved trip, Combat reflexes, dodge, mobility, endurance, improved initiative, improved grapple, deflect arrows, stunning fist, run.

Evasion:

Mettle: If the monk makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle.

Monastery Training: The monk continues training in her given vocation, growing stronger in her chosen path.

Viper: The monk may take a move action to negate any cover or concealment bonuses a foe may have against her for the next attack.
Turtle: “I believe this is yours?” The monk gains a free disarm and trip attack with every attack that misses her when she is using the combat expertise feat (minimum -3) or fighting defensively.
Mammoth: When the monk is power attacking she can make a mighty blow as a standard action. Doing so knocks her opponent prone or back a number of feet equal to 5*½ level (Rounded to nearest 5’ increment), monk’s choice. If the opponent stops due to an object in his path he and the object take 1d6 points of damage per 5’ he would have traveled
Whirling Mantis: When using a flurry the attack roll penalty she takes is -1, or she can add two attacks at a -2 penalty.


Slow Fall: At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Up the Wall: The Monk can take part of one of her move actions to traverse a wall or other relatively smooth vertical surface if she begins and ends her move on a horizontal surface. The height she can achieve on the wall is limited only by this movement restriction. If the monk does not end her move on a horizontal surface, she falls prone, taking falling damage as appropriate for her distance above the ground. Treat the wall as a normal floor for the purpose of measuring her movement. Passing from floor to wall or wall to floor costs no movement; the monk can change surfaces freely. Opponents on the ground can make attacks of opportunity as the monk moves up the wall, provided the monk is within reach. The monk can use her slow fall ability to not fall prone or take falling damage unless the fall is longer than the distance she can slow fall.

Wholeness of Body: The monk may heal herself or another with a touch, sharing a brief glimpse of her path to perfection. She may heal an amount of hit points equal to 2 x monk level x wisdom bonus. Instead of healing the monk may use points to add to the damage of her unarmed strike for the round or she can increase the DC of her stunning fist attack by 1 for every 2 points spent. Either way the healing/damage comes out of the same pool.

Diamond Body: The monk gains immunity to poisons and diseases.

Advanced Monastery Training: The Monk gains some of the higher abilities of the path she has chosen, learning another piece of the martial lore of her path.

Viper: The viper may make one additional attack with a standard action per 9 monk levels (1 at 9, 2 at 18 and so on) up to her maximum BAB. If the viper prefers she may make two attacks that require a standard action (such as stunning fist).
Turtle: The Turtle lets foes come to him, but sometimes enemies are not so polite. He may make a special “Bull rush” attack against an enemy within 60’. The monk adds her wisdom bonus instead of strength. If the Monk wins the enemy in question can move up to enough squares to be adjacent to the monk, although it is the monk’s choice as to how far they come. This movement does provoke attack of opportunities. If the Monk prefers they can instead reverse the pull of this mental force and sling shot them to the enemy, giving her an attack of opportunity at the end and giving her an extra 1d10 points of damage per 5’ so traveled. This movement does not provoke attacks of opportunity. For the purposes of special abilities, feats etc this is not a charge, even though it is a move action on part of the monk.
Mammoth: The Mammoth may choose to knock the target into the air instead of back when she uses power attack, damage from the fall is double normal. In addition the range that she may move an opponent is 10*½ level (Rounded up to nearest 10’ increment.)
Whirling Mantis: The Mantis may make one additional attack at no penalty or they may make two at a -1 penalty. In addition they gain the pounce ability.

Knowledge of the Mountains: The monk may add her wisdom to attack and damage rolls while using her unarmed strike or a monk special weapon, and she may use Wisdom in place of constitution to determine hit points at each level.

Abundant Step: A monk may use Dimension door a number of times per day equal to her wisdom bonus, and her caster level equals her class level

Superior Monastery Training:
Viper: The viper may use a special paralyzing attack. When she uses a move action to negate concealment she may make a strike that forces an opponent to make a fortitude save or be paralyzed for 1d6 rounds. The DC is 10+½ level+ Wisdom modifier. Creatures with immunities are stunned, and if still immune dazed.
Turtle: The turtle adds her wisdom bonus as a perfection bonus to all saves (meaning twice to will).
Mammoth: When the Mammoth uses power attack with her unarmed strikes the ratio of accuracy to damage is increased by 1. (EX: -1 penalty on attack rolls, +2 bonus on damage). In addition they may assign the penalty to AC instead of attack rolls.
Whirling Mantis: The Mantis may make 2 extra attacks with no penalty, or 3 with a -2 penalty. She also gains a special ability resembling a dervish’s dance, usable a number of times per day equal to ½ her monk level. The monk may take a move action and a full attack a number as long as they move 5’ between each attack, and she can not return to a square she just left.

Timeless Body: Upon attaining 15th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Quivering Palm: Starting at 16th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures 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 her 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 + 1/2 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.

Tongue of the Sun and Moon: The monk can speak and read any language.

Wise Skill Master: The Monk may use her wisdom bonus on a number of monk class skills equal to her wisdom bonus and ¼ her monk level. So if a 20th level monk had wisdom 18 they could use their wisdom modifier instead of another ability on 8 monk class skills.

Perfect Self: The monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. Her type changes to Outsider (Native), she gains damage reduction X/magic and chaotic. She also gains spell resistance X. X=10+½ Class level+Wisdom modifier.

Grand Master: The Monk has mastered her chosen path, unlocking its highest arts.

Viper: The monk may by taking a move action the viper may gain the ability to ignore natural armor, armor bonuses, and shield bonuses. She must immediately use this (Taking a standard action to attack) and the benefit last till the end if her turn.
Turtle:Like the turtle when it defends itself the monk is able to avoid many blows. The monk may make a reflex save (DC 15+any enchantment the weapon has) and deflect the attack. When she does so she can use her free trip and disarm as if the weapon had missed her. This is only usable with combat expertise (minimum -3), or fighting defensively.
Mammoth: The Monk has a secret weapon for those that would surround her. As a full round action she may slam her fists into the ground, sending them either backwards or into the air a number of feet equal to 10*monk level. She must choose whether all opponents are pushed back or thrown into the sky, she can not pick and choose. Enemies may negate this with a Reflex save (DC: 10+1/2 level+Str bonus)
Whirling Mantis: The Master of the Whirling Mantis has mastered the flury. She may make 3 extra attacks at no penalty or she may make 4 at a -2 attack roll penalty. Also twice a day while making a full attack the monk may double her number of attacks.

Roderick_BR
2017-05-15, 02:29 PM
Here's my review:
Monateristic Training is an interesting mechanic, giving the player options outside the Flurry of Blows.
Viper seems to have varied abilties, including extra damage, some ability to move and attack, and bypass defenses. A bit confusing on what it does, but seems to be all focused on hitting and dealing damage.
Turtle seems like a full defensive style. It adds to the monk's already many defensive abilities and no much more.
Mammoth works around Power Attack and some Bullrush. At first it says you can attack unarmed as if you were wielding a two-handed weapon, and later gives you a -1/+2 attack penalty/damage bonus return, which can be weird. Then allows you to put the attack penalty on Reflex and Dex based skills... which are a lot less relevant in combat than AC, unless you are fighting a caster, with tehe justificative that barbarians can do it, althoug anyone can do it by purchasing the two related feats. And the final ability doesnt say if enemies are allowed a Saving Throw. All in all it feels a bit OP compared to the other paths.
Mantis is the default Flurry of Blows.
I do like the idea of different abilties, they just need a little more work.

AC bonus: As original monk, only a possible 2 points higher at higher levels. Nothing that would break the game.

Damage: The original damage table could not be all that good, but making him deal as much damage as a Sneak Attack without restrictions (or, single-target improved fireballs) may be a bit overkill.

Up the Wall is actually a cool thing to use that extra movement in closed spaces.

Acrobatics just needs a little rework in the description, or you mean to say he gets a +70 on skill checks?

Wise Skill Master is an attempt to reduce MAD, I dont think that's bad at all.

At first I was not sure how Wholeness of Body would work on someone else, but the description of it being usable to increase unarmed strike damage and save DCs makes me think that it could work, just add the description of it being pressure points or something. I also saw you made it similar to Lay on Hands, in which it is multiplied by Wisdom mod. I think no one will complain about an additional short-range burst healer.

It's weird that Stunning Fist is an option to get with the bonus feat, while Quivering Palm is avaiable for all monks.

Ok, it adds many options for monks in an out of combat, but they are still limited on more effective actions in combat (the whole can't run and multi attack) and many abilities are just increase AC or saves more, that are already good.

The bonus feat list at the end are stuck under Grand Master description. You need to move it back up to the "feats" description. Just text formatting.

So:
Monaterisc Style is nice (needs some rework in some abilities).
Up the Wall is interesting to avoid obstacles.
Better use for Wholeness of Body is good.
A litle better AC is not fully needed, but nice.
The extra bonuses to Saves is unneded.
Needs some fixing in the Acrobatics description.
Damage need to be toned down a bit. You want monks to fight alongside fighters and barbarians, not make then (more) obsolete.

That's what I could see. Hope it helps

rferries
2017-05-15, 08:33 PM
Acrobatics is an elegant and streamlined way of duplicating Wuxia all in one class feature. Kudos!

The various abilities are all flavourful and seem balanced enough to my eye. Melee balance can be tricky but considering what spellcasters can get away with this all seems fine.

I think people leave consolidation threads alone because they're generally used as a record of one's works (i.e. after a submission has been commented on and edited to reflect the community's advice it's added to one's compilation). Or at least that's how I perceive it. :D

Westhart
2017-05-16, 09:17 AM
Here's my review:
Monateristic Training is an interesting mechanic, giving the player options outside the Flurry of Blows.
Viper seems to have varied abilties, including extra damage, some ability to move and attack, and bypass defenses. A bit confusing on what it does, but seems to be all focused on hitting and dealing damage.
Turtle seems like a full defensive style. It adds to the monk's already many defensive abilities and no much more.

I would say it makes them a master since they can deflect attacks then get a free trip and disarm...


Mammoth works around Power Attack and some Bullrush. At first it says you can attack unarmed as if you were wielding a two-handed weapon, and later gives you a -1/+2 attack penalty/damage bonus return, which can be weird. Then allows you to put the attack penalty on Reflex and Dex based skills... which are a lot less relevant in combat than AC, unless you are fighting a caster, with tehe justificative that barbarians can do it, althoug anyone can do it by purchasing the two related feats. And the final ability doesnt say if enemies are allowed a Saving Throw. All in all it feels a bit OP compared to the other paths.

Wopps, save DC added, changed to AC, how is it now?


Mantis is the default Flurry of Blows.
I do like the idea of different abilties, they just need a little more work.

Not standard, they get more attacks I think.
Please if you have ideas feel free to post 'em.


AC bonus: As original monk, only a possible 2 points higher at higher levels. Nothing that would break the game.

Damage: The original damage table could not be all that good, but making him deal as much damage as a Sneak Attack without restrictions (or, single-target improved fireballs) may be a bit overkill.

Hmm, yes I can see your point


Up the Wall is actually a cool thing to use that extra movement in closed spaces.

Acrobatics just needs a little rework in the description, or you mean to say he gets a +70 on skill checks?

Thinking to reduce it to ~1/3 (round down) the listed amount, 1/5 is laughable...


Wise Skill Master is an attempt to reduce MAD, I dont think that's bad at all.

At first I was not sure how Wholeness of Body would work on someone else, but the description of it being usable to increase unarmed strike damage and save DCs makes me think that it could work, just add the description of it being pressure points or something. I also saw you made it similar to Lay on Hands, in which it is multiplied by Wisdom mod. I think no one will complain about an additional short-range burst healer.

It's weird that Stunning Fist is an option to get with the bonus feat, while Quivering Palm is avaiable for all monks.

That is a hold over from the standard monk, stunning fist was a bonus feat, (that or imp grapple) abd they could still get quivering palm... If preferred I can make it into a feat they can get...


Ok, it adds many options for monks in an out of combat, but they are still limited on more effective actions in combat (the whole can't run and multi attack) and many abilities are just increase AC or saves more, that are already good.

Maybe add pounce in at 3rd? Think it is balanced since a Barb 2 can get it?


The bonus feat list at the end are stuck under Grand Master description. You need to move it back up to the "feats" description. Just text formatting.

Fixed.


So:
Monaterisc Style is nice (needs some rework in some abilities).
Up the Wall is interesting to avoid obstacles.
Better use for Wholeness of Body is good.
A litle better AC is not fully needed, but nice.
The extra bonuses to Saves is unneded.
Assuming the turtle's perfection bonus?


Needs some fixing in the Acrobatics description.
Damage need to be toned down a bit. You want monks to fight alongside fighters and barbarians, not make then (more) obsolete.

I was thinking more along warblade/swordsage then those.


That's what I could see. Hope it helps
Yes, thanks :smallsmile:

Acrobatics is an elegant and streamlined way of duplicating Wuxia all in one class feature. Kudos!

Uhm, Thanks :smallbiggrin:


The various abilities are all flavourful and seem balanced enough to my eye. Melee balance can be tricky but considering what spellcasters can get away with this all seems fine.

I think people leave consolidation threads alone because they're generally used as a record of one's works (i.e. after a submission has been commented on and edited to reflect the community's advice it's added to one's compilation). Or at least that's how I perceive it. :D

Hmm, good point XD