Shinton
2008-03-19, 03:37 PM
UPDATED: [3/21]
3/19: Original posting
3/20: added special blocking, tweaked Thrust Kick/Trip/Axe Kick, added "Throw", "Uppercut", and "Roundhouse kick"
3/21: Whirling form [attacks]
Background:
I've actually been thinking about this for a while, although it may be somewhere else (I only have DMG/PH/Libris/Monster). Whenver I picture a monk (yes you can sigh in disgust now, this is a monk topic) it seems to me that they're always attacking a new way. IMO they don't just run up to someone and constantly punch them. So to add a lil "flair" to combat I tried to develop "attacks" used in conjunction with an unarmed monk.
How to do it
Well, each of these attacks takes up one "attack" per round that the monk gets. Suppose a monk has an AB of +5/+3, he can make 2 of these special attacks, unless he chooses to use a full round action one.
Another Example
So we have our monk with the AB of +5/+3 and an unarmed damage of 1d8. On his turn, he chooses to Double Kick the Orc in front of him. So you find double kick in the list and ok, its 2 attacks at one die lower damage. So, for that first "attack" in the round he would roll 2 d20's and add 5, then for each that hit roll 1d6. On his +3 he decides to snap kick (-2 dmg +2 ab). So he rolls d20 and +5 (+3 from "attack" + 2 from Snap Kick)
The Attacks
These only apply to Monks.
Whirling Form: Gained at Monk 1. All of your attacks may target different people within range?
[Need help with this. Useful? Not?]
Double Kick: Make an extra attack but both hits are 1 damage die lower (1d6 --> 2d4). Can only be used once per round.
Axe Kick: Increase damage by 2 dice. (d6-->d10). Add 2x your str mod to damage. This attack provokes an Attack of Opportunity. You are denied your dex bonus to ac until your next turn.
Trip: During a monk's regular attack combonation one or any moves may be changed to a trip attempt instead. Requires Monk 8.
Thrust KickFull round: increase damage done by 1 die (1d6 --> 2d6), character may attempt bull rush at a -4 penalty for lack of movement.
On success the target is moved back 10 feet instead of 5.
Curb Stomp(for lack of a better name >.<): only on a prone target. increase damage done by 1 die (2dice?).
Flying Kick only while charging. -5 ab for an extra die of damage (1d6-->2d6 (3d6?)
Whirlwind Kick: As a full round action, you attack all opponents within reach but at a -2 cumulative penalty for each person you attack. Full ab on the first person, -2 ab on second, -4 ab on third, etc.
Disrupting Strike: If hit, opponent makes reflex save (10+wis mod (str mod?) +1/2 Monk level) or looses dex bonus to AC for 1 round. (allowing sneak attcks?) Thank you sonofzeal, it is stunning strike >.<
Chop Double-Hand Punch: Once per round, as a standard action, increase damage die by 1 and add 1-1/2 str bonus (d6 --> 1d8 + 1-1/2 str). (Any further way to balance? Tired of removing attack bonus. Maybe ac, as your no longer defeding with an arm?)
Snap Kick: Minimum of -2 dmg for +2 ab. May not be used in conjunction with Power Attack/Imp Power Attack.
Headbutt Still Working, would love to see suggestions!
Throw: Resolve as a Trip attack with a +4 modifier, except you may choose to use your Dexterity modifier instead of your Strength. If you succeed, the target lands prone in an empty square of your choosing up to 10 feet away. You may throw enemies through occupied squares, but thrown enemies never provoke Attacks of Opportunity for this movement.
Upper Cut: -4 ab +1 die increase (1d6 --> 1d8) but, if you crit with upper cut, target must make a fort save (10 + str mod? + 1/2 monk lvl) or fall unconcious.
Roundhouse Kick: This cannot be the first attack in your combination. This attack can only be used once per encounter (enemy?). You must target an opponent other than the target of your other attacks thus far. Make a bluff check against your targets AC. If successful you hit and may make a normal attack (+die of damge (1d6-->1d8).
Ex: our monk is surrounded flanked by a rogue and a fighter. He attacks the fighter with his first attack, double kick. Then uses round kick on the rogue. He makes a check against the rogues ac (in this case we'll say 16). He succedes and makes a normal attack on the rogue. He couldn't have attacked the fighter with roundhouse kick.
Other Thoughts
Also around level 5 or so, I was thinking about Combinations. For example Our Monk now combines Double kick and Snap kick so, when he uses snap kick after double kick, snap kick gains a +2 to AB and Damage. (This only applies if he hits?)
At level 10 I thought that he could now add another attack to his combonation. He decides to add Chop (which is 1 die higher (1d6-->1d8+1-1/2 str). This gains a +4(+2?) bonus to attack and damage. (only if 1st hits ( and second hit?)) (He may also begin a new combonation at this level.)
At level 15, he masters one of his combinations and may add a fourth attack which gains the same bonuses as described above. ( He may add a third attack to his second combonation and start another combonation at this level)
Last thing
I kinda stole this from the Last Airbender thread, but I want to incorporate blocking. Heres what I was thinking
You can only block a number of times equal to the number of times you can attack in a round. (if your AB is +5/+3 you can attack twice)
By "saving" extra attacks you may block that many times. (attacked at +5, saved +3: I can block 1 attack
You can't save a higher attack and use a lower. (Save +5 attack, attack at +3)
When you want to block make an opposed attack roll with the AB of the "saved" attack. If your roll is higher, it counts as a miss. If yours is lower, your hit.
How would you make blocks more fun?!
Lock Block: On a successful block, you may immediatly attempt to grapple check. You do not provoke an Attack of Opportunity when using this skill. You must attempt to grapple the person you blocked.
Wrist Strike Block: On a successful block you may attempt to disarm your opponent. You do not provoke an Attack of Opportunity when using this skill. You must attempt to disarm the person you blocked. On a successful disarm you end up with the weapon in your hand.
Counter Attack: (This might need tweaking) On a successful blcok, you may attempt a free attack (allow for special attacks?) at your highest attack bonus. You must counter attack the person you blocked.
Not blocking really but still important.
Choke Hold: One round after you PIN an opponent, he must make a fort save (10+str mod+1/2 Monk lvl?) or fall unconcious for 1d4 rounds. (Might be a bit too powerful?) (Have to put size differences in here... you can't really choke hold a dragon...)
What I think
I'm kind of worrying that this might over power the monk.
Also, this should probably be applicable to any who take improved unarmed?
I'd like to incorporate weapon size into blocking.
I NEED MORE ATTACKS
Best way to get the attacks? --> Bonus feat, like fighter bonus feats?
Also, please remember that I only have access to DMG/PH/LM/MM 3.5.
~Shinton~
3/19: Original posting
3/20: added special blocking, tweaked Thrust Kick/Trip/Axe Kick, added "Throw", "Uppercut", and "Roundhouse kick"
3/21: Whirling form [attacks]
Background:
I've actually been thinking about this for a while, although it may be somewhere else (I only have DMG/PH/Libris/Monster). Whenver I picture a monk (yes you can sigh in disgust now, this is a monk topic) it seems to me that they're always attacking a new way. IMO they don't just run up to someone and constantly punch them. So to add a lil "flair" to combat I tried to develop "attacks" used in conjunction with an unarmed monk.
How to do it
Well, each of these attacks takes up one "attack" per round that the monk gets. Suppose a monk has an AB of +5/+3, he can make 2 of these special attacks, unless he chooses to use a full round action one.
Another Example
So we have our monk with the AB of +5/+3 and an unarmed damage of 1d8. On his turn, he chooses to Double Kick the Orc in front of him. So you find double kick in the list and ok, its 2 attacks at one die lower damage. So, for that first "attack" in the round he would roll 2 d20's and add 5, then for each that hit roll 1d6. On his +3 he decides to snap kick (-2 dmg +2 ab). So he rolls d20 and +5 (+3 from "attack" + 2 from Snap Kick)
The Attacks
These only apply to Monks.
Whirling Form: Gained at Monk 1. All of your attacks may target different people within range?
[Need help with this. Useful? Not?]
Double Kick: Make an extra attack but both hits are 1 damage die lower (1d6 --> 2d4). Can only be used once per round.
Axe Kick: Increase damage by 2 dice. (d6-->d10). Add 2x your str mod to damage. This attack provokes an Attack of Opportunity. You are denied your dex bonus to ac until your next turn.
Trip: During a monk's regular attack combonation one or any moves may be changed to a trip attempt instead. Requires Monk 8.
Thrust KickFull round: increase damage done by 1 die (1d6 --> 2d6), character may attempt bull rush at a -4 penalty for lack of movement.
On success the target is moved back 10 feet instead of 5.
Curb Stomp(for lack of a better name >.<): only on a prone target. increase damage done by 1 die (2dice?).
Flying Kick only while charging. -5 ab for an extra die of damage (1d6-->2d6 (3d6?)
Whirlwind Kick: As a full round action, you attack all opponents within reach but at a -2 cumulative penalty for each person you attack. Full ab on the first person, -2 ab on second, -4 ab on third, etc.
Disrupting Strike: If hit, opponent makes reflex save (10+wis mod (str mod?) +1/2 Monk level) or looses dex bonus to AC for 1 round. (allowing sneak attcks?) Thank you sonofzeal, it is stunning strike >.<
Chop Double-Hand Punch: Once per round, as a standard action, increase damage die by 1 and add 1-1/2 str bonus (d6 --> 1d8 + 1-1/2 str). (Any further way to balance? Tired of removing attack bonus. Maybe ac, as your no longer defeding with an arm?)
Snap Kick: Minimum of -2 dmg for +2 ab. May not be used in conjunction with Power Attack/Imp Power Attack.
Headbutt Still Working, would love to see suggestions!
Throw: Resolve as a Trip attack with a +4 modifier, except you may choose to use your Dexterity modifier instead of your Strength. If you succeed, the target lands prone in an empty square of your choosing up to 10 feet away. You may throw enemies through occupied squares, but thrown enemies never provoke Attacks of Opportunity for this movement.
Upper Cut: -4 ab +1 die increase (1d6 --> 1d8) but, if you crit with upper cut, target must make a fort save (10 + str mod? + 1/2 monk lvl) or fall unconcious.
Roundhouse Kick: This cannot be the first attack in your combination. This attack can only be used once per encounter (enemy?). You must target an opponent other than the target of your other attacks thus far. Make a bluff check against your targets AC. If successful you hit and may make a normal attack (+die of damge (1d6-->1d8).
Ex: our monk is surrounded flanked by a rogue and a fighter. He attacks the fighter with his first attack, double kick. Then uses round kick on the rogue. He makes a check against the rogues ac (in this case we'll say 16). He succedes and makes a normal attack on the rogue. He couldn't have attacked the fighter with roundhouse kick.
Other Thoughts
Also around level 5 or so, I was thinking about Combinations. For example Our Monk now combines Double kick and Snap kick so, when he uses snap kick after double kick, snap kick gains a +2 to AB and Damage. (This only applies if he hits?)
At level 10 I thought that he could now add another attack to his combonation. He decides to add Chop (which is 1 die higher (1d6-->1d8+1-1/2 str). This gains a +4(+2?) bonus to attack and damage. (only if 1st hits ( and second hit?)) (He may also begin a new combonation at this level.)
At level 15, he masters one of his combinations and may add a fourth attack which gains the same bonuses as described above. ( He may add a third attack to his second combonation and start another combonation at this level)
Last thing
I kinda stole this from the Last Airbender thread, but I want to incorporate blocking. Heres what I was thinking
You can only block a number of times equal to the number of times you can attack in a round. (if your AB is +5/+3 you can attack twice)
By "saving" extra attacks you may block that many times. (attacked at +5, saved +3: I can block 1 attack
You can't save a higher attack and use a lower. (Save +5 attack, attack at +3)
When you want to block make an opposed attack roll with the AB of the "saved" attack. If your roll is higher, it counts as a miss. If yours is lower, your hit.
How would you make blocks more fun?!
Lock Block: On a successful block, you may immediatly attempt to grapple check. You do not provoke an Attack of Opportunity when using this skill. You must attempt to grapple the person you blocked.
Wrist Strike Block: On a successful block you may attempt to disarm your opponent. You do not provoke an Attack of Opportunity when using this skill. You must attempt to disarm the person you blocked. On a successful disarm you end up with the weapon in your hand.
Counter Attack: (This might need tweaking) On a successful blcok, you may attempt a free attack (allow for special attacks?) at your highest attack bonus. You must counter attack the person you blocked.
Not blocking really but still important.
Choke Hold: One round after you PIN an opponent, he must make a fort save (10+str mod+1/2 Monk lvl?) or fall unconcious for 1d4 rounds. (Might be a bit too powerful?) (Have to put size differences in here... you can't really choke hold a dragon...)
What I think
I'm kind of worrying that this might over power the monk.
Also, this should probably be applicable to any who take improved unarmed?
I'd like to incorporate weapon size into blocking.
I NEED MORE ATTACKS
Best way to get the attacks? --> Bonus feat, like fighter bonus feats?
Also, please remember that I only have access to DMG/PH/LM/MM 3.5.
~Shinton~