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turkishproverb
2008-10-06, 11:20 PM
This is one of two monk redesigns I'm doing at the moment.

I decided to focus most on the Purity of Body-Purity of Mind Aspect of the Monk during the creation of the character


Contemplator-Monk
Alignment
Any lawful.



Hit Die
d8.


Weapon and Armor Proficiency

Monks are proficient with brass knuckes, guantlets club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Monks are not proficient with any armor or shields

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.


Skill Points at 1st Level
(6 + Int modifier) ×4.

Skill Points at Each Additional Level
6 + Int modifier.

Class Skills

The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide
(Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).


In addition, a monk May, at Level 1 select 1 Skill from the following list as an "area of special study" and treat it as a class skill.
List: Appraise, Craft, Decipher Script, Disable Device, Disguise, Forgery, Handle Animal, Heal, Knowledge (any 1), Open Lock, Perform, Profession, Search, Sleight Of Hand, Speak Language/ReadWrite Language (allows no penalty taking languages), Spellcraft, Spot, Survival, Use Magical Device, Use Rope


Neo-Monk
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|FoB Attack Bonus|AC Bonus|Unarmored Speed|Damage Reduction|Unarmed Damage|Special

1st|
+0|
+2|
+2|
+2|
-2/-2|
+0|
+10|
+0|
1d6|Flurry of Blows, Fast Movement, Bonus Feat,

2nd|
+1|
+3|
+3|
+3|
-1/-1|
+1|
+10|
+1|
1d6|Evasion, Body over Mind, Bonus Feat,

3rd|
+2|
+3|
+3|
+3|
0/0|
+1|
+10|
+1|
1d6|Still Mind

4th|
+3|
+4|
+4|
+4|
+1/+1|
+2|
+20|
+2|
1d8|Slow Fall 20 ft, Ki Strike (magic)

5th|
+3|
+4|
+4|
+4|
+2/+2|
+2|
+20|
+2|
1d8|Purity of Body, Mind Over Body 1/2

6th|
+4|
+5|
+5|
+5|
+3/+3|
+3|
+20|
+3|
1d8|Slow Fall 30 ft, Bonus Feat

7th|
+5|
+5|
+5|
+5|
+4/+4|
+3|
+20|
+3|
1d10|Wholeness of Body

8th|
+6/+1|
+6|
+6|
+6|
+5/+5/+0|
+4|
+30|
+4|
1d10|One Body One Mind, Slow Fall 40 ft

9th|
+6/+1|
+7|
+7|
+7|
+6/+6/+1|
+4|
+30|
+4|
1d10|Ki Strike (Lawful), Improved Evasion

10th|
+7/+2|
+7|
+7|
+7|
+7/+7/+2|
+5|
+30|
+5|
2d6|Slow Fall 50 ft, Mind over Body Full

11th|
+8/+3|
+8|
+8|
+8|
+8/+8/+8/+3|
+5|
+30|
+5|
2d6|Diamond Body, greater flurry

12th|
+9/+4|
+8|
+8|
+8|
+9/+9/+9/+4|
+6|
+40|
+6|
2d6|Abundant Step, Slow Fall 60 ft

13th|
+x+9/+4|
+9|
+9|
+9|
+9/+9/+9/+4|
+6|
+40|
+6|
2d8|Diamond Soul

14th|
+10/+5|
+9|
+9|
+9|
+10/+10/+10/+5|
+7|
+40|
+7|
2d8|Quivering Palm, Slow Fall 70 ft

15th|
+11/+6/+1|
+10|
+10|
+10|
+11/+11/+11/+6/+1|
+7|
+50|
+7|
2d8|Mind Over Body 1 1/2

16th|
+12/+7/+2|
+11|
+11|
+11|
+12/+12/+12/+7/+2|
+8|
+50|
+8|
2d10|Slow Fall 80 ft

17th|
+12/+7/+2|
+11|
+11|
+11|
+12/+12/+12/+7/+2|
+8|
+50|
+8|
2d10|Tongue of sun and Moon, Timeless Body

18th|
+13/+8/+3|
+12|
+12|
+12|
+13/+13/+13/+8/+3|
+9|
+50|
+9|
2d10|Slow Fall 90 ft

19th|
+14/+9/+4|
+12|
+12|
+12|
+14/+14/+14/+9/+4|
+9|
+60|
+9|
2d12|Ki Strike (adamantite), Empty Body

20th|
+15/+10/+5|
+13|
+13|
+13|
+15/+10/+5|
+10|
+60|
+10|
2d12|Slow Fall any distance, Mind Over Body 2[/table]






Unarmed Strike

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.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.


AC Bonus (Ex)
When unarmored and unencumbered the monk adds her Wisdom bonus (if any) to her AC. In addition a monk gains a +1 bonus to AC at 2nd level. This bonus increases by 1 for every two monk levels thereafter (+2 at 4th +3 at 6th and +4 at 8th level etc).
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.


Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.


Greater Flurry

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Improved Flurry of Blows (Ex)

At any time after level 5, a monk with the opportunity to gain a feat may instead use it to Improve his flurry of blows ability, allowing her, when unencumbered to use Flurry of Blows as a standard action.

Bonus Feat

At 1st level, a monk may select Improved Grapple, Improved Sunder, or Stunning Fist as a bonus feat. At 2nd level, she may select Improved Initiative, Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select Power attack, Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.


Fast Movement (Ex)

At 1st level a monk gains an enhancement bonus to her speed as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.


Body over Mind

Beginning at level 2, and every even numbered level thereafter, The monk gains Damage Reduction 1. These effects are cumulative


Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment. At 9th level this bonus increases to +4


Slow Fall (Ex)

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.


Ki Strike (Su)

At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 9th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 19th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.


Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.


Mind over Body

Beginning at Level 5, A monk may make a concentration check at any time to add his half his Wisdom Bonus to the attack Roll. At level 10 she may make the concentration check to add her full wisdom bonus, at level 15 to gain one and a half times her concentration bonus, and at level 20 to gain double her concentration bonus to attack rolls.

Note: Numbers added to Attack rolls with this ability may be used with power Attack.


Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to three times her current monk level each day, and she can spread this healing out among several uses.


One Body One Mind

At 8th level the monk now adds her WIS modifier to her CON modifier to determine bonus HitPoints. This bonus is applied retroactively.



Improved Evasion (Ex)

At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.


Diamond Body (Su)

At 11th level, a monk gains immunity to poisons of all kinds.


Abundant Step (Su)

At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).


Diamond Soul (Ex)

At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.


Quivering Palm (Su)

Starting at 14th 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 week, 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 + ½ 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 (Ex)

A monk of 17th level or higher can speak with any living creature.


Timeless Body

Upon attaining 17th 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.


Empty Body (Su)

At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk

level.

Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Like a member of any other class a monk may be a multiclass character but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level. though she retains all her monk abilities



Small or Monk Unarmed Damage Level
1st-3rd 1d4
4th-6th 1d6
7th-9th 1d8
10th-12th 1d10
13th-15th 2d6
16th-18th 2d8
19th-20th 2d10


Large Monk Unarmed Damage Level
1st-3rd 1d8
4th-6th 2d6
7th-9th 2d8
10th-12th 3d6
13th-15th 3d8
16th-18th 4d8
19th-20th 4d10

KKL
2008-10-07, 12:26 AM
If this is an attempt to make Monks better, the best place to begin is giving them Full BAB.

Stupendous_Man
2008-10-07, 12:55 AM
Tongue of the Sun and Moon (Ex)

A monk of 17th level or higher can speak with any living creature.

What purpose does this serve?

Deathslayer7
2008-10-07, 01:05 AM
seems practically the same to me.

fyi, you messed up on the fort/ref/will saves.

ForzaFiori
2008-10-07, 05:17 AM
2 things typo wise.

1) Your Flurry of Blows at 20th level is missing two attacks.

2) Mind over Body: you start out getting .5 and then your whole wisdom modifier, then you switch to 1.5 and 2 times your concentration modifier. Did you mean wisdom modifier here?

Finally, I agree with the others. This looks almost the exact same. Most Monk fixes involve full BAB, along with getting rid of things like Tongue of the Sun and Moon, which is pretty much useless.

AstralFire
2008-10-07, 07:07 AM
Things like that aren't monk fixes, they're monk replacements. Clearly this is an attempt to hew closely to the cloth that the monk was made out of and just make it effective.

Improved Flurry, for example, gives the monks what is effectively a pounce. Mind Over Body makes up for a lot of the 'Flurry of Misses' issue. (I would, however, remove the concentration check portion of it. It is unnecessarily game-slowing.)

I do think this fix is a bit messy, but it does cover some of the biggest issues.

turkishproverb
2008-10-07, 11:18 PM
thanks for the advice. I mistyped a few things above, as people noticed. I'll revise it and post it in a spoiler window revised momentarily.



Things like that aren't monk fixes, they're monk replacements. Clearly this is an attempt to hew closely to the cloth that the monk was made out of and just make it effective.

Bingo.


Improved Flurry, for example, gives the monks what is effectively a pounce. Mind Over Body makes up for a lot of the 'Flurry of Misses' issue. (I would, however, remove the concentration check portion of it. It is unnecessarily game-slowing.)

Basically. I intended for the concentration check to match the issue of focusing in combat. It was only supposed to occur once per combat though. I've retyped that part below.


I do think this fix is a bit messy, but it does cover some of the biggest issues.

Anything messy besides the ones I mentioned were just horrible typing/Editing? I'd like the feedback.

EDIT: deathslayer7: the saves were intentional.

EDIT: Stupendous_Man: Keeps him a utility character.

EDIT: Heres the version without the typos that mf11 and Astralfire found, and another I missed.


Contemplator-Monk
Alignment
Any lawful.



Hit Die
d8.


Weapon and Armor Proficiency

Monks are proficient with brass knuckes, guantlets club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Monks are not proficient with any armor or shields

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.


Skill Points at 1st Level
(6 + Int modifier) ×4.

Skill Points at Each Additional Level
6 + Int modifier.

Class Skills

The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide
(Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).


In addition, a monk May, at Level 1 select 1 Skill from the following list as an "area of special study" and treat it as a class skill.
List: Appraise, Craft, Decipher Script, Disable Device, Disguise, Forgery, Handle Animal, Heal, Knowledge (any 1), Open Lock, Perform, Profession, Search, Sleight Of Hand, Speak Language/ReadWrite Language (allows no penalty taking languages), Spellcraft, Spot, Survival, Use Magical Device, Use Rope


Neo-Monk
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|FoB Attack Bonus|AC Bonus|Unarmored Speed|Damage Reduction|Unarmed Damage|Special

1st|
+0|
+2|
+2|
+2|
-2/-2|
+0|
+10|
+0|
1d6|Flurry of Blows, Fast Movement, Bonus Feat,

2nd|
+1|
+3|
+3|
+3|
-1/-1|
+1|
+10|
+1|
1d6|Evasion, Body over Mind, Bonus Feat,

3rd|
+2|
+3|
+3|
+3|
0/0|
+1|
+10|
+1|
1d6|Still Mind

4th|
+3|
+4|
+4|
+4|
+1/+1|
+2|
+20|
+2|
1d8|Slow Fall 20 ft, Ki Strike (magic)

5th|
+3|
+4|
+4|
+4|
+2/+2|
+2|
+20|
+2|
1d8|Purity of Body, Mind Over Body 1/2

6th|
+4|
+5|
+5|
+5|
+3/+3|
+3|
+20|
+3|
1d8|Slow Fall 30 ft, Bonus Feat

7th|
+5|
+5|
+5|
+5|
+4/+4|
+3|
+20|
+3|
1d10|Wholeness of Body

8th|
+6/+1|
+6|
+6|
+6|
+5/+5/+0|
+4|
+30|
+4|
1d10|One Body One Mind, Slow Fall 40 ft

9th|
+6/+1|
+7|
+7|
+7|
+6/+6/+1|
+4|
+30|
+4|
1d10|Ki Strike (Lawful), Improved Evasion

10th|
+7/+2|
+7|
+7|
+7|
+7/+7/+2|
+5|
+30|
+5|
2d6|Slow Fall 50 ft, Mind over Body Full


11th|
+8/+3|
+8|
+8|
+8|
+8/+8/+8/+3|
+5|
+30|
+5|
2d6|Diamond Body, greater flurry

12th|
+9/+4|
+8|
+8|
+8|
+9/+9/+9/+4|
+6|
+40|
+6|
2d6|Abundant Step, Slow Fall 60 ft

13th|
+9/+4|
+9|
+9|
+9|
+9/+9/+9/+4|
+6|
+40|
+6|
2d8|Diamond Soul

14th|
+10/+5|
+9|
+9|
+9|
+10/+10/+10/+5|
+7|
+40|
+7|
2d8|Quivering Palm, Slow Fall 70 ft

15th|
+11/+6/+1|
+10|
+10|
+10|
+11/+11/+11/+6/+1|
+7|
+50|
+7|
2d8|Mind Over Body 1 1/2

16th|
+12/+7/+2|
+11|
+11|
+11|
+12/+12/+12/+7/+2|
+8|
+50|
+8|
2d10|Slow Fall 80 ft

17th|
+12/+7/+2|
+11|
+11|
+11|
+12/+12/+12/+7/+2|
+8|
+50|
+8|
2d10|Tongue of sun and Moon, Timeless Body

18th|
+13/+8/+3|
+12|
+12|
+12|
+13/+13/+13/+8/+3|
+9|
+50|
+9|
2d10|Slow Fall 90 ft

19th|
+14/+9/+4|
+12|
+12|
+12|
+14/+14/+14/+9/+4|
+9|
+60|
+9|
2d12|Ki Strike (adamantite), Empty Body

20th|
+15/+10/+5/|
+13|
+13|
+13|
+15/+15/+15/+10/+5|
+10|
+60|
+10|
2d12|Slow Fall any distance, Mind Over Body 2[/table]






Unarmed Strike

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.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.


AC Bonus (Ex)
When unarmored and unencumbered the monk adds her Wisdom bonus (if any) to her AC. In addition a monk gains a +1 bonus to AC at 2nd level. This bonus increases by 1 for every two monk levels thereafter (+2 at 4th +3 at 6th and +4 at 8th level etc).
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.


Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.


Greater Flurry

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Improved Flurry of Blows (Ex)

At any time after level 5, a monk with the opportunity to gain a feat may instead use it to Improve his flurry of blows ability, allowing her, when unencumbered to use Flurry of Blows as a standard action.

Bonus Feat

At 1st level, a monk may select Improved Grapple, Improved Sunder, or Stunning Fist as a bonus feat. At 2nd level, she may select Improved Initiative, Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select Power attack, Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.


Fast Movement (Ex)

At 1st level a monk gains an enhancement bonus to her speed as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.


Body over Mind

Beginning at level 2, and every even numbered level thereafter, The monk gains Damage Reduction 1. These effects are cumulative


Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment. At 9th level this bonus increases to +4


Slow Fall (Ex)

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.


Ki Strike (Su)

At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 9th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 19th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.


Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.


Mind over Body

Beginning at Level 5, A monk may make a concentration check at any time to add his half his Wisdom Bonus to all attack Roll's during that combat. At level 10 she may make the concentration check to add her full wisdom bonus, at level 15 to gain one and a half times her wisdom bonus, and at level 20 to gain double her wisdom bonus to attack rolls.

Note: Numbers added to Attack rolls with this ability may be used with power Attack.


Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to three times her current monk level each day, and she can spread this healing out among several uses.


One Body One Mind

At 8th level the monk now adds her WIS modifier to her CON modifier to determine bonus HitPoints. This bonus is applied retroactively.



Improved Evasion (Ex)

At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.


Diamond Body (Su)

At 11th level, a monk gains immunity to poisons of all kinds.


Abundant Step (Su)

At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).


Diamond Soul (Ex)

At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.


Quivering Palm (Su)

Starting at 14th 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 week, 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 + ½ 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 (Ex)

A monk of 17th level or higher can speak with any living creature.


Timeless Body

Upon attaining 17th 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.


Empty Body (Su)

At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk

level.

Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Like a member of any other class a monk may be a multiclass character but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level. though she retains all her monk abilities



Small or Monk Unarmed Damage Level
1st-3rd 1d4
4th-6th 1d6
7th-9th 1d8
10th-12th 1d10
13th-15th 2d6
16th-18th 2d8
19th-20th 2d10


Large Monk Unarmed Damage Level
1st-3rd 1d8
4th-6th 2d6
7th-9th 2d8
10th-12th 3d6
13th-15th 3d8
16th-18th 4d8
19th-20th 4d10

Lert, A.
2008-10-08, 12:40 AM
I like the better bonuses to AC and DR.

If the fighter had something remotely resembling that, it might be playable past a couple levels.

ForzaFiori
2008-10-08, 04:28 AM
Whats the DC for Mind over Body?

turkishproverb
2008-10-08, 04:29 AM
Whats the DC for Mind over Body?

Hadn't decided. I figred there would be modifiers based on DM's ruling, but past that I was currently thinking of having the DC 5-10 over character level.

Djinn_in_Tonic
2008-10-08, 09:57 AM
I think parts of this are overpowered. It gets a full base attack bonus, saves that are BETTER THAN ANYTHING (which really should be changed), and the following:

DR: That's a bit much, even for level 20. Maybe if it were overcome by something relatively common, but this causes problems when compared to the ability next on the list. As is it's twice the barbarians, and overcome by nothing...this makes it a little to good. Much to good, actually.

One Body One Mind: A Wisdom of +10 isn't hard to get, especially with the benefits of Mind Over Body (discussed later). Now, with magic items and stat boosts, assuming a decent set of ability scores, Constitution can still easily hit 22. So we've got +16hp/level, on top of a d8 HD...that's an average of 413hp, which is more than many BARBARIANS get. With Wisdom to AC and a +10 AC bonus, a decent Dex (assuming a 20), and, say, a ring of deflection +5, we're looking at an AC of 40...also better than most front-line fighters. So you've just out-tanked the barbarian, paladin, fighter, and knight...and somewhat even the CRUSADER...with a fairly out-of-the-box Monk. Now add Vow of Poverty...

Mind Over Body: A simple concentration check between my and what effectively becomes a True Strike effect on every attack? With an already high BaB? Sure! Given the stats above and the Weapon Finesse feat, I'm looking at a +45 bonus to hit without feats or magic weaponry. That TRASHES the fighter. I'd accept adding your Wisdom bonus to attack rolls (and later to damage rolls) ala one of the Oriental Adventures classes (Mantis Warrior, I believe), but I'd make it a free addition, never add 1.5 or double anything, and probably drop the BaB to +15 to compensate (which would give us a +25 from BaB and Wisdom...not bad AT ALL).

Aside from that, it looks like a decent re-powering, but those things really need to be toned down...it currently fights more accurately and with more damage than most martial classes (2d12 it some hefty base damage, and that true strike like effect has to go), has strange saves, and tanks better than a barbarian or knight. It's a good attempt, but you went a little to far.

turkishproverb
2008-10-08, 01:02 PM
I think parts of this are overpowered. It gets a full base attack bonus, saves that are BETTER THAN ANYTHING (which really should be changed), and the following:

The character type is basically designed to be low-armor and equiptment, and the requirements for half it's abilities make that clear. Losing them "If carrying a medium or heavy load" for example. "Wearing armour or a shield" for another. The higher saves than anything was intentional, again he's meant to represent the spiritualist monk. And frankly, they aren't enough higher to exactly be called game breaking.


DR: That's a bit much, even for level 20. Maybe if it were overcome by something relatively common, but this causes problems when compared to the ability next on the list. As is it's twice the barbarians, and overcome by nothing...this makes it a little to good. Much to good, actually.

DR 10 is a bit much for level 20? for a guy that CAN'T WEAR ARMOUR? Unless its overcome by something relatively common? What exactly is the logic behind this?

Barbarian has a few less DR, him with his adamantite protection. I'm not feeling sorry for this decision from a design perspective.


One Body One Mind: A Wisdom of +10 isn't hard to get, especially with the benefits of Mind Over Body (discussed later). Now, with magic items and stat boosts, assuming a decent set of ability scores, Constitution can still easily hit 22. So we've got +16hp/level, on top of a d8 HD...that's an average of 413hp, which is more than many BARBARIANS get. With Wisdom to AC and a +10 AC bonus, a decent Dex (assuming a 20), and, say, a ring of deflection +5, we're looking at an AC of 40...also better than most front-line fighters. So you've just out-tanked the barbarian, paladin, fighter, and knight...and somewhat even the CRUSADER...with a fairly out-of-the-box Monk. Now add Vow of Poverty...

Yea, it isn't that hard to get. At higher levels, when your allies will on average get magical equiptment up the wazoo, and you're typically not dealing with Goblins anymore. I think you are again forgetting that when it comes to party loot, the majority of non armour defensive items are going to go to a caster. I also think you are being a bit hypocritical here. How is it that using shrodinger's stats are somehow being used here. I love how we have three stats already above 20.

And how does an ability that USES wisdom make it easier to get? Or are you referring to the fact this combats the monks need to have every single stat obscenely high like it used to?


Mind Over Body: A simple concentration check between my and what effectively becomes a True Strike effect on every attack? With an already high BaB? Sure! Given the stats above and the Weapon Finesse feat, I'm looking at a +45 bonus to hit without feats or magic weaponry. That TRASHES the fighter. I'd accept adding your Wisdom bonus to attack rolls (and later to damage rolls) ala one of the Oriental Adventures classes (Mantis Warrior, I believe), but I'd make it a free addition, never add 1.5 or double anything, and probably drop the BaB to +15 to compensate (which would give us a +25 from BaB and Wisdom...not bad AT ALL).

Erm, read the BAB again. It MAXES OUT at +15 before mods like this one.

Its not high contrary to your belief. As to fighter, given it was already a trash class, I don't really see that as an issue, although I've had unmodified fighters crush this thing in playtest. Furthermore, this is slightly balanced by the relatively low damage a monk has with any of its weapons/unarmed attack.

As to double and such, again that helps deal with magical bonuses and equiptment not easily available to the monk.


Aside from that, it looks like a decent re-powering, but those things really need to be toned down...it currently fights more accurately and with more damage than most martial classes (2d12 it some hefty base damage, and that true strike like effect has to go), has strange saves, and tanks better than a barbarian or knight. It's a good attempt, but you went a little to far.

So, aside from everything major thing I changed or worked on in any way(barring skill toggles, reworking FOB in a very minor way, etc) its good?

KKL
2008-10-08, 04:04 PM
Now add Vow of Poverty...
Haha, oh wow. You do know that this nullifies the rest of your post on principle?

Djinn_in_Tonic
2008-10-08, 06:01 PM
The higher saves than anything was intentional, again he's meant to represent the spiritualist monk. And frankly, they aren't enough higher to exactly be called game breaking.

Fair enough. I'm just one for sticking within the conventional saves (High, Low, and, I'll admit, Middle). But each to his/her own.



DR 10 is a bit much for level 20? for a guy that CAN'T WEAR ARMOUR? Unless its overcome by something relatively common? What exactly is the logic behind this?

Barbarian has a few less DR, him with his adamantite protection. I'm not feeling sorry for this decision from a design perspective.

Yes. It is to much. Because, as stated, he has more Hp than that barbarian (if both are even remotely optimized) and at least as high an armor class as any armor-wearing character. +5 Fullplate gives a +13 bonus with a max dex penalty...your Monk gets his full Wisdom bonus, his full Dex bonus, AND an additional +10. That adamantite protection you speak of really isn't that good...Barbarian's have notoriously LOW AC as a general rule. But here's a comparison of the standard tank (A Crusader) and your Monk using a 28 point buy. For the sake of this, all the Crusader's level points went to Constitution, and the Monk's went to Wisdom.

Crusader 20: Str 14, Dex 12, Con 29, Int 12, Wis 12, Cha 8
Items of Note: +5 Fullplate, Ring of Deflection +5, Amulet of Health +6, Amulet of Natural Armor +3.
Average Hp: 264
AC: 32
Damage Reduction: 0/-


Monk 20: Str 14, Dex 18, Con 18, Int 12, Wis 25, Cha 8
Items of Note: Ring of Deflection +5, Amulet of Health +4, Periapt of Wisdom +6, Gloves of Dexterity +4.
Average Hp: 313
AC: 35
Damage Reduction: 10/-

Both have spent about the same amount of gp, by the way.



I think you are again forgetting that when it comes to party loot, the majority of non armour defensive items are going to go to a caster.

True, but the class should be built to function regardless of whether it's created at level 1 and gets all its items, or at level 20 where it can purchase what it wants.


And how does an ability that USES wisdom make it easier to get? Or are you referring to the fact this combats the monks need to have every single stat obscenely high like it used to?

Um...that was probably a typo on my part. I just was stating that twice your Wisdom modifier to attack rolls for a single skill check was probably far to good...and that a flat +Wis would (IMO) be better.


Erm, read the BAB again. It MAXES OUT at +15 before mods like this one.

*facepalm*

Don't know how I missed that one.


Its not high contrary to your belief. As to fighter, given it was already a trash class, I don't really see that as an issue, although I've had unmodified fighters crush this thing in playtest. Furthermore, this is slightly balanced by the relatively low damage a monk has with any of its weapons/unarmed attack.

Granted. I still don't like +(2 x Wisdom) though.


So, aside from everything major thing I changed or worked on in any way(barring skill toggles, reworking FOB in a very minor way, etc) its good?

Entirely untrue. I like most of it...I just think you went to far with it. Maybe Wisdom replacing Con for hp, the AC bonus capping at +7, and the DR being more in line with the Barbarians...something like that. I love what you've done, but I think you need to tone it down.

Also, looking back my post was probably overly antagonistic...it wasn't intentional. I tend to get a little sarcastic when critiquing classes, and that doesn't carry well over the Internet. My apologies, good sir.


Haha, oh wow. You do know that this nullifies the rest of your post on principle?

Untrue, actually. VoP gives larger ability boosts that those I was using, as well as more bonuses to Armor Class, thus actually furthering my point. I do see the confusion though.

AstralFire
2008-10-08, 06:04 PM
Being able to outsurvive a Barb (who can also attach those DR crystals to his armor from MIC) is only worrisome if he also outdamages one.

turkishproverb
2008-10-09, 12:45 AM
Being able to outsurvive a Barb (who can also attach those DR crystals to his armor from MIC) is only worrisome if he also outdamages one.

Actually, that was one of the reasons I didn't up the Damage for a Monk more than I did. I was trying to keep the character relativelly balanced.