New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 2 12 LastLast
Results 1 to 30 of 39
  1. - Top - End - #1
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Monk of the Sublime Way - [New Book of Nine Swords Class]

    In my quest to build perhaps the perfect Monk class, I have turned towards the Tome of Battle, and liked what I’ve found. For your entertainment I have taken bits from the Monk, Swordsage and Warblade to present:

    Monk of the Way

    Throughout the world, in parts known and unknown to civilized beings, there exists group of men, women and entities that walk a path unlike most others. They shun the use of weapons and armor and, seek power and understanding from neither the arcane nor the divine. Their locations, organizational structures, training methods, philosophies and end goals differ greatly from group to group, but they are all unified in one simple belief.

    They believe that true wisdom and power come from within one’s self, and that the only way to discover them is through hard work and discipline. They are Monks, and it is their Way.

    A Monk of the Way is an individual who has dedicated himself to a path of self discovery. He wishes to achieve great personal wisdom and power for any number of reasons. He may wish to avenge the death of his parents, he may wish to seek enlightenment, or he may be seeking to perfect his particular style of martial art. There are many paths that bring a person to the Way of the Monk, just as there are many paths to travel while learning that Way.

    To become a Monk of the Way, one simply needs to find a proper teacher. This can be any variation of easy or difficult depending on the country one is in. In some lands, the popularity of the Monk’s Way has lead to cities being home to several Temples where one can study, while the availability of proper teachers is much more limited in other lands. Some Temples lay in secluded, hard to reach areas, while some forms can only be learned from secretive masters that take only a few students at a time.

    After training with a teacher and learning the basics of their style, Monks are considered to be on the road to their own self discovery, or their Way. It is up to the individual Monk to determine what exactly their Way is. Some Monks conform to the Way of their temple or teacher, while other Monks seek to make their own Way in the world.


    {table=head]Level|BAB|M.Known|M.Readied|Stances|Unarmed|AC Bonus|Speed Bonus|Special

    1st|+1|3|3|1|1d6|+1|+0 ft.|
    2nd|+2|4|3|1|1d6|+1|+0 ft.|Evasion
    3rd|+3|4|4|1|1d6|+1|+10 ft.|Fast Movement
    4th|+4|5|4|1|1d8|+1|+10 ft.|
    5th|+5|5|5|2|1d8|+2|+10 ft.|Uncanny Dodge
    6th|+6|6|5|2|1d8|+2|+20 ft.|
    7th|+7|7|6|2|1d8|+2|+20 ft.|
    8th|+8|8|6|2|1d10|+2|+20 ft.|
    9th|+9|9|7|2|1d10|+2|+30 ft.|Improved Evasion
    10th|+10|10|7|3|1d10|+3|+30 ft.|Wholeness of Body
    11th|+11|11|7|3|1d10|+3|+30 ft.|
    12th|+12|12|8|3|2d6|+3|+40 ft.|
    13th|+13|13|8|3|2d6|+3|+40 ft.|Diamond Soul
    14th|+14|14|8|3|2d6|+3|+40 ft.|Improved Uncanny Dodge
    15th|+15|15|9|4|2d6|+4|+50 ft.|
    16th|+16|16|9|4|2d8|+4|+50 ft.|
    17th|+17|17|9|4|2d8|+4|+50 ft.|Tongue of Sun and Moon, Timeless Body
    18th|+18|18|10|4|2d8|+4|+60 ft.|
    19th|+19|19|10|4|2d8|+4|+60 ft.|
    20th|+20|20|10|5|2d10|+5|+60 ft.|Perfect Body
    [/table]

    Abilities: Wisdom and Dexterity are the main abilities of the Monk. Wisdom aids in sensory perception and is the source of several innate monk abilities, as well as being a key component for several techniques. Dexterity is useful for making them harder to hit and maximizing several skills, and feats like Weapon Finesse can let their Dex make up for a low Strength score when it comes to melee accuracy.

    Alignment: Monks can be of any alignment, though most tend towards Neutral, understanding that true wisdom lies in the balance between Law and Chaos rather than adhering strongly to either.

    Hit Die: d8. Monks rely primarily on avoiding damage, not soaking it.

    Class Skills: Balance, Climb, Concentrate, Craft, Diplomacy, Escape Artist, Heal, Intimidate, Jump, Knowledge (Arcana), Knowledge (History), Knowledge (Local), Knowledge (religion), Listen, Martial Lore, Move Silently, Perform, Profession, Sense Motive, Spot, Swim and Tumble.

    Skill Points at 1st Level: (4+Int mod) x4
    Skill Points at Each Additional Level: 4 + Int Mod
    BAB: 4/4 Base Attack Bonus, same as Fighters, Paladins and Rangers.

    Saves: A Monk’s training varies from school to school, and thus you have fighting forms that rely on incredible fortitude, great reflexes or intense willpower. As such, a Monk may select 2 of his three saves and receives high saves in them, while receiving low saves with the third. The default Monk saves are high Reflex and Will saves with a low Fortitude save.

    Weapon and Armor Proficiency: Same as a 3.5 Monk, while also being proficient in the weapons of whatever disciplines he knowledge of (IE, the disciplines of which he has at least one maneuver or stance).

    Multi-Classing: This Monk faces the same multi-class restriction of a 3.5 Monk.

    Disciplines Available: The disciplines a Monk can practice depend largely on a combination of the schools available and his personal strengths and weaknesses. When creating the Monk, select any 5 of the 9 disciplines. These are the only disciplines the Monk will be able to choose from during his lifetime.

    Maneuvers: You begin your career with knowledge of 3 martial maneuvers, selected from the disciplines available to you. Once you know a maneuver, you must ready it before you can use it. A maneuver usable by Monks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

    You learn additional maneuvers at higher levels, as shown on the table below. You must meet a maneuvers prerequisite to learn it. See page 39 of Tome of Battle to determine what maneuvers you can learn. On reaching 4th level and every even numbered level after (6th, 8th, etc.) you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restrictions on the highest-level maneuvers you know; you need not replace the maneuver with a maneuver of the same level. You can only swap a single maneuver at any given level.

    Maneuvers Readied: You can ready all 3 of your known maneuvers at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to mediate again and change them. You need not sleep or rest for any long period of time to ready maneuvers; any time you spend 5 minutes in mediation, you can change your readied maneuvers.

    You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

    You recover all expended maneuvers by using a full round action to quickly mediate. Doing this does provoke attacks of opportunity, as the focus required does leave you open to attack. You may cancel your mediation any time during the round to respond to an attack, such as using a counter or making a reflex save, though doing so will break your concentration. Conversely, you can opt to just take the hit and continue to mediate, though you must make a Concentration Check (DC 10 + damage taken) in order to maintain your mediation. If you successfully complete your mediation, all of your maneuvers are renewed and available in the following round.

    Stances Known: You start the game with 1 stance known. The number of stances you know increases over time, and unlike maneuvers, stances are not expended, nor do they need to be readied. You may switch between stances at any time as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike maneuvers, you cannot learn new stances at higher levels in place of ones you already know.

    AC Bonus: Monks get their Wisdom bonus added to AC if they wear no armor, plus an additional bonus to AC based on the Monk's level. At level one, the Monk gains a +1 to AC. At level 5 and every 5 levels afterwards, the Monk gains an additional +1 to AC. So a Monk would have a +2 bonus from his Monk Class at level 5, a +3 bonus at level 10, +4 at level 15 and a +5 at level 20.

    Unarmed Strike: A Monk is highly adept at unarmed combat, favoring it heavily over weapons based fighting. As such, a Monk gains Improved Unarmed Strike at level 1 as a bonus feat, and follows all of the normal rules regarding off hand, damage type and how their strikes are treated for the purpose of spell and effects that enhance or improve manufactured or natural weapons. Furthermore, a Monk’s unarmed strike is considered an associated weapon for whatever disciplines he is trained in.

    Monks also deal more damage than a normal being due to long hours of intensive training. Their damage increases as their level progresses as per a normal Monk, but their damage increases after level 20. At lvl 24 the damage increases 4d6, and 4d8 at 28.

    Evasion: At 2nd level, the Monk gains Evasion. At 9th, they gain Improved Evasion.

    Fast Movement: At 3rd level, the Monk’s running speed increases as per a normal 3.5 Monk.

    Uncanny Dodge: At 5th level, the Monk gains the Uncanny Dodge ability, similar to Rogues and Barbarians. At level 14, they gain Improved Uncanny Dodge.

    Wholeness of Body: At level 10, the Monk gains the ability to heal their own wounds, as well as heal others by transferring power into them. By lowering the number of maneuvers they can ready by 1 for the rest of the day, the Monk can heal up to twice his Monk level in hit points for himself or anyone he’s touching. He may do this multiple times, each time lowering his maneuvers readied by 1. At the start of the next day, the Monk regains all of his sacrificed maneuvers readied slots.

    Diamond Soul: At level 13, the Monk gains spell resistance as a normal 3.5 Monk.

    Timeless Body: As level 17, the Monk stops aging as a normal 3.5 Monk.

    Tongue of the Sun and Moon: At level 17, the Monk can communicate as a normal 3.5 Monk.

    Perfect Body: At level 20, the Monk attains true mastery of themselves as a normal Monk, save for Damage Reduction. At level 20, the Monk gains Damage Reduction 10/-, and afterwards, they may choose to give up any bonus feats to increase the DR by +2. This DR stacks with any DR gained from Discipline Stances or Maneuvers.



    Well, that’s my latest stab at a more cinematic and useful Monk class, though as is often the case, I may have overpowered the class a bit and swung from one extreme to the other. Let me know what you guys think, what bugs might need to be worked out, and I sincerely appreciate any and all thoughts, critiques and suggestions.
    Last edited by Pax_Chi; 2007-01-13 at 06:18 PM.

  2. - Top - End - #2
    Pixie in the Playground
     
    dukexx's Avatar

    Join Date
    Dec 2006

    Default Re: Monk of the Way - [Alternate Core Class]

    I have but 2 suggestions.

    1. this is more powerful, so why let them be able to dual class too? no dual class.

    2. I would put a limit on how often he can heal per day, besides the sacrificed slots.

  3. - Top - End - #3
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Way - [Alternate Core Class]

    Quote Originally Posted by dukexx View Post
    I have but 2 suggestions.

    1. this is more powerful, so why let them be able to dual class too? no dual class.
    Done

    2. I would put a limit on how often he can heal per day, besides the sacrificed slots.
    I'm not sure, I think giving up a Maneuvers Readied slot to heal themselves is fairly good balancing factor. Each heal means losing a bit of their versatility, and they could only practically heal themselves for half of their maneuvers readied without giving up a lot of their capabilities, especially if they need to give up those slots during the middle of a fight to heal themselves.

  4. - Top - End - #4
    Dwarf in the Playground
    Join Date
    Jan 2006
    Location
    St. Paul, MN

    Default Re: Monk of the Way - [Alternate Core Class]

    2d10 is better damage (both average 11, and higher max 20 (1/100 chance)) than 3d6 (average 10.5, max 18 (1/216 chance))

  5. - Top - End - #5
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Way - [Alternate Core Class]

    Quote Originally Posted by RoboticSheeple View Post
    2d10 is better damage (both average 11, and higher max 20 (1/100 chance)) than 3d6 (average 10.5, max 18 (1/216 chance))
    Hmmmmm, good point. *goes back and re-edits*

  6. - Top - End - #6
    Halfling in the Playground
     
    Planetar

    Join Date
    Nov 2006
    Location
    Where the Wargs thrive
    Gender
    Male

    Post Re: Monk of the Way - [Alternate Core Class]

    Damage Reduction 10/- is overpowered, even for 20th level.
    Do not mock the mighty Opera!

  7. - Top - End - #7
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Way - [Alternate Core Class]

    I'm not entirely certain it is, especially since there's ways to by-pass even #/- Damage Reduction, especially from the Stone Dragon style in ToB:BoNS. I look at it as a way to balance out the relative lack of Hit Points the Monk will have compared to other front-line fighters of that level, in addition to not having some of the nifty armor advantages the other classes have.

  8. - Top - End - #8
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Way - [Alternate Core Class]

    Speaking of which, I'm thinking of incorporating a restriction on what weapons and magic items a Monk can use, the idea being that Monks are mostly about looking inward for strength and would see weapons as crutches to eventually be overcome. After all, if you wanted to be a weapon wielding warrior, you'd be playing a Fighter, a Swordsage or a Warblade.

    I'm thinking about incorporating a Level Limit to what weapons or items a Monk can use, like at around level 10 or so. Say that if a Monk wields a weapon or wears a mystic device, he recieves a penalty to his BAB and cannot use his maneuvers.

  9. - Top - End - #9
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Way - [Alternate Core Class]

    Shameless thread bump. :)

  10. - Top - End - #10
    Dwarf in the Playground
     
    Siberys's Avatar

    Join Date
    May 2005
    Location
    Azure District of Sharn
    Gender
    Male

    Default Re: Monk of the Way - [Alternate Core Class]

    Why 5 skill points? All the classes I've ever seen published had 2, 4, 6, or 8. I'd personally go for 4 with this one.

    Also, there needs to be a table. That would really help my understanding of the changes you've made. I think there's a thread in the business forum explaining how to do it, if you don't know.
    Spoiler
    Show

    Spoiler
    Show

    My House Rules
    contains material by Inlicere, Khaalis, 77IM, and Lord Tirian of ENWorld, and Cunning_Kindred of the WotC boards, as well as various ideas culled from across the 'net. If you see something of yours, contact me and I'll properly attribute some of this work to you.

    My MSE Power Card Template
    Updated periodically with an expanded drop-down containing new classes, races, paragon paths, and Epic Destinies that I allow.



  11. - Top - End - #11
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Way - [Alternate Core Class]

    The Swordsage had a 6 mod for the Skill points, while the Monk had 4. I thought I'd split the difference, but you're right, all the classes do seem to use even number skill points. And a 4 would probably balance out the other changes made thus far.

    I'll see what I can do about a table.

  12. - Top - End - #12
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    Okay, changed the unarmed damage back to the standard Monk damage progression, with a stipulation that it increases after level 20.

  13. - Top - End - #13
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    Final adjustment: I got a table! A big thank you to Ultimatum479 for helping me get that D&D table perfected.

  14. - Top - End - #14
    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    Any 5 paths? Jesus, that's a lot.

    I'd say restrict it to 4, maybe 5 specific paths.

    Setting Sun makes the most sense, since its basically judo. Everyone gets Stone Dragon, so let's keep that too. Tiger Claw makes for interesting leap-attacking dual-striking hitters.

    For the last one, I'd say either Desert Wind, Iron Heart, or Diamond Mind, depending on the "feel" you want.

  15. - Top - End - #15
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    While 5 is a lot, the Warblade has access to 5 styles and the Sword-Sage has access to 6. Given that martial arts fiction has masters of various and different styles, I think letting a player pick 5 of the 9 styles that he can have access to allows Monk players to have a nice degree of customization for their character.

    Still, for that degree of versatility, a limit of 4 styles might be a suitable compromise, though right now I think 5 is still the way to go.

  16. - Top - End - #16
    Barbarian in the Playground
     
    Valairn's Avatar

    Join Date
    Dec 2006

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    My one contention on this whole thing, is I really think monks should be able to pick Devoted Spirit as a discipline, and that their unarmed attacks should count as a favored weapon for the style. I think it fits with the idea of a monk extremely well. I think 4 styles out of 9 would be best, as well.

    My two cents.

  17. - Top - End - #17
    Dwarf in the Playground
     
    Zombie

    Join Date
    Jan 2007
    Location
    The Void, usually
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    You're welcome. ^_^

    Mediation, by the way, =/= meditation. Just had to get that out of the way. (-.-)

    As I don't know to which "maneuvers" and "stances" you're referring, not having whatever book you guys are apparently using, I can't really comment much on this except to say that it looks powerful enough to be deserving of a drop to a d6 HD.
    Work in progress.

  18. - Top - End - #18
    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    Maneuvers and Stances are from the Tome of Battle, an excellent book I think you should pick up.

  19. - Top - End - #19
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    Quote Originally Posted by Valairn View Post
    My one contention on this whole thing, is I really think monks should be able to pick Devoted Spirit as a discipline, and that their unarmed attacks should count as a favored weapon for the style. I think it fits with the idea of a monk extremely well. I think 4 styles out of 9 would be best, as well.

    My two cents.
    Okay, I went back and took out the Devoted Spirit restriction, as I could see it making sense for certain monks. And if you look under Unarmed Strikes you'll fine:

    Unarmed Strike: A Monk is highly adept at unarmed combat, favoring it heavily over weapons based fighting. As such, a Monk gains Improved Unarmed Strike at level 1 as a bonus feat, and follows all of the normal rules regarding off hand, damage type and how their strikes are treated for the purpose of spell and effects that enhance or improve manufactured or natural weapons. Furthermore, a Monk’s unarmed strike is considered an associated weapon for whatever disciplines he is trained in.


    So that's covered as well.

    I'm still toying as to whether or not I should go 4 or 5 styles, but then again, considering the Crusader only gets 3 styles picked for him, having 4 from any style might not be so bad.

  20. - Top - End - #20
    Troll in the Playground
     
    Gralamin's Avatar

    Join Date
    Feb 2005

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    Quote Originally Posted by Fax_Celestis View Post
    Any 5 paths? Jesus, that's a lot.

    I'd say restrict it to 4, maybe 5 specific paths.

    Setting Sun makes the most sense, since its basically judo. Everyone gets Stone Dragon, so let's keep that too. Tiger Claw makes for interesting leap-attacking dual-striking hitters.

    For the last one, I'd say either Desert Wind, Iron Heart, or Diamond Mind, depending on the "feel" you want.
    I see Diamond Mind as better then Tiger Claws, As it represents the Idea of a monk better In my opinion. Setting Sun and Stone Dragon stays, and Devoted Spirit as the other.

    This way you can have a pious monk, a Focused monk, A "Break a boulder with my fist" monk, a enlightened monk, or any combination of the Four.
    These are generally What I see as the four main archetypes for monks. The Fifth one would be the "quick" monk, which Desert Wind would represent.

    Excuse me I'm just gonna stat out a Swordsage due to the coolness of Tome of Battle.

  21. - Top - End - #21
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    The number of martial arts is what makes me what makes me want to go with "pick any 4-5 styles" method, since it allows for a large degree of customization for the monk class.

    In martial arts fiction, you'll find almost any type of "monk" like character, including:

    -The animal styleist who has techniques like "Tiger Claw" and seeks to win through speed and vicious attacks.
    -The enlightened monk that wins through clear thinking and the minimum effort required, using effecient movements rather than flashy ones.
    -The evasive fighter that wins by turning his opponents strength against him
    -The powerhouse iron body specialist that shatters stone and is immovible as a mountain
    -The technique master who wins through precise control of his attacks and lightning speed
    -The chi channeler who defeats his opponents with explosive releases of internal energy.
    -The cross-school fighter who takes a bit from each school to deveople a unique style.

    Any or all of these are possible for this Monk at present time.

    I wonder, has anyone ever tried to come up with new techniques, stances or schools for the ToB guys? I might have to give that a whirl. Even adapting some of the existing schools shouldn't be too hard. Desert Wind could easily have a different energy type and be called the Frost Fist, the Lightning Kick or Thunder Punch school with ice, electrical or sonic energy respectively.

  22. - Top - End - #22
    Troll in the Playground
     
    Gralamin's Avatar

    Join Date
    Feb 2005

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    I believe Demented one made some stuff a while back. However avoid new disciplines, as it causes fluff reworkings.

  23. - Top - End - #23
    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    I made an archery Discipline a while back. Here it is.

  24. - Top - End - #24
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    After some thought, I think I'll stick with the 5 styles of the players choice option. To build a truly well rounded character with lots of Wuxia style movement abilities, they really need that level of access. Which is to say that they have to pick maneuvers from all 5 styles, and some might focus solely on one form, but I feel it is important to have that option.

    The 9 Swords could really use a 10th style dedicated to what wuxia martial artists call "Light Foot". It's basically a combination of movement abilities that allow the user to leap great distances, almost fly through the air, walk on water and up walls, dodge very effectively, etc. It'd be a style all character classes could have access to and allow for the Crouching Tiger/Hidden Dragon styles of combat, in terms of movement abilities, that the film introduced the Western Audience to.

  25. - Top - End - #25
    Barbarian in the Playground
     
    Valairn's Avatar

    Join Date
    Dec 2006

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    You could always make a style hehe

  26. - Top - End - #26
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    I just might.

  27. - Top - End - #27
    Barbarian in the Playground
     
    Valairn's Avatar

    Join Date
    Dec 2006

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    So the manuevers would be more mobility and positioning based then?

    I'm thinking you have some stances that do things like, increase base speed, or ability to dodge an attack that would otherwise hit them during an encounter. Just off the top of my head.
    Last edited by Valairn; 2007-01-21 at 08:37 AM.

  28. - Top - End - #28
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    It would mostly be a collection of stances that allow movement buffs, with some defensive boosts that increase dodging ability and a select few attacks. Many of the maneuvers would be duplicates from other styles, the difference being that somone would take their Style ability over the Lightfoot equivalent to count towards getting better Style techniques (IE, the Lightfoot equivalent of an Iron Heart technique wouldn't count towards getting better Iron Heart techniques).

  29. - Top - End - #29
    Troll in the Playground
     
    Gralamin's Avatar

    Join Date
    Feb 2005

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    Quote Originally Posted by Fax_Celestis View Post
    I made an archery Discipline a while back. Here it is.
    You did change that since you posted it here right? If I remember it was so overpowered...

    edit: The book saids their are rumors of a tenth style, but the way the book saids it, it sounds forbidden. Please avoid making new styles, Without working a lot on the fluff.
    Last edited by Gralamin; 2007-01-21 at 09:27 PM.

  30. - Top - End - #30
    Dwarf in the Playground
     
    Pax_Chi's Avatar

    Join Date
    May 2006
    Location
    Louisiana
    Gender
    Male

    Default Re: Monk of the Sublime Way - [New Book of Nine Swords Class]

    The Lightfoot "style" would be less a style and more a collection of movement maneuvers that everyone has access to. It's similar to how all the really impressive wuxia martial artists have wire-work abilities that aren't 100% related to their styles, while each style has their own movement abilities. It'd be more like movement abilities that anyone who follows the Sublime Way could follow without it being a true way in itself.

    *Edit* And in any case, it seems a bit unrealistic that there would only be 9 styles that could encompass all of the various martial arts philosophies. China by itself has several hundred styles of kung fu, not counting family styles and various sub-styles. At the very least, each style would need a lot more maneuvers to cover all the bases, or you'd need more styles that are unique and separate.
    Last edited by Pax_Chi; 2007-01-21 at 09:59 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •