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    Default [d20r, Class] The Monk

    This is part of the d20 Rebirth project, a collection of rewrites and revamps aimed at extending the lifespan of 3.5e D&D and balancing core mechanics to provide a more functional, more fun, and more intuitive game.

    Other items in the d20 Rebirth project can be found under the d20r tag, or on my wiki.


    HD: d8

    Level BAB Fort Ref Will Special Speed Bonus Monk Weapon Damage Atman Strikes
    1st +0 +2 +2 +2 AC Bonus, Unarmed Strike +0' 1d6 2 1
    2nd +1 +3 +3 +3 Evasion, Weapon Finesse +0' 1d6 4 1
    3rd +2 +3 +3 +3 Fast Movement +10' 1d6 6 2
    4th +3 +4 +4 +4 Still Mind +10' 1d8 8 3
    5th +3 +4 +4 +4 Ki Strike (Magic), Purity of Body +10' 1d8 10 3
    6th +4 +5 +5 +5 - +20' 1d8 12 4
    7th +5 +5 +5 +5 Skill Mastery +20' 1d8 14 5
    8th +6/+1 +6 +6 +6 Ki Strike (Alignment) +20' 1d10 16 6
    9th +6/+1 +6 +6 +6 - +30' 1d10 18 6
    10th +7/+2 +7 +7 +7 Diamond Body, Improved Evasion +30' 1d10 20 7
    11th +8/+3 +7 +7 +7 Skill Mastery +30' 1d10 22 8
    12th +9/+4 +8 +8 +8 - +40' 2d6 24 9
    13th +9/+4 +8 +8 +8 Athletic Avoidance +40' 2d6 26 9
    14th +10/+5 +9 +9 +9 Ki Strike (Adamantine) +40' 2d6 28 10
    15th +11/+6/+1 +9 +9 +9 Skill Mastery +50' 2d6 30 11
    16th +12/+7/+2 +10 +10 +10 - +50' 2d8 32 12
    17th +12/+7/+2 +10 +10 +10 Clear Mind +50' 2d8 34 12
    18th +13/+8/+3 +11 +11 +11 - +60' 2d8 36 13
    19th +14/+9/+4 +11 +11 +11 Skill Mastery +60' 2d8 38 14
    20th +15/+10/+5 +12 +12 +12 Improved Athletic Avoidance +60' 2d10 40 15

    Skills: A monk chooses three skill sets. 6 + Int skill points per level, x4 at first level.

    Prowess: A monk gains four points of prowess per level.

    Proficiencies: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. A monk's class features occasionally refer to "special monk weapons": all melee weapons listed here are considered such.

    Monks are proficient with light armor.

    Atman: A monk's strikes (see below) are powered by soul energy, called “atma.” A monk receives atman in the amount listed on the table, plus their Wisdom modifier, on a daily basis. 8 hours of uninterrupted rest, meditation, or prayer recharges this amount.

    Strikes: As part of an attack action, a monk may activate any strike she knows by spending between one and four points of atma. Unless otherwise indicated, a strike's effects endure until the end of her turn. A monk may only have one strike active at any given time; should she activate two or more strikes on one turn, the most recent overrides the older strikes. Any strike that allows a saving throw has a DC equal to 10 + 1/2 monk level + Wis mod.

    There are four tiers of strikes. Apprentice strikes become available upon the first level of the monk class and cost one point of atma to activate. Initiate strikes are only available to fifth-level and higher monks and cost two points of atma to activate. Master strikes are only available to tenth-level and higher monks and cost three points of atma to activate. Grandmaster strikes are only available to fifteenth-level and higher monks and cost four point of atma to activate.

    A monk knows one strike at first level and acquires new strikes at the rate shown on the table.

    AC Bonus (Ex): A monk is trained to perceive and avoid attacks before they land. A monk receives her Wisdom modifier as an insight bonus to her Armor Class while wearing light or no armor, not carrying a medium or heavier load, and not using a shield.

    Unarmed Strike (Ex): A monk gains Improved Unarmed Strike as a bonus feat at first level. In addition, her unarmed strikes deal improved damage according to her level (as displayed on the table) or according to her size, whichever is higher. The damage listed on the table is not altered by size, so a Small monk and a Large monk would deal the damage listed on the table, despite being of different sizes.

    Furthermore, a monk who uses a special monk weapon uses either the weapon's base damage or her unarmed strike damage, whichever is higher.

    Evasion (Ex): At second 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.

    Weapon Finesse: At second level, a monk gains the Weapon Finesse feat as a bonus feat, even if she does not meet the prerequisites.

    Fast Movement (Ex): At third level, a monk gains an enhancement bonus to her speed, as shown on the table. A monk in medium or heavy armor or carrying a medium or heavy load loses this extra speed.

    Still Mind (Ex): A monk of third level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

    Ki Strike (Su): At fourth level, a monk's unarmed attacks are empowered with ki . Her unarmed attacks and attacks with special monk weapons 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 eighth level, her unarmed attacks and attacks with special monk weapons are also treated as aligned weapons for the purpose of dealing damage to creatures with damage reduction. The alignment of her attacks is selected by the monk upon receiving this class feature and does not change. She must select an alignment that matches her own (so a Lawful Good monk could choose to make her attacks either lawful or good, while a Chaotic Neutral one would only be able to make them chaotic). A true neutral monk may select any alignment.

    At fourteenth level, her unarmed attacks and attacks with special monk weapons are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

    Purity of Body (Ex): At fifth level, a monk gains immunity to all diseases, including supernatural and magical diseases.

    Skill Mastery: The monk becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

    Upon gaining this ability at seventh level, she selects one skill. When making a skill check with that skill, she may take 10 even if stress and distractions would normally prevent her from doing so. She selects an additional skill at eleventh, fifteenth, and nineteenth levels.

    Diamond Body (Su): At tenth level, a monk's mastery of her own physiology improves. She receives immunity to poison and also gains Spell Resistance equal to 10 plus her monk level.

    Improved Evasion (Ex): At tenth 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.

    Athletic Avoidance (Ex): At thirteenth level, in any round in which she utilizes either the Spring Attack feat or makes a Tumble check to successfully avoid an attack of opportunity, she receives a 20% miss chance on melee attacks made against her until her next turn.

    Clear Mind (Su): At seventeenth level, a monk's mastery over her inner self is complete. She is affected as if continuously under a mind blank spell with a caster level equal to her monk level.

    Improved Athletic Avoidance (Ex): At twentieth level, the monk becomes so capable of perceiving her foes' attacks before they make them that she is able to avoid them with preternatural ease. Whenever her Athletic Avoidance ability would grant her a miss chance, it grants her 50% instead of 20%.

    Strikes
    Apprentice Strikes
    Spoiler
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    Eye Gouge: This strike allows a monk to blind her foes. Any foe struck while this strike is active must make a Reflex save or be blinded for 1d2 rounds. This strike only affects targets vulnerable to critical hits.

    Gentle Fist: This strike allows a monk to overcome her target's damage reduction. She subtracts her Wisdom modifier from her target's damage reduction before determining her damage. Her attacks also ignore miss chance from incorporeality (but not any other form of miss chance).

    Flurry of Blows: This strike allows a monk to attack once more, even if this strike is activated as part of a charge or on a standard action attack. All attacks made this round by the monk suffer a -2 penalty to hit. At eighth level and above, this penalty decreases to -1. At twelfth level, she may make two extra attacks. At sixteenth level, the penalty disappears.

    Forceful Form: This strike allows a monk to push her foes back with the force of her attacks. Whenever striking a foe, the monk may immediately begin a bull rush. She does not provoke an attack of opportunity for this bull-rush. She forgoes all other attacks in this round, but gains a +2 bonus on the bull-rush check per attack lost in this fashion. If she succeeds in the bull-rush, she may move her foe as far as her check would allow, but she does not need to move with her target.

    Nervestrike: This strike allows a monk to knock out her foes. Any foe struck while this strike is active must make a Will save or fall asleep for 1d2 rounds. This strike only affects targets vulnerable to critical hits.

    Sickening Grasp: This strike allows a monk to sicken her foes. Any foe struck while this strike is active must make a Fortitude save or be rendered sickened for 1d3+1 rounds.

    Terrifying Onslaught: This strike allows a monk to terrify her foes. Any foe struck while this strike is active must make a Will save or be rendered shaken for 1d3+1 rounds. Multiple applications of this strike do not stack.

    Throat Punch: This strike allows a monk to silence her foes. Any foe struck while this strike is active must make a Reflex save or be rendered unable to speak for 1d2 rounds. This strike only affects targets vulnerable to critical hits.


    Intiate Strikes
    Spoiler
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    Addling Strike: This strike allows a monk to confuse her foes. Any foe struck while this strike is active must make a Will save or become confused (as the spell) for 1d3 rounds.

    Dayburst Fist: This strike causes a monk to deal extra damage to undead creatures and blind nearby creatures. The monk forgoes all other attacks in the round when making using this strike. A bright flare bursts from the monk's fist on her attack, permanently blinding creatures who fail a Fortitude save within 15'. If the target of the strike is undead, they take 1d6 extra damage per two monk levels (no save).

    Eagle Talon: This strike allows a monk to greatly damage objects. Any object struck while this strike is active--including during a sunder attempt--takes double damage.

    Eviscerating Slash: This strike allows a monk to overcome her foe's defenses. The monk's attacks this round are considered of a damage type that overcomes their foe's regeneration ability (if they have it) and damage reduction of the following types: DR/adamantine, DR/mithril, DR/cold iron, DR/magic, and DR/silver.

    Fiery Fist: This strike coats a monk's attacks in a wreath of flame. Any foe struck while this strike is active must make a Reflex save or take an additional 1d6 fire damage, plus 1d6 fire damage per three monk levels (2d6 total at fifth level, 3d6 at sixth, 4d6 at ninth, etc).

    Forcewind: This strike allows a monk to attack her foes from a distance. The monk may use her melee attacks as ranged attacks this round, with a 10' range increment. For purposes of determining damage and utilizing feats, she treats her attacks as if they were thrown weapons.

    Impeding Attack: This strike allows a monk to hinder her foe's movement. Any foe struck while this strike is active must make a Will save or be affected as if by the slow spell for 1d3+1 rounds.

    Pain Touch: This strike allows a monk to damage her foes over time. Any foe struck while this strike is active must make a Fortitude save or take an additional 1d6 damage (plus 1d6 damage per four monk levels) on the round following the attack. This strike only affects targets vulnerable to critical hits. Multiple applications of this strike do not stack.

    Paralyzing Touch: This strike allows a monk to paralyze her foes. Any foe struck while this strike is active must make a Will save or be paralyzed for 1 round. This strike only affects targets vulnerable to critical hits.

    Salvo: This strike allows a monk to randomly damage her foe's capabilities. Any foe struck while this strike is active must make a Fortitude save or take 1d2 damage to a random ability score. This strike only affects targets vulnerable to critical hits.

    Stunning Fist: This strike allows a monk to stun her foes. Any foe struck while this strike is active must make a Fortitude save or become stunned for 1d4+1 rounds.


    Master Strikes
    Spoiler
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    Arcane Recoil: This strike allows a monk to damage foes that are currently under the effects of arcane magic. Any foe struck while this strike is active must make a Will save or take damage equal to the total caster level of all active, beneficial, arcane spells (not magical items) upon them. For instance, an opponent under the effects of a bull's strength spell cast by an eighth-level caster would take eight extra points of damage. Similarly, an opponent under the effects of a shield spell and a mage armor spell, both cast by a fifteenth-level spellcaster would take 15 points of damage from each spell, for a total of 30 extra points of damage.

    Destructive Touch: This strike allows a monk to ruin wood and metal objects. Any object struck while this strike is active is affected as if by a warp wood or rusting grasp spell (chosen upon activation), with a caster level equal to the monk's class level.

    Envenomed Strike: This strike allows a monk to poison her foes. Any foe struck while this strike is active must make a Fortitude save or be affected as if by the poison spell, with a caster level equal to the monk's class level.

    Metabolic Unbalancing: This strike allows a monk to make her foe into a ticking time bomb. Upon activating this strike, the monk forgoes all other attacks in this round: she receives a +1 bonus on the DC of this ability for each attack she forgoes in this fashion. Any foe struck while this strike is active must make a Fortitude save. If they fail this save and they are reduced to 0 or less HP within 1d4+1 rounds, they explode in a gigantic ball of fire. Treat this explosion as a fireball spell with a caster level equal to one-third the target's hit dice. A creature slain in this fashion cannot be reanimated or resurrected by anything short of a limited wish, wish, or miracle spell: there simply isn't enough left to reanimate.

    Opening the Weak Spot: This strike allows a monk to weaken her foe's defenses. Any foe struck while this strike is active must make a Reflex save or have their Damage Reduction and Spell Resistance be halved for 1 round.

    Plaguegrasp: This strike allows a monk to disesae her foes. Any foe struck while this strike is active must make a Fortitude save or be affected as if by the contagion spell, with a caster level equal to the monk's class level.

    Roots of the Earth: This strike allows a monk to immobilize her foes. Any foe struck while this strike is active must make a Reflex save or be immobilized for 1d4+1 rounds. Further, they are affected as if by a dimensional anchor spell, with a caster level equal to the monk's class level.

    Spellreaving Fist: This strike allows a monk to dispel magic on her foes. Any creature struck by this strike is affected as if by a targeted dispel magic spell, with a caster level equal to the monk's class level. The monk forgoes all other attacks in this round upon activating this strike. She receives a +2 bonus on her dispel check for each attack she forgoes in this fashion.

    Spell Theft: This strike allows a monk to take an ongoing magical effect from her opponent for herself. Any foe struck while this strike is active must make a Will save. If they fail, the monk may select one ongoing spell effect from her opponent, remove its effects from them, and apply them to herself. The original caster, remaining duration, and other variables remain unchanged: only the target is changed.


    Grandmaster Strikes
    Spoiler
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    Arcane Denial: This strike allows a monk to strip arcane spellcasting ability from her foes. Upon activating this strike, she forgoes any other attack she would make in this round. This strike receives a +1 bonus on its save DC for each attack forgone in this manner. Any foe struck by this strike must make a Will save or lose the ability to cast arcane spells for 1d4 rounds.

    Divine Interdiciton: This strike allows a monk to strip divine spellcasting ability from her foes. Upon activating this strike, she forgoes any other attack she would make in this round. This strike receives a +1 bonus on its save DC for each attack forgone in this manner. Any foe struck by this strike must make a Will save or lose the ability to cast divine spells for 1d4 rounds.

    Frozen in Time: This strike allows a monk to freeze her foes in time. Any foe struck while this strike is active must make a Will save or be affected as if by the temporal stasis spell, with a caster level equal to the monk's class level.

    Quivering Palm: This strike allows a monk to slay her foes. Any foe struck while this strike is active must make a Fortitude save or be struck dead.


    New Feats
    Well of Atman
    Prerequisite: Atma pool of at least 10
    Benefit: Add your Wisdom modifier to your daily atman. This means you will be adding your Wisdom modifier twice, as your base atma pool is determined by your monk level and modified by your Wisdom modifier.

    Unorthodox Schooling
    Prerequisite: Know at least two monk strikes
    Benefit: Choose one weapon with which you are proficient: it is now considered a special monk weapon for the purposes of your monk class features.
    Last edited by Fax Celestis; 2014-08-26 at 10:03 AM.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Much improved, Fax.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    I really like the concept, but one thing is concerning me. Flurry of Blows is an iconic part of being a Monk, much more so than things like Diamond Body and Ki Strike (adamantine). Making the Monk pay two very limited resources (strikes known and a chakra per use) to get it is like making the Rogue pay something for Sneak Attack. Also, of all of the first-level strikes, it's the only one (besides Forceful Form) that would likely be useful more than once in a combat - so it's more likely the Monk would use up lots of chakras activating it. Especially at low levels, it's going to be hard for a player to justify if it's going to be worth it to activate. I'd say bite the bullet and make it a class feature.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    You lost me at the alignment restriction.
    Last edited by Weiser_Cain; 2008-12-01 at 04:18 PM.
    The game doesn't start until you reach epic levels.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by Telonius View Post
    I really like the concept, but one thing is concerning me. Flurry of Blows is an iconic part of being a Monk, much more so than things like Diamond Body and Ki Strike (adamantine). Making the Monk pay two very limited resources (strikes known and a chakra per use) to get it is like making the Rogue pay something for Sneak Attack. Also, of all of the first-level strikes, it's the only one (besides Forceful Form) that would likely be useful more than once in a combat - so it's more likely the Monk would use up lots of chakras activating it. Especially at low levels, it's going to be hard for a player to justify if it's going to be worth it to activate. I'd say bite the bullet and make it a class feature.
    Frankly, no. Flurry of Blows is just another kind of strike, so it should be treated like one.

    Quote Originally Posted by Weiser_Cain View Post
    You lost me at the alignment restriction.
    I almost didn't even put one in.
    Last edited by Fax Celestis; 2008-12-01 at 04:26 PM.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Wow, this is great, Fax. I would actually play as a Monk now. Can you tell us a bit about your design approach? What were your thoughts on exactly what makes a Monk a Monk?

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Check his thread.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    I've got to say, this monk is a lot more focused, and has a bit more flavor in it than the monk RAW from 3.5. I appreciate the fact that the monk does something, a horrible debuffer on the combat fields.

    A note on balance: Does the damage scale with size? Or are we to assume that a Small Monk and a Large Monk do the same amount of damage?

    As well, can we call the 1st level, 5th level, 10th level, and 15th level strikes something else? Seems weird to refer to them by their level. I'd prefer to call them Least Strikes, Lesser Strikes, Great Strikes, and Greater Strikes (similar to Warlock invocations, Least, Lesser, Greater, and Dark)--this'll allow for a more seamless integration into Monk-based PrCs that provide abilities.

    I'll have to go through and provide it a more detailed analysis later. Still, I'm impressed. As always, by Fax's work.
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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by Fax Celestis View Post
    Frankly, no. Flurry of Blows is just another kind of strike, so it should be treated like one.
    I don't intend to sound difficult (just trying to help make it a better class). But I'm not sure why it's just another kind of strike. It really does seem to me that it's of a different nature than the rest of the strikes. Almost all of the rest of them bestow some kind of status - sickened, confused, on fire, bull rushed, etc. - to the foe. Flurry is the only one that bestows a status change to the Monk - changing the Monk's attack modifiers rather than hurting the enemy.

    EDIT: Noticed one other thing - Forceful Form's bonus would stack with Improved Bull Rush, correct?
    Last edited by Telonius; 2008-12-01 at 04:47 PM.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by Neek View Post
    A note on balance: Does the damage scale with size? Or are we to assume that a Small Monk and a Large Monk do the same amount of damage?
    Nope. It's an override on the regular damage, and instead of coming up with some complex table wherein Large monks would end up rolling 3d6 or 4d6 damage at the high end while Small monks would get the shaft, I figured it would be simpler to just have a fixed amount of damage.

    As well, can we call the 1st level, 5th level, 10th level, and 15th level strikes something else? Seems weird to refer to them by their level. I'd prefer to call them Least Strikes, Lesser Strikes, Great Strikes, and Greater Strikes (similar to Warlock invocations, Least, Lesser, Greater, and Dark)--this'll allow for a more seamless integration into Monk-based PrCs that provide abilities.
    We most certainly can. I'm just at a loss as for what.
    Quote Originally Posted by Telonius View Post
    I don't intend to sound difficult (just trying to help make it a better class). But I'm not sure why it's just another kind of strike. It really does seem to me that it's of a different nature than the rest of the strikes. Almost all of the rest of them bestow some kind of status - sickened, confused, on fire, bull rushed, etc. - to the foe. Flurry is the only one that bestows a status change to the Monk - changing the Monk's attack modifiers rather than hurting the enemy.
    To be honest, I don't really like Flurry of Blows. It nearly didn't make it into this rewrite, but I figured if it didn't at least make an appearance, there'd be pitchforks and torches.

    That said, I put it in as a strike because it's no longer the central focus of a monk--the old one's was very much "lots of weaker strikes" focused, or at least was intended to be--but it should still be a viable tactic failing use of other strikes. It also makes the monk the only base class capable of attacking twice on a charge in low levels (well, barring Lion Totemcheese and Sphinx Claws), which provides the monk a unique niche in itself.

    EDIT: Noticed one other thing - Forceful Form's bonus would stack with Improved Bull Rush, correct?
    It would. There are few instances (in fact, none that I can think of, but I'm sure someone could come up with something) in which that would be utterly broken, so I didn't bother typing Forceful Form's bonus. Presented with a strong enough argument, I may make it nonstacking--but then, what with the inherent weaknesses present in bull-rush already (largely, size bonuses), I figure it shouldn't be an issue.
    Last edited by Fax Celestis; 2008-12-01 at 04:56 PM.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by Fax Celestis View Post
    We most certainly can. I'm just at a loss as for what.
    How about: Novice, Adept, Masterful, Perfected?
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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    I see only one problem - a small typo.
    Quote Originally Posted by Fax
    Plaguegrasp: This strike allows a monk to disease her foes. Any foe struck while this strike is active must make a Fortitude save or be affected as if by the contagion spell, with a caster level equal to the monk's class level.
    ze/zir | she/her

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    I like this a lot.

    Did psionics influence this? it seems vaugely similar (powers and strikes, pp and chakra).

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Why not full bab if there is no FoB as a class feature?
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    Quote Originally Posted by Logalmier View Post
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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by Siosilvar View Post
    I see only one problem - a small typo.
    "Disease" can be used as a verb.
    Quote Originally Posted by Pie Guy View Post
    I like this a lot.

    Did psionics influence this? it seems vaugely similar (powers and strikes, pp and chakra).
    Kinda, yeah.

    Quote Originally Posted by Demons_eye View Post
    Why not full bab if there is no FoB as a class feature?
    Because the intent for the class is not to be a melee fighter in the traditional sense: this monk's purpose is not to damage foes, but instead to make them suck.
    Last edited by Fax Celestis; 2008-12-01 at 06:00 PM.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by Fax Celestis View Post
    Because the intent for the class is not to be a melee fighter in the traditional sense: this monk's purpose is not to damage foes, but instead to make them suck.
    *gasp* You mean... he's...

    the Batman?

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by afroakuma View Post
    *gasp* You mean... he's...

    the Batman?
    That's right, the HiSB monk is the goddamn Batman.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by Fax Celestis View Post
    That's right, the HiSB monk is the goddamn Batman.
    Shouldn't you add "orphan" to the pre-reqs?
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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    "Wealthy," "obsessive,"

    I kind of figured you were aiming for that, Fax.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Chakra/Strikes - I assume that the "cost" is 1 chakra per strike.

    Other than that little question mark there's nothing really out of place to me.

    I agree that a renaming of Strike levels would make things cleaner, even a I-IV Rank rename would work.

    EDIT:
    Another one: Flurry of Blows appears to be the only strike that scales. Seems a little awkward.
    Last edited by Lert, A.; 2008-12-01 at 07:24 PM.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by Lert, A. View Post
    Chakra/Strikes - I assume that the "cost" is 1 chakra per strike.

    Other than that little question mark there's nothing really out of place to me.

    I agree that a renaming of Strike levels would make things cleaner, even a I-IV Rank rename would work.
    Strikes: As part of an attack action, a monk may activate any strike she knows by spending one point of chakra. Unless otherwise indicated, a strike's effects endure until the end of her turn. A monk may only have one strike active at any given time; should she activate two or more strikes on one turn, the most recent overrides the older strikes. Any strike that allows a saving throw has a DC equal to 10 + 1/2 monk level + Wis mod.

    There are four tiers of strikes. First-level strikes become available upon the first level of the monk class. Fifth-level strikes are only available to fifth-level and higher monks. Tenth-level strikes are only available to tenth-level and higher monks. Fifteenth-level strikes are only available to fifteenth-level and higher monks.

    A monk knows one strike at first level and acquires new strikes at the rate shown on the table.
    Another one: Flurry of Blows appears to be the only strike that scales. Seems a little awkward.
    The others do scale, but it's in the save DC rather than the effects.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    I like it.

    Stuff:

    1) How about more evocative names for the level of the strikes? Novice, Initiate, Acolyte, and Master would be my choices, but maybe that's just me. (Or, you could copy the Warlock, and do Least, Lesser, Greater, and something more monky than Dark.

    2) The capstone is just kind of... meh.

    3) With it no longer being restricted to Lawful characters, their weapons being lawful seems kind of odd. Perhaps change it to silver and cold iron?

    4) Athletic Avoidance specifically mentions Spring Attack, so it seems kind of odd that monks don't get it as a bonus feat.

    5) It seems to me that monks should have d10 HD and full BAB. Even if they're primarily a status dealer, they still are going to be on the frontlines.

    You no doubt have some brilliant observations which totally reveals the flaws in my reasonings.

    EDIT: Wow, I didn't read the rest of the thread before posting. Including someone suggesting almost word-for-word the names for the strike levels.
    Last edited by Mr.Bookworm; 2008-12-01 at 07:32 PM.
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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by Mr.Bookworm View Post
    1) How about more evocative names for the level of the strikes? Novice, Initiate, Acolyte, and Master would be my choices, but maybe that's just me. (Or, you could copy the Warlock, and do Least, Lesser, Greater, and something more monky than Dark.
    Up in the air right now. I'm trying to come up with something appropriate.

    2) The capstone is just kind of... meh.
    It may look that way at first glance, but 50% miss chance is hyooooge. It means, half the time, even when they do hit your AC, they still miss. It means that the wizard misses with his ray spells half the time (and, thanks to Clear Mind, he can't just tasha's hideous laughterize you). It even means that a rogue can't sneak attack you, even if they do hit.

    3) With it no longer being restricted to Lawful characters, their weapons being lawful seems kind of odd. Perhaps change it to silver and cold iron?
    Well, to be fair, it's "any nonchaotic" for the alignment. I could make it so it just grabs your alignment, so that if you're Lawful Good, it's Lawful and Good.

    4) Athletic Avoidance specifically mentions Spring Attack, so it seems kind of odd that monks don't get it as a bonus feat.
    It mentions Spring Attack as a secondary function, primarily focusing on tumble as means of activation--which is something that monks do get.

    5) It seems to me that monks should have d10 HD and full BAB. Even if they're primarily a status dealer, they still are going to be on the frontlines.
    Ranger has a d8 HD as a frontliner. Totemist, cleric, and druid have 3/4 BAB as frontliners. I think, for this monk, 3/4 BAB is enough. They don't utilize Power Attack, and they get Weapon Finesse for free, so pumping Wis and Dex will make you really difficult to hit and also make your strikes more likely to land. The difference between 3:4 BAB and 1:1 BAB, at that point, becomes a matter of iterative attacks, which (a) usually miss anyway; and (b) are overridden by a couple strikes. Especially since this monk can utilize monk weapons without denying the use of other features (such as, say, unarmed damage).

    You no doubt have some brilliant observations which totally reveals the flaws in my reasonings.
    I usually do. I take it you read my Paladin thread.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by Fax Celestis View Post
    It may look that way at first glance, but 50% miss chance is hyooooge. It means, half the time, even when they do hit your AC, they still miss. It means that the wizard misses with his ray spells half the time (and, thanks to Clear Mind, he can't just tasha's hideous laughterize you). It even means that a rogue can't sneak attack you, even if they do hit.
    But it just doesn't say enlightenment like perfect self.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Wow Fax, this is fantastic. I love the idea of a monk as de-buffer (they have a purpose!), they don't suffer from MAD, and some of the strikes are just downright cool. Normally, I wouldn't consider using a complete overhaul from core (too much work), but I may actually try this one out sometime.

    Great work, man. Great work.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    I don't even play 3.Xe, and I can tell how much work this was, and how awesome this is. I hope that Wizards takes this Controller-y angle for the 4e monks in PHB 3 or 4 .
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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Well now I use your paladin and your monk. Great work, Fax. I'm really glad that knockback made it in.
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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Added Unorthodox Schooling feat.

    Quote Originally Posted by Zeta Kai View Post
    Wow, this is great, Fax. I would actually play as a Monk now. Can you tell us a bit about your design approach? What were your thoughts on exactly what makes a Monk a Monk?
    The premise I had in mind while designing this class is, "A monk is a debuffing skirmisher."

    I started with the idea of fixing common problems with the base monk:
    • no armor (fixed; now it's light/no)
    • no weapons (fixed; now monk damage and strikes are deliverable with monk weapons, and Unorthodox Schooling allows for new weapons)
    • low defenses (fixed; SR provided by Diamond Body is more reasonable; Clear Mind prevents all kinds of mind-affecting; armor bit addressed above; Athletic Avoidance is useful)
    • MAD (fixed; now the class is nigh-entirely Wis/Dex: 6+Int means skills are buyable; most class features are powered by Wis; Weapon Finesse with a list of almost-entirely finessable weapons, plus strikes designed for debuffing instead of damage means Str can be deprioritized)
    • Conflicting abilities (fixed; strikes--incl. flurry--are usable even during a charge action or after a move action)
    • Abilities that seemed frivolous (fixed; you'll notice Abundant Step, Wholeness of Body, Tongue of the Sun and Moon, Timeless Body, and Empty Body are gone.)


    From there, I made strikes that were usable frequently but not endlessly and that focused largely on debuffing (even if it's in atypical ways, like the Destructive Touch strike).
    Last edited by Fax Celestis; 2008-12-01 at 08:30 PM.

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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    I love how much character-development you could have with the Strikes! ("I use my Praying Mantis Kick!"). I also like the inventiveness of the Athletic Avoidance ability.
    Just wondering- why didn't you use a stance/maneuver scheme like in the ToB? It may add even more flavor, and become balanced with different maneuvers (like the ones you created).
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    Default Re: [Class, 3.5e] The How-It-Should-Be Monk

    Quote Originally Posted by AsuroftheStair View Post
    I love how much character-development you could have with the Strikes! ("I use my Praying Mantis Kick!"). I also like the inventiveness of the Athletic Avoidance ability.
    Just wondering- why didn't you use a stance/maneuver scheme like in the ToB? It may add even more flavor, and become balanced with different maneuvers (like the ones you created).
    The OGL, actually. If I plan on codifying and coupling all my HiSB stuff into a compendium and putting it up for publication, then it'll need to be pro-OGL. Maneuvers would have fit nicely, but would have also meant that it was using material no longer provided under the OGL.

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