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| supermonk704-21-05, 11:37 AM | Greetings to all my fellows present and absent. I would like to post, for the sake of discussion, the monk class used by the campaign in which I currently DM. Feel free to use any of it that you desire in your own world, or to modify as you need. I welcome any and all comments. However, try to avoid singeing me or others with fiery breath; our reflex saves are not quite as good as a monks in game. Thank you for your time, your comments, and your suggestions. Have at thee, and may you walk with honor. Arminas tar Valantil, Grandmaster of the Ebon Rose Monk Alignment: Any lawful. Hit Die: d8 Skill Points: 6 plus Intelligence modifier (x4 at 1st level) Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft—Any (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge—Arcana and Religion only (Int), Listen (Wis), Move Silently (Dex), Perform—Any (Cha), Profession—Any (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). Weapon Proficiency: A monk is proficient with all simple weapons. Armor Proficiency: A monk is not proficient with any type of armor or shield. In addition, if a monk wears armor, or uses a shield, then he forfeits the use of his class AC bonus, evasion, fast movement, and slow fall abilities until he is once again unarmored. Table 1: Monk Level Base Attack Fort Ref Will Special 1 0 2 2 2 Class AC Bonus, Flurry of Blows, Improved Unarmed Strike, Intuitive Combat, Intuitive Defense, Stunning Fist 2 1 3 3 3 Evasion, Mastery of Holds 3 2 3 3 3 Fast Movement, Still Mind 4 3 4 4 4 Ki Strike (Magic), Mastery of Throws, Slow Fall 5 3 4 4 4 Deflect Arrows, Purity of Body 6 4 5 5 5 Mastery of the Empty Hand, Prone Attack 7 5 5 5 5 Wholeness of Body 8 6/1 6 6 6 Improved Intuitive Combat 9 6/1 6 6 6 Improved Evasion 10 7/2 7 7 7 Ki Strike (Lawful) 11 8/3 7 7 7 Diamond Body 12 9/4 8 8 8 Abundant Step 13 9/4 8 8 8 Diamond Soul 14 10/5 9 9 9 Spirit Strike 15 11/6/1 9 9 9 Quivering Palm 16 12/7/2 10 10 10 Ki Strike (Adamantine) 17 12/7/2 10 10 10 Timeless Body 18 13/8/3 11 11 11 Tongue of the Sun and the Moon 19 14/9/4 11 11 11 Empty Body 20 15/10/5 12 12 12 Perfect Self Table 2: Monk Level Flurry Attack Bonus Unarmed Damage AC Bonus Unarmored Speed Bonus 1 -2/-2 1d6 1 None 2 -1/-1 1d6 1 None 3 0/0 1d6 1 + 10 feet 4 1/1 2d4 1 + 10 feet 5 2/2 2d4 2 + 10 feet 6 3/3 2d4 2 + 20 feet 7 4/4/-1 2d6 2 + 20 feet 8 5/5/0 2d6 2 + 20 feet 9 6/6/1 2d6 2 + 30 feet 10 7/7/2 2d8 3 + 30 feet 11 8/8/3 2d8 3 + 30 feet 12 9/9/9/4 2d8 3 + 40 feet 13 9/9/9/4 3d6 3 + 40 feet 14 10/10/10/5 3d6 3 + 40 feet 15 11/11/11/6/1 3d6 4 + 50 feet 16 12/12/12/7/2 3d8 4 + 50 feet 17 12/12/12/7/2 3d8 4 + 50 feet 18 13/13/13/8/3 3d8 4 + 60 feet 19 14/14/14/9/4 4d6 4 + 60 feet 20 15/15/15/10/5 4d6 5 + 60 feet Class AC Bonus (Ex): Monks receive a class defense bonus to Armor Class. This bonus begins at + 1 and increases an additional + 1 every five class levels gained thereafter (i.e. 5th, 10th, etc.). This bonus applies even when the monk is flat-footed or denied his dexterity bonus to armor class, but not when the monk is helpless. Flurry of Blows (Ex): When using unarmed strikes, a one-handed simple melee weapon, a quarterstaff, a short-spear, or a half-spear, a monk may chose to strike with a flurry of blows. Flurry of blows is a full-attack action. The monk receives a bonus attack equal to his highest base attack bonus, but this attack—and all other attacks made during that round—suffer a penalty of – 2 to the attack roll. At 6th level, the penalty is reduced to – 1, and the penalty is eliminated at 9th level. At 12th level, the monk gains greater flurry, which grants a second additional attack—made at his highest base attack bonus—whenever he conducts a flurry of blows. Improved Unarmed Strike (Ex): Monks are proficient with unarmed strikes and have the Improved Unarmed Strike feat as a bonus feat. Monks inflict greater damage with unarmed strikes as they progress in levels. Monks may choose to inflict lethal or non-lethal damage with unarmed strikes at no penalty to the attack roll. Intuitive Combat (Ex): A monk may choose to use his Wisdom modifier instead of his Strength modifier on melee attack rolls. He must still use his Strength modifier for melee damage rolls. Intuitive Defense (Ex): Monks add their Wisdom modifier to their Armor Class in addition to their Dexterity modifier. Monks retain their Wisdom modifier to Armor Class even when flat-footed or in situations where the monk is denied his dexterity bonus to armor class, but not when the monk is helpless. Stunning Fist (Ex): Once per day—per monk class level—a monk may make a Stunning Fist attack. He may do so as often as once per round, so long as he has daily uses of this ability remaining. If the unarmed strike hits the target, then the target must make a Fortitude save (DC 10 + ½ the monk’s class levels + the monk’s Wisdom modifier) or be stunned for 1 round. Evasion (Ex): At 2nd level, a monk gains the special ability of evasion. Upon making a successful reflex save versus a spell that inflicts ½ damage on a successful save, the monk takes no damage. The monk still suffers full damage on a failed saving throw. Mastery of Holds (Ex): At 2nd level, a monk gains the feat Improved Grapple. Fast Movement (Ex/Su): At 3rd level, a monk moves faster than normal for his race and size by + 10 feet. Every third level gained thereafter, the monks speed increases by an additional 10 feet. Speeds of 50 feet or less per round are extraordinary. Speeds that are greater than that are supernatural. Still Mind (Ex): At 3rd level, a monk becomes increasing resistant to mind-affecting magic of all types. He receives a + 2 competence bonus versus mind-affecting magic. Ki Strike—Magic (Su): At 4th level, a monk’s unarmed attacks become the equivalent of magical weapons for the purpose of penetrating damage reduction. Mastery of Throws (Ex): At 4th level, a monk gains the feat Improved Trip. Slow Fall (Ex/Su): At 4th level, a monk learns the art of slowing his descent during a fall. The monk must be within an arms length of a wall, rope, tree, cliff, etc in order to slow his descent. If he is within an arms length, then the monk may fall up to 20 feet without suffering damage. Every level gained thereafter, the monk adds an additional 5 feet to the maximum distance that he can fall without suffering from damage. Slow fall of up to 50 feet is an extraordinary ability—slow fall of 55 feet or greater is a supernatural ability. Deflect Arrows (Ex): At 5th level, a monk gains the ability to deflect arrows. This differs from the feat in the following: when attacked by a ranged weapon, the monk may, as a reaction (i.e. free action) make a Reflex save versus the attack roll to hit the monk. If the monk is successful, the ranged attack is deflected. The monk may use this ability a number of times per round equal to his Wisdom modifier (minimum of 1). Purity of Body (Ex): At 5th level, a monk becomes immune to all diseases, other than supernatural or magical diseases. Mastery of the Empty Hand (Ex): At 6th level, a monk gains the feat Improved Disarm. Prone Attack (Ex): At 6th level, a monk gains the Prone Attack feat, allowing him to attack while prone without penalty, and if any attack is successful to regain his feet as a free action that does not provoke an attack of opportunity. A monk of 6th level or higher does not lose his Dexterity modifier to armor class while prone, nor does he provide any bonus for an attacker in melee combat. Ranged attackers still suffer the penalty to hit. Wholeness of Body (Su): At 7th level, a monk becomes able to heal himself of damage. As a standard action, a monk may heal himself of up to his level times his Wisdom modifier (minimum of 1) in hit points of damage. The monk may spread this healing among multiple uses, so long as he does not exceed the maximum allowed per day. Improved Intuitive Combat (Ex): At 8th level, a monk may—if he chooses—add his Wisdom modifier (if positive) to all melee damage, in addition to his Strength modifier. This ability only functions against opponents with a discernable anatomy that are vulnerable to critical hits. Improved Evasion (Ex): At 9th level, a monk’s evasion ability becomes the improved evasion ability. Even on a failed reflex save, a monk suffers only ½ normal damage. He still takes no damage on a successful reflex save. Ki Strike—Lawful (Su): At 10th level, a monk’s unarmed attacks become the equivalent of lawful weapons for the purpose of penetrating damage reduction. Diamond Body (Ex): At 11th level, a monk becomes immune to all poisons, whether natural, supernatural, or magical in origin. Abundant Step (Su): At 12th level, a monk becomes capable of instantaneously traveling short distances. Twice per day, plus one additional time per day for every six levels gained thereafter (i.e. 18th, 24th, etc), the monk may, as a move action, use dimension door, as per the spell, as though a wizard of ½ the monk’s level had cast the spell. Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to 10 plus his monk level. Spirit Strike (Su): At 14th level, a monk may spend a daily use of his stunning fist ability in order to allow him to attempt to hit a target at range with his unarmed strikes. When the monk spends a daily use of his stunning fist ability, he must designate one target within a range of 25 feet, plus 5 feet for every two monk class levels. For the purpose of the monks normal attack routine, for that round only, he may use armed melee attacks or unarmed strikes as though that single opponent were adjacent to the monk. The monk may not attempt to grapple, disarm, sunder, trip, overrun, or bullrush through the use of this class ability, nor may he use his stunning fist or quivering palm attacks. Quivering Palm (Su): At 15th level, a monk gains his deadliest attack mode, the quivering palm. The quivering palm may be used only once per week. The target must have no more than twice the maximum hit points of the monk and must be a living creature with a discernable anatomy that can suffer critical hits. To use the quivering palm, the monk must make a touch attack versus the target. If the touch attack misses, then the quivering palm is wasted. However, if the touch attack hits, the monk sets up a series of vibrations within the targets body. Afterwards, at any point in time up to one day per level of the monk, the monk may command the target to die. The target gets a saving throw (Fortitude, DC of 10 + ½ the monk’s level, + the monk’s Wisdom modifier) to avoid death. If the saving throw fails, then the target suffers a massive heart attack and dies. If the saving throw succeeds, then the target suffers 1d6 points of damage, plus one point of damage per level of the monk. This damage may be sufficient to kill the target, even if the target successfully saved. The monk may trigger the quivering palm at any distance, so long as the target remains on the same plane as the monk. Ki Strike—Adamantine (Su): At 16th level, a monk’s unarmed attacks become the equivalent of adamantine weapons for the purpose of penetrating damage reduction. In addition, the monk ignores the first 20 points of hardness when attacking objects. Timeless Body (Ex): A 17th level monk no longer physically ages, or takes ability score penalties for aging, and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the monk will die of old age when his time is up. Tongue of the Sun and the Moon (Ex): An 18th level monk can speak with and understand any other living creature. The complexity of the conversation may vary with the intelligence of the creature being spoken to. Empty Body (Su): A 19th level monk may, as a free action, use etherealness, as per the spell, for one round per day per level of the monk. A monk may become ethereal only once per round, and may become solid only once per round. The time spent ethereal may be divided among multiple uses, so long as the daily duration is not exceeded. Perfect Self (Su): A 20th level monk is a magical creature. He is forevermore afterwards treated as an outsider (with the law sub-type) rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that does not have a similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. 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 he retains all her monk abilities. Only specific prestige classes that say a monk may freely multiclass do not suffer this restriction. |
| tiluvias9904-21-05, 12:01 PM | so... you've just taken the normal monk, increased the AC bonus, increased the damage, and added a whole lot of bonus feats? what does he lose, compared to the normal monk? |
| supermonk704-21-05, 12:24 PM | Tiluvias, it does not reduce anything. I, and others of like views, consider the monk underpowered in relation to other classes. This just brings the monk in line with other v3.5 character classes. By the way, in my campaign world, we increase all character classes skill points by + 2, as well as adding between one and three additional class skills. Just FYI. |
| Nephlite04-21-05, 01:31 PM | Greetings to all my fellows present and absent. I would like to post, for the sake of discussion, the monk class used by the campaign in which I currently DM. Feel free to use any of it that you desire in your own world, or to modify as you need. I welcome any and all comments. However, try to avoid singeing me or others with fiery breath; our reflex saves are not quite as good as a monks in game. Thank you for your time, your comments, and your suggestions. Have at thee, and may you walk with honor. Arminas tar Valantil, Grandmaster of the Ebon Rose i'll review it, but I ca'nt say you'll like it. As I can tell you think it underpowered, but... to add one must first remove. (paraphrased) That is the first law of Alchemy --Edward the Full Metal Alchemist Monk Alignment: Any lawful. Hit Die: d8 Skill Points: 6 plus Intelligence modifier (x4 at 1st level) Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft—Any (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge—Arcana and Religion only (Int), Listen (Wis), Move Silently (Dex), Perform—Any (Cha), Profession—Any (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). Weapon Proficiency: A monk is proficient with all simple weapons. Armor Proficiency: A monk is not proficient with any type of armor or shield. In addition, if a monk wears armor, or uses a shield, then he forfeits the use of his class AC bonus, evasion, fast movement, and slow fall abilities until he is once again unarmored. So you increased Skill points. If you just did this, you wouldn't need to remove a thing, it is perfectly balanced and needed. You did remove all exotix weapon proficiencies but added all simple. Table 1: Monk Level Base Attack Fort Ref Will Special 1 0 2 2 2 Class AC Bonus, Flurry of Blows, Improved Unarmed Strike, Intuitive Combat, Intuitive Defense, Stunning Fist 2 1 3 3 3 Evasion, Mastery of Holds 3 2 3 3 3 Fast Movement, Still Mind 4 3 4 4 4 Ki Strike (Magic), Mastery of Throws, Slow Fall 5 3 4 4 4 Deflect Arrows, Purity of Body 6 4 5 5 5 Mastery of the Empty Hand, Prone Attack 7 5 5 5 5 Wholeness of Body 8 6/1 6 6 6 Improved Intuitive Combat 9 6/1 6 6 6 Improved Evasion 10 7/2 7 7 7 Ki Strike (Lawful) 11 8/3 7 7 7 Diamond Body 12 9/4 8 8 8 Abundant Step 13 9/4 8 8 8 Diamond Soul 14 10/5 9 9 9 Spirit Strike 15 11/6/1 9 9 9 Quivering Palm 16 12/7/2 10 10 10 Ki Strike (Adamantine) 17 12/7/2 10 10 10 Timeless Body 18 13/8/3 11 11 11 Tongue of the Sun and the Moon 19 14/9/4 11 11 11 Empty Body 20 15/10/5 12 12 12 Perfect Self Table 2: Monk Level Flurry Attack Bonus Unarmed Damage AC Bonus Unarmored Speed Bonus 1 -2/-2 1d6 1 None 2 -1/-1 1d6 1 None 3 0/0 1d6 1 + 10 feet 4 1/1 2d4 1 + 10 feet 5 2/2 2d4 2 + 10 feet 6 3/3 2d4 2 + 20 feet 7 4/4/-1 2d6 2 + 20 feet 8 5/5/0 2d6 2 + 20 feet 9 6/6/1 2d6 2 + 30 feet 10 7/7/2 2d8 3 + 30 feet 11 8/8/3 2d8 3 + 30 feet 12 9/9/9/4 2d8 3 + 40 feet 13 9/9/9/4 3d6 3 + 40 feet 14 10/10/10/5 3d6 3 + 40 feet 15 11/11/11/6/1 3d6 4 + 50 feet 16 12/12/12/7/2 3d8 4 + 50 feet 17 12/12/12/7/2 3d8 4 + 50 feet 18 13/13/13/8/3 3d8 4 + 60 feet 19 14/14/14/9/4 4d6 4 + 60 feet 20 15/15/15/10/5 4d6 5 + 60 feet Class AC Bonus (Ex): Monks receive a class defense bonus to Armor Class. This bonus begins at + 1 and increases an additional + 1 every five class levels gained thereafter (i.e. 5th, 10th, etc.). This bonus applies even when the monk is flat-footed or denied his dexterity bonus to armor class, but not when the monk is helpless. Flurry of Blows (Ex): When using unarmed strikes, a one-handed simple weapon, a quarterstaff, a short-spear, or a half-spear, a monk may chose to strike with a flurry of blows. Flurry of blows is a full-attack action. The monk receives a bonus attack equal to his highest base attack bonus, but this attack—and all other attacks made during that round—suffer a penalty of – 2 to the attack roll. At 6th level, the penalty is reduced to – 1, and the penalty is eliminated at 9th level. At 12th level, the monk gains greater flurry, which grants a second additional attack—made at his highest base attack bonus—whenever he conducts a flurry of blows. You increased Flurry to affect all one handed simple weapons! A Light Crossbow can be shot one handed...I can flurry with my light crossbow! (combine with Quick draw and pull out new ones lol). Still all in all it is very useful ability. I'd like to Flurry with my Punching dagger all my life! You also improved Base damage of Unarmed strike. Previously when damage was 1d8, you changed to 2d4 (raising minimum by 1). I have to say i like it. However, not everyone will like that but kudos for the courage. Improved Unarmed Strike (Ex): Monks are proficient with unarmed strikes and have the Improved Unarmed Strike feat as a bonus feat. Monks inflict greater damage with unarmed strikes as they progress in levels. Monks may choose to inflict lethal or non-lethal damage with unarmed strikes at no penalty to the attack roll. Intuitive Combat (Ex): A monk may choose to use his Wisdom modifier instead of his Strength modifier on melee attack rolls. He must still use his Strength modifier for melee damage rolls. Intuitive Defense (Ex): Monks add their Wisdom modifier to their Armor Class in addition to their Dexterity modifier. Monks retain their Wisdom modifier to Armor Class even when flat-footed or in situations where the monk is denied his dexterity bonus to armor class, but not when the monk is helpless. You gave them the feat Intuitive strike for free, sweet. Though seems kinda too nice. Other than that looks similar to PHB Monk. Stunning Fist (Ex): Once per day—per monk class level—a monk may make a Stunning Fist attack. He may do so as often as once per round, so long as he has daily uses of this ability remaining. If the unarmed strike hits the target, then the target must make a Fortitude save (DC 10 + ½ the monk’s class levels + the monk’s Wisdom modifier) or be stunned for 1 round. Mastery of Holds (Ex): At 2nd level, a monk gains the feat Improved Grapple. You stole my ability to choose? But what if I wanted to gain combat reflexes instead. But okay, it'll do. I mean getting Improved grapple and Stuinning fist is a lot harder than Combat reflexes. Mastery of Throws (Ex): At 4th level, a monk gains the feat Improved Trip. You add back in that feat? Nice, adds diversity...though itis starting to be too nice. (not much overpowered but more than PHB at least) Deflect Arrows (Ex): At 5th level, a monk gains the ability to deflect arrows. This differs from the feat in the following: when attacked by a ranged weapon, the monk may, as a reaction (i.e. free action) make a Reflex save versus the attack roll to hit the monk. If the monk is successful, the ranged attack is deflected. The monk may use this ability a number of times per round equal to his Wisdom modifier (minimum of 1). Yes, this is perfect...I've always wanted something like that. I usually at least take 2 level of monk to get Deflect arrows. And anyone who watched Hero saw him deflecting more than one/round. Improved Intuitive Combat (Ex): At 8th level, a monk may—if he chooses—add his Wisdom modifier (if positive) to all melee damage, in addition to his Strength modifier. This ability only functions against opponents with a discernable anatomy that are vulnerable to critical hits. I must caution that you are entering levels of Overpower. Improved intuitive should not be gained this early. Maybe level 12 or 13. But Level 8 is too strong. Spirit Strike (Su): At 14th level, a monk may spend a daily use of his stunning fist ability in order to allow him to attempt to hit a target at range with his unarmed strikes. When the monk spends a daily use of his stunning fist ability, he must designate one target within a range of 25 feet, plus 5 feet for every two monk class levels. For the purpose of the monks normal attack routine, for that round only, he may use armed melee attacks or unarmed strikes as though that single opponent were adjacent to the monk. The monk may not attempt to grapple, disarm, sunder, trip, overrun, or bullrush through the use of this class ability, nor may he use his stunning fist or quivering palm attacks. Spirit Strike is really cool...however, I'm not sure... you are using up Stunning attempts, but seems really good. Maybe move up one level... But I like it. In general it is a good class, but there are few unbalanced abilities, but mostly you are giving the abilities too early I think. Move some of the good ones up a level or two should balance it. |
| supermonk704-22-05, 09:49 AM | Nephlite, You are right; I did type in the wrong thing for flurry. It should have said, that the monk may flurry with any light, simple, melee weapon, plus the quarter-staff, short-spear, and half-spear. Thanks for your reply, I do appreciate the critique. Arminas tar Valantil, Grandmaster of the Ebon Rose |
| supermonk704-22-05, 10:11 AM | Nephlite, I have been considering your rationales. How about this: Spirit Strike. Can only be used for one single attack--no full attack, no flurry. Would that reduce the power, or make the ability not worthwhile? As for Improved Intuitive Combat. I don't know. Should it add Wisdom modifier instead of Strength modifier, in place of stacking? If so, and with the restriction on foes (must be susceptible to critical hits, have a discernable anatomy, etc.) would this reduce it to a managable level, at the level the monk attains the ability? Once again, thanks. And may word of your deeds go before you like the incoming tide. Arminas tar Valantil, Grandmaster of the Ebon Rose |
| RPGhaulsass04-22-05, 10:40 AM | One single attack wouldn't make it worthwhile imo, especially not at lvl 14... He's only got 20 uses at lvl20 anyways, and 80d6 won't kill that much at level 20... He'd only be able to fire off ranged 20d6 a round (meaning he'd be able to do so for only four rounds), IF he hits with all attacks (which is very VERY unlikely at that level with mid-bab), and even so, which monster at level 20 wouldn't sustain max 120hp, or averagely 60hp (which is a lot more likely than max)? If it can't take that little damage, it shouldn't be fighting an adventuring lvl20 party. This ability doesn't up his damage at all, it just lets him survive about four rounds extra without getting slaughtered by one hit from an npc War Hulk. Like it's been discussed before; The monk isn't a pure melee "artist", he's supposed to be used techically, and all this ability does, is vary the options for the monk to actually do any damage. |