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| Jack Daniel05-04-05, 04:43 PM | Table 1: Monk Class Features Base AC Fort Ref Will Level Attack Bonus Bonus Save Save Save Special 1st ±0 ±0 +2 +2 +2 Starting feats, Wis to AC, flurry of blows 2nd +1 ±0 +3 +3 +3 Deflect missiles, evasion 3rd +2 ±0 +3 +3 +3 Still mind, fast movement 4th +3 ±0 +4 +4 +4 Qi strike (magic), slow fall 5th +3 +1 +4 +4 +4 Purity of body, flying kick 6th +4 +1 +5 +5 +5 Enter the dragon 7th +5 +1 +5 +5 +5 Wholeness of body, wuxia 8th +6/+1 +1 +6 +6 +6 Qi strike (silver), ha dou ken 9th +6/+1 +1 +6 +6 +6 Improved evasion 10th +7/+2 +2 +7 +7 +7 Diamond body 11th +8/+3 +2 +7 +7 +7 Abundant step 12th +9/+4 +2 +8 +8 +8 Qi strike (lawful) 13th +9/+4 +2 +8 +8 +8 Diamond soul 14th +10/+5 +2 +9 +9 +9 Fists of fury 15th +11/+6/+1 +3 +9 +9 +9 Quivering palm 16th +12/+7/+2 +3 +10 +10 +10 Qi strike (iron) 17th +12/+7/+2 +3 +10 +10 +10 Tongue of the sun & moon 18th +13/+8/+3 +3 +11 +11 +11 Timeless body 19th +14/+9/+4 +3 +11 +11 +11 Empty body 20th +15/+10/+5 +4 +12 +12 +12 Qi strike (adamant), perfect self Hit die, class skills, and skill points remain identical to the v3.5 monk. The following changes are made to the monk's class features: Multiclassing: Monks may multiclass freely (as if there was a single DM in the world who still enforced the monk multiclassing restrictions anyway). Starting feats: Monks begin with Simple Weapons Proficiency, Improved Unarmed Strike, Stunning Fist, and Two-Weapon Fighting. This version of the monk treats unarmed strikes as double-weapons, with all characters having a primary and an off-hand unarmed strike. Therefore, monks may use the normal two-weapon fighting rules with unarmed strikes and any other weapons. Note also that most of the monk's special monk weapons (which are all described below in detail) are now considered simple weapons, and can be used by any character with Simple Weapons Proficiency. You'll notice on the table below that the monk's unarmed strike damage is significantly lower than the standard monk's (in spite of them having been made a double weapon). This is made up for by the Enter the Dragon ability (which effectively grants Perfect Two-Weapon Fighting to a 6th level monk), and the introduction of new weapons: brass knuckles, spiked knuckles, and cat claws, all of which can be enchanted so as to confer magical properties onto the monk's unarmed attacks without resorting to the qi strike ability or expensive magical items like an amulet of mighty fists. Table 2: Monk Special Capabilities Base Special Unarmed Strike Damage Speed Slow Fall Level Attack Bonus (Medium) (Small) Bonus Distance 1st ±0 1d3/1d3 1d2/1d2 -- -- 2nd +1 1d3/1d3 1d2/1d2 -- -- 3rd +2 1d3/1d3 1d2/1d2 +10' -- 4th +3 1d4/1d4 1d3/1d3 +10' 20' 5th +3 1d4/1d4 1d3/1d3 +10' 20' 6th +4/+1 1d4/1d4 1d3/1d3 +20' 30' 7th +5/+2 1d4/1d4 1d3/1d3 +20' 30' 8th +6/+3 1d6/1d6 1d4/1d4 +20' 40' 9th +6/+3 1d6/1d6 1d4/1d4 +30' 40' 10th +7/+4/+1 1d6/1d6 1d4/1d4 +30' 50' 11th +8/+5/+2 1d6/1d6 1d4/1d4 +30' 50' 12th +9/+6/+3 1d8/1d8 1d6/1d6 +40' 60' 13th +9/+6/+3 1d8/1d8 1d6/1d6 +40' 60' 14th +10/+7/+4/+1 1d8/1d8 1d6/1d6 +40' 70' 15th +11/+8/+5/+2 1d8/1d8 1d6/1d6 +50' 70' 16th +12/+9/+6/+3 1d10/1d10 1d8/1d8 +50' 80' 17th +12/+9/+6/+3 1d10/1d10 1d8/1d8 +50' 80' 18th +13/+10/+7/+4/+1 1d10/1d10 1d8/1d8 +60' 90' 19th +14/+11/+8/+5/+2 1d10/1d10 1d8/1d8 +60' 90' 20th +15/+12/+9/+6/+3 1d12/1d12 1d10/1d10 +60' Any Special Attack Bonus: The v3.0 version of the monk's attack bonus is used here. It's no great challenge to fix the whole "monk multiclassing" issue with the -3 unarmed attack iteration. Just add your BAB from other classes onto your monk attacks when fighting unarmed or with special monk weapons, and then iterate at -5 if the last attack is +6 or higher. A 10th level monk (attack +7/+4/+1) who takes 10 levels of fighter (attack +10) would thus end up with an unarmed attack bonus of +17/+14/+11/+6/+1. Flurry of Blows: Again, the v3.0 is used here, slightly modified. When fighitng with unarmed strikes or special monk weapons, with a simple -2 penalty to the attack roll, the monk may make an additional primary attack at his highest attack bonus (the monk cannot make the additional flurry attack with his off-hand unarmed strike or the off-hand end of a quarterstaff or three-piece staff). Flying Kick: Gained as a bonus feat at 5th level. The monk deals double damage with an unarmed attack when charging. Enter the Dragon: A 6th level monk, when using two-weapon fighting with unarmed strikes or special monk weapons, may make as many off-hand attacks as primary attacks, including additional unarmed & flurry of blows attacks, at the same attack bonus. The monk still suffers all the usual penalties for fighting with two weapons, including half the normal damage bonus from Strength in the off-hand. Wuxia: A 7th level monk recieves a +10 bonus to Jump checks and only needs 5 feet of space (rather than 20 feet) to make a running jump. Ha Dou Ken: An 8th level monk, in place of a daily stunning attack, can throw a blast of concussive force that deals 1d20 damage (plus one-and-a-half the monk's Strength bonus). The ha dou ken is a two-handed thrown attack with a 60' range increment. Fists of Fury: At 14th level, the monk's flurry of blows improves. The monk now recieves two additional primary attacks rather than one, at the same -2 penalty to all attacks that round. Table 3: Special Monk Weapons Weapons Cost Dmg(M) Dmg(S) Crit Range Weight Type Unarmed Strike -- 1d3/1d3 1d2/1d2 20/×2 -- -- Unarmed Bludgeoning Brass Knuckle 2 gp +1 +1 -- -- 1 lb. Unarmed Bludgeoning Spiked Knuckle 5 gp -- -- -- -- 1 lb. Unarmed Piercing Cat Claw 5 gp -- -- -- -- 1 lb. Unarmed Slashing Baton 1 gp 1d4 1d3 20/×2 -- 2 lb. Light Simple Bludgeoning Flail, Wooden 2 gp 1d6 1d4 20/×2 -- 2 lb. Light Simple Bludgeoning Piercer 3 gp 1d6 1d4 20/×2 -- 1 lb. Light Simple Piercing Sickle 3 gp 1d6 1d4 20/×2 -- 2 lb. Light Simple Slashing Quarterstaff 0 gp 1d6/1d6 1d4/1d4 20/×2 -- 4 lb. 2-Handed Simple Bludgeoning Pikestaff 0 gp 1d10 1d8 20/×2 -- 6 lb. 2-Handed Simple Bludgeoning Throwing Spike (5) 1 gp 1d2 1 20/×2 10' 1/2 lb. Ranged Simple Piercing Three-Piece Staff 4 gp 1d10/1d10 1d8/1d8 20/×2 -- 3 lb. 2-Handed Exotic Bludgeoning Two-Headed Spear 12 gp 1d8/1d8 1d6/1d6 20/×3 -- 8 lb. 2-Handed Exotic Piercing Unarmed Strike: Treated as a double-weapon, though abstractly. A character might call his right foot his "primary" attack and use a head-butt for the "off-hand" attack. Usually it doesn't matter, unless equipment or magical items are involved (a character wearing a steel helmet could be treated as if he were wearing brass knuckles whenever he used a head-butt, for example). Brass Knuckle: Adds a +1 enhancement bonus to unarmed strike damage. Brass knuckles may be enchanted and thus confer other magical qualities upon a character's unarmed strikes. Spiked Knuckle: Changes unarmed strike damage type to "bludgeoning & piercing". May be enchanted to confer special qualities on unarmed attacks. Cat Claw: Changes unarmed strike damage type to "bludgeoning & slashing". May be enchanted to confer special qualities on unarmed attacks. Baton: Also called a tonfa. A light clubbing weapon, but heavier than a sap, a baton can be used to deal either lethal or nonlethal damage at no -4 penalty. Wooden Flail: Also called nunchaku or shuang-jie-gun. A farmer's flail made of two sticks corded together, grants a +2 bonus to disarm rolls. Piercer: Also called siangham or emei. A pointed metal stick, wielded similar to a dagger. Sickle: Also called kama or lian. Another farming implement, makes an effective slashing weapon. Quarterstaff: Known as a bo or gun in martial arts. Lighter than the pikestaff, so it can be used as a double-weapon and as a special monk weapon. Pikestaff: Heavier and balanced to be wielded as a two-handed clubbing weapon, the pikestaff can only be used as a special monk weapon with the Special Weapon Training feat (see below). Throwing Spikes: Called shurikens or fei-biao. Essentially a lighter version of the dart. Treated as ammunition for most purposes, including drawing & enchanting them. Three-Piece Staff: Also known as three-piece nunchaku or san-jie-gun. A double weapon made from three large sticks corded or chained together. Two-Headed Spear: A double-weapon used by martial artists with advanced arms training (see Special Weapon Training, below). New Feats Advanced Unarmed Strike Prerequisites: Improved Unarmed Strike, Greater Unarmed Strike, base attack bonus +8. Benefit: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage. Normal: An unarmed strike critical hit deals double damage. Brawl Prerequisites: Improved Unarmed Strike, Str 13. Benefit: You can throw the power of two hands into a single unarmed strike, dealing damage two die-steps higher than your base unarmed strike damage (1d6 for medium-sized characters and 1d4 for small characters) and adding 1½ your Strength bonus to the damage. When using this feat, your unarmed strikes are treated like a two-handed weapon rather than a light double-weapon. You must have both hands free to use this feat. Only a knuckle or claw worn on the primary hand can enhance a brawl attack. Special: A monk cannot use brawling with the flurry of blows or his more favorable rate of unarmed attacks. Experienced monks do deal added damage with a brawl attack, however. Monk Level Damage (M) Damage (S) 1st-3rd 1d6 1d4 4th-7th 1d8 1d6 8th-11th 1d10 1d8 12th-15th 2d6 1d10 16th-19th 2d8 2d6 20th 2d10 2d8 Greater Unarmed Strike Prerequisites: Improved Unarmed Strike, base attack bonus +4. Benefit: The character’s threat range on an unarmed strike improves to 19-20. Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20. Special Weapon Training Perquisites: Str 15, 3rd level monk. Benefit: You treat the following weapons as special monk weapons for the purpose of attacks per round and flurry of blows: club, cutlass, dagger, falchion, glaive, handaxe, heavy mace, light mace, long spear, long sword, pikestaff, scimitar, and spear. You may also use an unarmed brawl attack (see the Brawl feat) as a special monk weapon. |
| HypnoticMonk05-04-05, 04:55 PM | you don't know a single DM that follows the multiclassing restriction? hmmm , every single DM I know follows it. |
| Jack Daniel05-04-05, 05:02 PM | Not a one. Bar multiclassing for monks & paladins? Because the 3.0 playtesters whined about how it would make those classes "special"? I have yet to meet a single DM who has kept a rule so pointless in play, especially once it was admitted that the restriction is there for flavor, not game balance. (For example, it was officially lifted from the monk for Oriental Adventures, just because.) |
| RPGhaulsass05-04-05, 05:13 PM | My DM's does... It's annoying. |
| Jack Daniel05-07-05, 07:11 PM | Wow. One would think that the whole fluff/crunch dichotomy were certain class restrictions would be better understood. Quite a bit falls into this category: alignment restrictions for one, allowed equipment for a druid (and in the old days, a cleric) for another. A lot of it can be tinkered with or outright ignored at the DM's pleasure, without impacting the balance of the game one way or another. The difference between a cleric who can use any weapon, and one restricted to bludgeoning weapons because it fits the campaign flavor, for example, really isn't all that great. Mutliclassing restrictions, though, are just annoying enough that they ought be ignored, campaign flavor or not -- and the same goes for paladins just as well as monks. Anyway, enough about the multiclassing already. Anyone who disagrees and thinks that the restrictions ought to be enforced, great, go start a thread that says so. You won't get much out me beyond agreeing to disagree. |
| PhaedrusXY05-07-05, 10:53 PM | Greater Unarmed Strike Prerequisites: Improved Unarmed Strike, base attack bonus +4. Benefit: The character’s threat range on an unarmed strike improves to 19-20. Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.Why make a separate feat for this, when Improved Critical does the exact same thing and can be applied to unarmed strikes? Does this stack with Improved Critical? If so, it is overpowered, especially when combined with the feat that increases the multiplier on the monk's unarmed crits, and the ability that adds his base attack bonus to damage on a charge. Let me give you an example of why I think this is broken: take Imp. Crit, Greater Unarmed Strike, and Advanced Unarmed Strike. Now you have an 18-20/x3 crit range. Take four levels of Singh Rager after your 5th level of monk. If you finish out with full BAB progression classes, you wind up with a +18 BAB, can full attack after a charge, and add +18 to the damage of all your attacks on the charge. That +18 will be tripled to +54 when you crit. Now, get a pair of Valorous Brass Knuckles... (doubles all damage on a charge). Special Weapon Training Perquisites: Str 15, 3rd level monk. Benefit: You treat the following weapons as special monk weapons for the purpose of attacks per round and flurry of blows: club, cutlass, dagger, falchion, glaive, handaxe, heavy mace, light mace, long spear, long sword, pikestaff, scimitar, and spear. You may also use an unarmed brawl attack (see the Brawl feat) as a special monk weapon. Make it "any one weapon from the following list" to keep at around the same power level as the already existing feats that do this. Overall, the class is ok, but I'd rather not go back to any of the old 3.0 unarmed attack stuff. |
| Ringmereth05-07-05, 11:15 PM | It seems to me that this variant is decidedly on the overpowered side. Giving perfect two-weapon fighting at 6th level, coupled with effectively allowing monks to enchant their fists, is a recipe for disaster: a monk like this will, when two-weapon fighting with a pair of brass knuckles, each with, say, +3 and 4d6 elemental damage, will dish out up to 14d12+(14*str)+42+56d6 each round. And let's say you went farther and used Monk 6 as the basis for a dervish build. And let's say that you decided to make the system assume the fetal position and whimper for mercy, and use a Thri-kreen with LA buyback. Such a character with a strength of 18 could do, if I'm not mistaken: 56d12+224+162+224d6. Back to the drawing board with this, methinks. |
| PhaedrusXY05-07-05, 11:42 PM | It seems to me that this variant is decidedly on the overpowered side. Giving perfect two-weapon fighting at 6th level, coupled with effectively allowing monks to enchant their fists, is a recipe for disaster: a monk like this will, when two-weapon fighting with a pair of brass knuckles, each with, say, +3 and 4d6 elemental damage, will dish out up to 14d12+(14*str)+42+56d6 each round. I see how you can get 13 attacks per round, but where is the 14th coming from? With monk 16 + 4 levels of a +1 BAB class, that's 4 iterative +2 flurry attacks per hand. Double that, and add one for haste. That's 13. Where's the 14th coming from? |
| Jack Daniel05-08-05, 12:39 AM | Assuming one actually allowed Singh Rangers, Dervishes, and Thri-Kreen PCs... I don't usually bother with PrCs or monster races, so a lot of these issues are moot. This monk is no more broken than a ranger (who almost gets Perfect Two-Weapon Fighting for free -- the fourth off-hand attack that he doesn't get right away isn't worth all that much) wielding a couple of +Xd6 elemental swords. In fact, I'd put my money on the fighter or ranger and the +20 BAB (+18 with 2WF) over the monk's +15, which falls all the way to +11 if you use flurry + 2WF. The monk may get a sick number of attacks, but doing so makes even the best of them practically as a wizard would, and you almost have to stay single classed to get all the monk attacks as quickly as possible, so stacking fighter levels for BAB or rogue levels for sneak attacks both prove ultimately impractical. 20th level characters are sick anyway. But if you imagine a ranger with, say, a couple of +3 flaming frost shock acidic long and short swords, versus a monk with similarly enchanted brass knuckles (both with Str 15), what you end up with is: the ranger can attack at +23/+18/+13/+8 and +23/+18/+13, while the monk (assuming he's shooting for attacks per round rather than accuracy) gets +16/+16/+16/+13/+10/+7/+4 in either hand. The ranger's best four attacks are more likely to hit than all of the monk's attacks. Against large numbers of enemies or low AC oppoents, this monk can be pretty effective, but anything with an AC to speak of will leave the monk having to rely on natural 20s (which isn't all that different from the standard monk, of course). Now, assuming that thanks to some fluke of probability, the monk whose DM strangely allowed him to find a pair of uber elemental weapons actually manages to hit with all of those attacks (who are we kidding, though, that this might actually ever happen?) will deal at most 14d12 + 14 (brass knuckle) + 7xStr bonus (primary hand) + 3.5xStr bonus (off-hand) + x14 magical enhancement bonus + 56d6 elemental damage. Which is just about as nasty as a fighter with perfect oversized two-weapon fighting and a couple of four-die-elemental bastard swords, dealing 8d10 + 23 (greater weapon specialization) + 4xStr bonus + 2xStr bonus + x8 magical enhancement bonus + 32d6 elemental damage... only the fighter's chance to hit will be 9 higher than the monks (+7 base, +2 greater weapon focus), and so the fighter will actually stand a chance of dishing out all that damage. RE: Greater & Advanced Unarmed Strike. These feats were just copied from d20 Modern. The strongest an uarmed strike can get in d20 Modern is 1d10 damage, base crit 19-20/x3, which frankly isn't all that far off from a 20th level monk having 1d12 damage, crit 19-20/x3. (And yes, Improved Critical or a keen catclaw can double that range to 17-20/x3... in fact, after BAB +12, you can tack on Power Critical for an x4 multiplier. But only if you focus most of your feats on bumping up critical hits to the exclusion of other perks. Most of the time, the fact that a benefit costs a feat slot is its own balancing factor.) |
| PhaedrusXY05-08-05, 12:46 AM | Assuming one actually allowed Singh Rangers, Dervishes, and Thri-Kreen PCs... I don't usually bother with PrCs or monster races, so a lot of these issues are moot.Leave out the Singh Rager part, and it's still overpowered (IMO). I was just using an extreme example to demonstrate it. You also discussed the fact that multiclassing restrictions for monks are dropped in OA, so I figured you use the book (Singh Rager is a PrC in there). Doesn't it take several feats just to get 1d10 unarmed damage in Modern, also? Here's an example using only core + Psionics (which are technically core I think, because they're in the SRD). Monk/whatever/Fist of Zuoken (Psionic Fist in the SRD). Take the feats that make your unarmed attack 17-20/x3 (I can't believe you let Improved Crit. double the double from the other feat...). Also take the psionic power Psionic Lion's Charge, and the psionc feats Psionic Fist and Unavoidable Strike. Also take the Power Attack feat. And take your feat that lets you make 2 handed unarmed strikes. Charge, Power Attack for max BAB, and use Unavoidable Strike to make your attack a touch attack. You do 1d10 + BABx3 +1.5xStr for damage, and triple that on a 17-20. Edit: Eh... rethinking it, it's a bit on the high-powered side, but I guess it's not that bad. I just don't like being able to get anything nastier than a scythe as far as crits go. 17-20/x3 is a bit more dangerous than 19-20/x4. If it was only 18-20/x3 (i.e. you make a doubled doubling = a tripling for stacking your feat with Imp. Crit., like the rules say you should), it would be ok I guess. |
| Jack Daniel05-08-05, 12:51 AM | Doesn't it take several feats just to get 1d10 unarmed damage in Modern, also? No, all it takes is reaching 8th level as a martial artist. --- On the crits... Improved Combat Martial Arts (which I give here as Greater Unarmed Strike) isn't really a "doubling", it just gives unarmed strikes a threat range of 19-20 rather than 20. Like the qualitative difference between a morningstar and a longsword. What the feat really does is change your unarmed strikes from something equivalent to a simple weapon, into something about on par with a martial weapon. So even though Improved Critical would raise that to 17-20, it's not like that's any worse than having 17-20 to crit with the longsword, until you start throwing in Advanced Combat Martial Arts (Advanced Unarmed Strike), which again is merely upping the ante so that your unarmed strikes are more "exotic weapon" powerful. And the scythe... Improved Critical & Power Critical would make that sucker 19-20/x5! That is pretty dangerous, any way you slice it (NPI). |
| PhaedrusXY05-08-05, 01:18 AM | And the scythe... Improved Critical & Power Critical would make that sucker 19-20/x5! That is pretty dangerous, any way you slice it (NPI).Is Power Critical another feat from Modern? The only version I remember either a) makes your next attack an automatic critical threat (3.0 version) or b) gives you a +4 to confirm threats (3.5 version). I have never seen a D&D feat in a WotC book that increases your critical modifier. I would consider such a feat overpowered. Hence my objection to your monk version of it. (I do run a high-powered D&D game, and tentatively allow such a feat as a high level, fighter-only feat. But I would consider it overpowered for a "normal" D&D game.) |
| Jack Daniel05-08-05, 01:30 AM | Ah, I wasn't aware that the feat had been nerfed for 3.5. Where does it appear, Complete Warrior? Edit: It's been a couple of years since I've flipped through my splatbooks, and now that I think about it, you're right, I'm probably not thinking about the 3.0 Power Critical feat from Masters of the Wild. I'll bet I'm actually thinking of someting from Quintessential Fighter (the whole book is definitely on the overpowered side), but I don't have that book on hand either. |
| PhaedrusXY05-08-05, 01:38 AM | Ah, I wasn't aware that the feat had been nerfed for 3.5. Where does it appear, Complete Warrior? Edit: It's been a couple of years since I've flipped through my splatbooks, and now that I think about it, you're right, I'm probably not thinking about the 3.0 Power Critical feat from Masters of the Wild. I'll bet I'm actually thinking of someting from Quintessential Fighter, but I don't have that book on hand either.Yeah, it's in CW now. And yeah, I think you're right. The 3.0 MotW version did what I said. I own MotW, but not CW. I only get to play D&D 2 or 3 times a year now-a-days, so I don't bother buying books for it much anymore. |
| Red_Decker05-08-05, 02:41 AM | Okay, I'm not to sure about this class it seems you've made some unneccisary changes that really don't improve combat effectiveness. But, I'll give a little advice. The feats look like D20Modern feats slightly modified which is fine by me, I would like to use Modern feats in D&D. The Improved Crit Stacking with greater unarmed strike I'm okay with if it only changes it to 18-20. I'm one of the people that don't see why they changed the Crit stacking things anyway. My real suggestion is rather then tearing down the class and rebuilding it in almost the same exact way change a few of the abilities to Feat selection. The leap ability from Wuxia is in Complete Adventurer look at the Ninja. A feat in SandStorm gives the Ha dou Ken ability with a shorter range, it's called Snake Strike IIRC. I'm okay with flying Kick with a change [Also D20 Modern] Make the damage equal to half your Monk level. A full monk will gain a +10 to damage with a charge and drops the crit problem by 24 points of damage. All in all if you want the changes you've proposed just do a D20 Modern character in D&D. Strong 5+Martial Artist 10 will give you most of what you want with full BAB. http://www.geocities.com/customsmiliesbyswordmaster/inthered.txt |
| Jack Daniel05-08-05, 02:42 AM | Yeah, well, that plus hadouken waves. :mage: How about with flying kick, I just ignore the d20 Modern version and use the Oriental Adventures version? That might work out a little better. |
| Red_Decker05-08-05, 06:05 AM | Yeah, well, that plus hadouken waves. :mage: How about with flying kick, I just ignore the d20 Modern version and use the Oriental Adventures version? That might work out a little better. Double damage on a charge? In 3.0 I had a 20th level monk that had that feat plus boots of tiger leaps[as apposed to sandals] he also had Mantis leap from S&F on every charge he did 3d20+[IIRC]54 Nothing lasted very long. Really I think you'd get what you're trying to do with taking out a few abilities and adding bonus feats in their place. http://www.geocities.com/customsmiliesbyswordmaster/inthered.txt |