Alternate Monk [Archive] - Wizards Community

Post/Author/DateTimePost
Crashy75

10-27-04, 04:46 PM
Figured i'd throw this up. I need some advice on styles.

Monk

[size=4]GAME RULE INFORMATION[/ size]
Monks have the following game statistics.
Alignment: Any lawful.
Hit Die: d8.
(as the PHB)
Class Skills The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
(as the PHB)
BAB: 2/3 (as PHB)
Saves: All good (as PHB)
ACboun Unarmed move Abilities
1. +0 1d6 +0 Unarmed attack, flurry, ki focus, Style
2. +0 1d6 +0
3. +0 1d6 +10 Autohypnosis
4. +0 1d8 +10
5. +1 1d8 +10 Style
6. +1 1d8 +20
7. +1 1d8 +20
8. +1 1d10 +20
9. +1 1d10 +30 Improved Ki focus
10.+2 1d10 +30 Style
11.+2 1d10 +30 Greater Flurry
12.+2 2d6 +40
13.+2 2d6 +40
14.+2 2d6 +40
15.+3 2d6 +50 Style
16.+3 2d8 +50
17.+3 2d8 +50
18.+3 2d8 +60
19.+3 2d8 +60
20.+4 2d10 +60 Style


Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
.


Ki Focus: Monks learn to harness and channel a subtle energy called ki which allows them to perform amazing feats. Monks can gain Ki focus as a special use of the Concentration skill. The monk can meditate to attempt to become focused. The DC to become focused is 20. Meditating is a full-round action that provokes attacks of opportunity. Monks are required to maintain focus to gain their special AC and movement bonus. When the monk is focused, she can expend her focus on any single Concentration check. When expending her focus in this manner, her Concentration check is treated as if she rolled a 15. It’s like taking 10, except that the number you add to your Concentration modifier is 15. She can also expend her focus to gain the benefit of a Ki feat—many Ki feats are activated in this way. At 10th level, the monks Ki focus ability improves. She can become focused as a move action.
Once the monk is focused, she remains focused until he expends her focus, becomes unconscious, or goes to sleep (or enters reverie, in the case of elves).

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on the following table. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage. See table below.

Small Medium Large
Monk Level Monk Monk Monk
1st level 1d4 1d6 1d8
4th level 1d6 1d8 2d6
8th level 1d8 1d10 2d8
12th level 1d10 2d6 3d6
16th level 2d6 2d8 3d8
20th level 2d8 2d10 4d8

Fast Movement (Ex): At 3rd level, a monk gains a +10 enhancement bonus to her speed as long as she maintains her focus. This bonus increases by 10 ft. every 3 levels thereafter. A monk in armor (even light armor) carrying a medium or heavy load , or without focus loses this extra speed.

AC Bonus (Ex): When unarmored unencumbered and holding her focus, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.


Autohypnosis: Upon reaching fourth level, the monk gains mastery over her body’s most basic functions. Monks can make an autohypnosis roll as a special use of the Concentration skill as a free action to accomplish a number of spectacular affects..

Check: The DC and the effect of a successful check depend on the task she attempts.


Task DC
Ignore caltrop wound 18
Resist dying 20
Resist fear Fear effect DC
Tolerate poison Poison’s DC
Willpower 20
Ignore Caltrop Wound: If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.
Resist Dying: You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 15 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful.
Resist Fear: In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.
Tolerate Poison: You can choose to substitute an Autohypnosis check for a saving throw against any standard poison’s secondary damage or effect. This skill has no effect on the initial saving throw against poison.
Willpower: If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled.

Style: Monks study a number of exotic martial arts styles. At first level, the monk chooses a martial arts style to become an initiate in. Every five levels, they choose a new style from which they get the initiate ability. In addition, the monk selects a style with which they are already familiar. They advance a level in that style (from initiate to expert, or expert to master). The monk does not need to qualify for the feats granted by his martial arts styles. In addition some styles grant feats that would not ordinarily be available. For example, a monk couldn’t normally select a bastard sword for the weapon kata feat.



Style Initiate Expert Master
Art of Atemi Stunning Fist
Hin Fist Small Target
Pugilism Weapon Focus: Unarmed
Iron Dragon Wrestling Improved Grappling
Shinjinken-Ryu Weapon Kata: Bastard Sword
The Heavy Fist Iron Hand






New Feats:
SMALL TARGET
Prerequisite: Dodge, Dex 13
Benefit: You gain an additional +1 dodge bonus to AC vs. opponents that are larger than you.

WEAPON KATA
Benefit: Select a weapon that can be used with the weapon finesse feat. You gain proficiency with that weapon if you didn’t already have it, and you can use it in conjunction with your flurry of blows ability.
Special: Some Monk Styles allow weapon kata with weapons not normally available with this feat.

Ki Feats (think psionic feats but with Ki focus instead of psionic focus)

KI FIST [Ki]
You can charge your unarmed strike or natural weapon with additional damage potential.
Prerequisite: Str 13.
Benefit: To use this feat, you must expend your ki focus. Your unarmed strike or attack with a natural weapon deals an extra 2d6 points of damage.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your ki focus.

KI FIST, GREATER [Ki]
You can charge your unarmed strike or natural weapon with additional damage potential.
Prerequisite: Str 13, Ki Fist, base attack bonus +5.
Benefit: When you use the Ki Fist feat, your unarmed attack or attack with a natural weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.
KI BODY [Ki]
Your mind reinforces your body.
Benefit: When you take this feat, you gain 2 hit points for each ki feat you have (including this one). Whenever you take a new ki feat, you gain 2 more hit points.

KI DODGE [Ki]
You are proficient at dodging blows.
Prerequisite: Dex 13, Dodge.
Benefit: You must be focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat (but only applies on attacks made by the opponent you have designated).
tiluvias99

10-27-04, 05:58 PM
please fix your table. it's painful to look at it.

overall, seems vastly underpowered when compared to the monk. I would suggest simply giving your monk the wild (or hidden) talent feat and convince your DM to add autohypnosys as a class skill. I would also suggest looking into Unearthed Arcana (or Arcana Unearthed, or whatever) for the monk styles. This seems like it would fit your purpose without going to the length of making a whole new class.
The Grinning Pint

10-27-04, 07:09 PM
SMALL TARGET is crazy.
It makes small creatures wild with dodging and has No prereqs.
Crashy75

10-28-04, 04:54 PM
Sorry about the table. WIll fix soon.
Crashy75

10-28-04, 08:16 PM
SMALL TARGET is crazy.
It makes small creatures wild with dodging and has No prereqs.
Gave it a requirement (dodge feat) and reduced the bonus to +1. Sound good?
Crashy75

10-28-04, 10:31 PM
I added (psionic)ki focus to the monk for a number of reasons. First of all, i think it fits quite well. It fits my idea of a mystical warrior type. (Mental leap- that's soooooo monk, Psionic fist- Makes me think of Bruce Lee's one inch punch) In standard 3.5 i noticed that the wild talent coupled with psionic fist is a really kick ***** combo for the monk- perhaps too much. He gets a +2d6 to an unarmed attack for nothing. Sure, he probably will only get it one or two times per encounter but compared to Iron hand (+1d6 at the cost of a stunning fist) umm there is no comparison. Man and wait till he gets greater psionic fist!!!!!!!! so i made the AC bonus and movement demand the monk maintain his focus- but now he has that ability (equiv) so he gains access to a number of cool kung fu master type abilities- at a price... Want to add extra oomph to your punch- go ahead but lets hope u do some dam cuz you'll lose your AC and movement bonus ... Also, i probably won't use psionics in my campaign (and if i do they won't have 'psionic focus'- or perhaps i'll have a psionic monk core class)

please fix your table. it's painful to look at it..
Done!!!!!! Really sorry about that. I don't do this often.

overall, seems vastly underpowered when compared to the monk. I would suggest simply giving your monk the wild (or hidden) talent feat and convince your DM to add autohypnosys as a class skill. I would also suggest looking into Unearthed Arcana (or Arcana Unearthed, or whatever) for the monk styles. This seems like it would fit your purpose without going to the length of making a whole new class.

That's right, i want to take a look at the UA monk styles... forgot where they were.... anyway. I integrated autohypnosis with concentration because i'm not using psionics and i wanted concentration to be usefull to a single classed monk. I wanted to start light (I tend to beef classes up too much- perhaps i'll add bonus Ki feats?)