AMoS(Armed Monk On Steroids) [Archive] - Wizards Community

Post/Author/DateTimePost
Game_Addy

09-16-05, 12:27 AM
ok, this assassin is modeled(rather heavily) upon the Diablo II:LoD version, and so it might be a bit overpowered, and I don't quite have an expertise in creating classes:)

That in mind, let me know if anything needs to be modified/nerfed/cut for balancing or otherwise?
___________
New Weapons:
Claw Class under the Light Melee Weapons

Punching Dagger
Cost Dmg(S) Dmg(M) Critical Weight Type
2gp 1d3 1d4 x2 1lb Piercing

Katar
Cost Dmg(S) Dmg(M) Critical Weight Type
10gp 1d4 1d6 x2 2lb Piercing

Claw
Cost Dmg(S) Dmg(M) Critical Weight Type
20gp 1d6 1d8 x2 3lb Slashing

AMoS: Diablo II: LoD Style
AKA Armed Monk on Steroids

This isn’t supposed to be a rogue as in they fight from behind, this class is to fight toe to toe, but to try to kill the creature as fast as possible. This class is made more towards 1 on 1’s but can take on groups moderately well.

HD: d8
BAB: ¾(same as cleric)
Alignment: any Chaotic

Proficiencies:
All simple weapons, unarmored, partial light armor(upto 15 pounds)

Class Skills
The AMoS’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Tumble (Dex).

Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Level Ability
1 Dragon Claw, Tiger Strike-1, Two-Weapon Fighting Feat, Dodge
2 Tiger Strike-2, FoF-1, BoI-1, CoL-1, Weapon Finesse
3 Cobra Strike-1, Burst of Speed,
4 Dragon Flight, Tiger Strike 3, Spring Attack/Bonus Feat
5 FoF-2, BoI-2, CoL-2, Cobra Strike-2
6 Mobility, Two-Weapon Defense
7 Cobra Strike-3, Cloak of Shadows
8 FoF-3, BoI-3, CoL-3, Improved Two-Weapon/Bonus Feat
9
10 Shadow
11
12 Combat Expertise/Bonus Feat
13
14
15
16 Improved Two-Weapon Fighting/Bonus Feat
17
18
19
20 Bonus Feat


Tiger Strike
1-1d4+1d4/2cl (max +10d4) Physical Damage when released.
2-1d6+1d4/2cl (max +10d4) Physical Damage when released.
3-1d6+1d6/2cl (max +10d6) Physical Damage when released.

Cobra Strike
1-30%+5%/cl Life Steal (max 50%), only on Physical Damage, rounded down.
2-50%+5%/cl Life Steal (max 75%), only on Physical Damage, rounded down.
3-75%+5%/cl Life Steal (max 100%), only on Physical Damage, rounded down.
Works the same as Vampiric Touch in respect to you cannot gain more than 10 more than the remaining HP of a creature, and these health points do not go away, but "refill" your health points.

Fists of Fire
1-1d4+1d4/2cl (max +10d4) Fire Damage imbued into weapon when released.
2-1d6+1d4/2cl (max +10d4) Fire damage and in a circle with a radius of 7.5 feet (it fills the 8 squares around your character on a grid), dealing 1d6/4cl to each creature.
3-1d6+1d6/2cl (max +10d6) Fire damage imbued into weapon, as well as a carpet of flame spread over 7.5 feet, which burns for 1d4/cl rounds, and does 1d6 fire damage to anyone caught in it per round (except the AMoS, who takes no damage).

Blades of Ice
1-1d4+1d4/2cl (max +10d4) Frost Damage imbued into weapon when released.
2-1d6+1d4/cl (max +10d4) Frost Damage. Also creates a 7.5-foot circle in which creatures inside take 1d6/4cl
3-1d6+1d6/2cl (max +10d6) Frost Damage with a 7.5-foot circle in which creatures take 1d6/3cl in addition to every creature (Except the AMoS), as well as having the effect of the spell “Slow” for 1 round/3cl.

Claws of Lightning
1-1d4+1d4/2cl (max 10d4) Lightning Damage imbued into weapon when released.
2-1d6+4d4/cl (max +10d4) Lightning Damage to the creature, in addition to a spherical ball of lightning extending upto 7.5 feet in all directions, or until it hits a wall. The sphere does 1d6/4cl.
3-1d6+1d6/2cl (max +10d6) Lightning Damage in addition to each creature within a radius of 7.5 feet taking 1d6/3cl as well as casting a spell which functions like “Symbol of Weakness” with a radius of 7.5 feet, and lasts for 1 round/3cl without needing a rune.

The charges go in the following order for effects:
Tiger Strike

Cobra Strike

Last to do damage are FoF, BoI, and CoL in that order.

Finishing Moves:
Finishing Moves are how the charges from the afore-mentioned abilities are released. Either you can do a regular attack, or use a finishing move.

Regular Attack:
The charge is only let out on the first attack, and the attack with which you release the charges must be told of before you roll. A reflex save of DC 5+number of charges must be made. If successful, the charges are released and proceed normally, but if it fails, this is just a regular attack as though there were no charges attached.

Dragon Claw
This spell can only be used if an AMoS is using two claws. You choose which hand attacks first. This spell functions exactly as Flurry of blows, except that it can only be used with armor weighing less than or equal to 15 pounds, and only up to two times per round. The effect of the charges can be used for both claws if they hit. Roll the attack for each claw independently. A reflex saving throw of DC 15+number of charges (this is made by the attacker) can be taken. If succeeding the save, the attacker will successfully insert the effect of the charges for that particular claw into the attack. Again, these are done separately for the claws.

If an AMoS has 3 charges of Tiger Strike, 2 of Cobra Strike and 3 of Fists of Fury, a DC of 15+3+2+3 (23) would be required to be made for the charges.

If the save fails, there are no charges added, and damage is just the Dragon Claw’s damage, which is (these bonuses go for both claws):

+1/2cl attack
+1d4/2cl damage

Dragon Flight
The second Finishing Move is Dragon Flight. This ability allows the AMoS to concentrate on a creature, and promptly teleport to them (the creature must be within 10 ft/cl), and promptly execute a kick, which goes the same as a monk, but with a maximum of 2d8 damage.
If the attacked creature succeeds on a Reflex Save with a DC 20+Number of charges, the charges dissipate harmlessly into thin air, but there is still a kick, which is dealt with normally. This ability can only be used once every 10 rounds.

Other abilities:

Burst of Speed
This “spell” gives an increase of:
+2 to Dexterity, and an additional +2 to Reflex Saves
+5 feet/lvl to your land speed.
This effect lasts for one minute/4cl and if cast repeatedly, the effect does not stack, though the time is reset.

Cloak of Shadows
This spell is much like Solid Fog, except for two differences:
1) This can be cast on any creature(including the AMoS), and if that creature moves, the fog moves with it.
2) The AMoS is unaffected by the fog, moves normally in it, though the AMoS cannot see through to the other side, and it does gain the 1d6 less damage/10 feet when falling through it.
This spell can only be cast once per 3 minutes, and besides the afore-mentioned details, it behaves exactly like Solid Fog.

Shadow
You can summon a shadow of yourself o help you fight. This has half of your maximum health, but the same stats as you. It cannot cast any spells, nor can it cast another Shadow or Burst of Speed, but it can use the charges and the finishing moves. It has a mind of its own, separate from the AMoS, but it cannot attack the AMoS who created it. This lasts for one hour, or until it dies, whichever happens first. When the AMoS dies, this dies as well. This spell can only be cast once per day.

___________

Michael
Game_Addy

09-16-05, 11:30 PM
bumpity bump bump?

Michael
Satori

09-17-05, 12:56 AM
I like it.

I've always been partial to monk-type classes/PrC that have a variety of special moves and tactics...i.e. "You're armor makes me change my Flying Dragon Style to the more penetrating Slippery Snake Fang Style...Have at you!!!" as opposed to "Well...umm...I guess I'll use Stunning Fist...again..."

Some of the stuff is a little ambiguous, and the damage seems a bit much on the "Charge" powers...and the Finishing moves seem really weak compared to the charge powers.

Don't forget that while you're trying to "Lat Move" the Assassin from Diablo into DnD, you don't have to create a carbon copy.

For instance, spread out the powers more...and create a pool called "Monk Powers". Have one "Pool" include "Chargers" and one pool include "Finishers". Then, at appropriate levels, include "Gain One Monk Charger/Finisher".

This allows certain characters to be specialized and unique..."Fear my Flaming Fury!!! Stop laughing!!" "My Icy Intimidation will...intimidate you!" "Umm...I just do a lot of damage and act tiger like..."

You can also include a bunch of other abilities that you think fit but aren't in the game. I'd add a poison attack, a Positive Energy attack (Think Undead Slayer), a Negative Energy Attack (Think People Slayer and Undead Creator), maybe a Sound Attack and an Acid Attack (No, I'm not listening to Jimmi Hendricks or Pink Floyd).

Spread out the abilities more...don't front load them into the first 10 levels.

I think you should create limits on the abilities, similar to Stunning Fist uses. Maybe give the class "3 Attack Points per level PLUS Int Mod" and create a feat called "Augmented Fighting" that adds additional attack points. A charger costs 1 per step, and a finisher costs 1 x the number of charges. So you could deal moderate damage with 2 Attack Points, or REALLY BIG damage for 6 Attack Points...situational, but gives you more options and makes the class a bit more balanced.

I also think you should add additional feats at certain levels...maybe every 3rd level...to let the character survive as a back up fighter when their Attack Points are all gone.

Also...where are the traps?? YOU NEED ASSASSIN TRAPS!!

Wow...time to lay off the gin...

Satori
Krug_the_smasher

09-17-05, 01:23 AM
not bad...sounds kinda munchkiny, not enough restrictions and too much good stuff. the shadow should be bumped up a couple levels. and by a couple i mean to level 17. As for ITWF at lvl16, i would have taken that WAY before that. like 3 or maybe 4th. it is kinda top loaded, so some spacing in the first 8 levels and bump everything down. something like this would be better. Also, does the special attacks have AoO's on them? and do you think you could come up with some things that would make the class more balanced? And the Cloak of Shadows is kinda strong, make it x/day not once/3mins. that is unbelievably insanely bldajnd! omg i just got tongue tied from the strength of it! so that is pretty much the hole of it. And what level does the class get the Burst of Speed and Dragon flight?

level Ability
1-------------Dragon claw, TS-1, TWF
2-------------Dodge, FoF-1
3-------------TS-2, Weapon Finesse
4-------------BoI-1, CoL-1, Bonus feat
5-------------spring attack, FoF-2
6-------------BoI-2, Cobra strike-1
7-------------Col-2, mobility
8-------------TWD
9-------------Cobra Strike-2
10------------ITWF
11------------Bonus Feat, Burst of Speed
12------------BoI-3
13------------Combat Expertise
14------------Cloak of Shadows
15------------FoF-3
16------------Shadow
17------------Bonus Feat
18------------Col-3
19------------Bonus Feat
20------------Dragon Flight

oh and btw, i was writing this post at the same time as the other guy. i just type s..l..o..w... so if there is any over-lap, that is why.