Armed Monk on Steroids [Archive] - Wizards Community

Post/Author/DateTimePost
Game_Addy

11-07-05, 12:04 AM
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

Claw
Cost Dmg(S) Dmg(M) Critical Weight Type
10gp 1d3 1d4 x2 1.5lb Slashing


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

This class is to fight using deception, and hitting from where they are least expected. If the AMOS is wearing a medium or heavy armor, or carrying anything besides a light load, it does not receive any of the benefits except any bonus feats until it is back to wearing either no armor, or light armor with a dexterity check of 0, and carrying a light load.

Favored Stats:
Dexterity-To avoid being hit while running around without armor, and to gain a high reflex save, which is used for charges.
Wisdom-Many class skills rely on this stat, and it is also important for being able to successfully release charges.


HD: d6
BAB: ¾(same as cleric)
Alignment: any Chaotic

Reflex-Good
Will-Good
Fort-Bad

Proficiencies:
The weapons with which a shinobi is proficient are chain, club, dagger, kama, katana, kawanga, kusari-gama, nekode, ninja-to, quarterstaff, shikomi-zue, shortbow, shortspear, shuriken, and wakizashi, and all simple weapons, all “Claw” class weapons(including those above-mentioned), and any type of light armor which has no Armor Check penalty. The AMOS is not proficient with shields, however, it is proficient with bracers and the like, which provide defense “on the person”(i.e. doesn’t stick out)


If the assassin is carrying more than the light load score(including baggage, weapons, and armor), all proficiencies are lost until the weight limit is back down below the light-load)

Class Skills
The AMoS’s class skills (and the key ability for each skill) are Balance (Dex), Bluff(Cha) Climb (Str), Craft(Alchemy)(Int), Escape Artist(Dex), 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.

You add the AMOS’ Wisdom Modifier to AC, beginning at 4th level, but only when wearing no armor.


Level Ability
1 Dragon Claw, Tiger Strike-1, Bonus Feat, Dodge
2 Tiger Strike-2, FoF-1, BoI-1, CoL-1, Weapon Finesse
3 Vampiric Strike-1, Bonus Feat
4 Dragon Flight, Tiger Strike 3, Bonus Feat
5 FoF-2, BoI-2, CoL-2, Vampiric Strike-2
6 Bonus Feat
7
8 FoF-3, BoI-3, CoL-3,
9 Bonus Feat
10
11 Vampiric Strike-3
12 Bonus Feat
13
14 Dragon Flight
15 Bonus Feat
16
17
18 Bonus Feat
19
20 Bonus Feat



Feats to choose from:
Agile
Blind-Fight
Combat Expertise
Improved Trip
Improved Disarm
Improved Feint
Combat Reflexes
Dodge
Mobility
Spring Attack
Improved Critical
Quick Draw
Skill Focus
Stealthy
Skill Focus
Track
Two-Weapon Fighting
Two-Weapon Defense
Improved Two-Weapon Fighting
Greater TWF
Weapon Finesse
Weapon Focus
Weapon Specialization
Greater Weapon Focus
Greater Weapon Specialization


Or, starting at level 3, the AMOS can choose from the following Special Ability instead of a Bonus Feat.

Blindsense (Ex): Beginning at 8th level, the AMOS can gain blindsense with a range of 10 feet. Using nonvisual senses the AMOS notices things he cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has a line of effect to that creature. Any opponent the AMOS cannot see still has total concealment against him, and the AMOS still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a character with blindsense. This ability can be selected multiple times, the total range stacking for every additional time it is taken.

Camouflage (Ex): Beginning at 12th level, a AMOS can gain the ability to use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. If this ability is selected a second time, the AMOS can use this ability in any area, whether natural terrain or not.

Crippling Strike(Ex): Same as Rogue, except there is no sneak attack, but instead a finishing move required, and it ads an extra +1 to the DC for each time this ability is selected.

Evasion(Ex): Same as Rogue. If it is taken again, Improved Evasion is received.

Fast Movement (Ex): Beginning at 4th level, a AMOS can gain a bonus to his land speed equal to +10 feet. This benefit applies only when he is not wearing any armor or shield with a check penalty greater than 0 and not carrying a medium or heavy load. Apply this bonus before modifying the AMOS’s speed because of any load carried or armor worn. This ability can be selected multiple times, the total speed bonus stacking for every additional time it is taken.

Hide in Plain Sight (Ex): Beginning at 16th level, a AMOS can gain the ability to use the Hide skill even while being observed, provided he is in some sort of natural terrain. If this ability is selected a second time, the AMOS can can use this ability in any area, whether natural terrain or not.

Skill Mastery(Ex): Same as Rogue

Slippery Mind(Ex): Same as a Rogue. Can only be taken once.

Stunning Fist: Beginning at 4th level, a AMOS can receive the Stunning Fist feat for free, even if he does not meet the normal prerequisites. He may attempt a stunning attack a number of times per day equal to his combined monk and AMOS levels, plus one more time per day for every four levels he has in other classes.

Trackless Step (Ex): Beginning at 4th level, a AMOS can gain the ability to leave no trail in natural terrain and cannot be tracked. He may choose to leave a trail if so desired. If this ability is selected a second time, the AMOS can use this ability in any area, whether natural terrain or not.


Charges:

Tiger Strike-1
1-1d4+1d4/4cl (max +5d4) Physical Damage when released.
2-1d6+1d4/4cl (max +6d4) Physical Damage when released.
3-1d6+1d6/4cl (max +5d6) Physical Damage when released.

Vampiric Strike-2
1-30%+5%/cl Life Steal (max 50%), only on Physical Damage, rounded down.
2-30%+5%/cl Life and Mana Steal (max 75%), only on Physical Damage, rounded down.
3-80%+5%/cl Life and Mana Steal (max 100%), only on Physical Damage, rounded down.

Fists of Fire-2
1-1d4+1d4/4cl (max +5d4) Fire Damage imbued into weapon when released.
2-1d6+1d4/4cl (max +6d4) 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 1d4/4cl to each creature.
3-1d6+1d6/4cl (max +5d6) Fire damage imbued into weapon, as well as a carpet of flame spread over 7.5 feet, which burns for 1d4/4cl rounds, and does 1d6 fire damage to anyone caught in it per round (except the AMoS, who takes no damage).

Blades of Ice-2
1-1d4+1d4/4cl (max +5d4) Frost Damage imbued into weapon when released.
2-1d6+1d4/4cl (max +6d4) Frost Damage. Also creates a 7.5-foot circle in which creatures inside take 1d6/4cl
3-1d6+1d6/4cl (max +5d6) Frost Damage with a 7.5-foot circle in which creatures take 1d4/4cl 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-2
1-1d4+1d4/4cl (max 5d4) Lightning Damage imbued into weapon when released.
2-1d6+4d4/4cl (max +6d4) 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, dealing 1d4/4cl. The sphere does 1d6/4cl.
3-1d6+1d6/4cl (max +5d6) 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

Vampiric 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-2
The effect of this spell is much like the Monk’s Flurry of Blows ability. This spell can only be used if an AMoS is using two weapons with which (s)he is proficient. The effect of the charges can be used for both claws if they hit. Roll the attack for each claw independently.

For the charges to successfully release (this is done for each attack with the Dragon Claw, so at lvl one, done 2 times…), you must make a saving throw of your Reflex save+your Wisdom modifier against a DC of 10+number of charges+(number of times you have attacked already)*2+one half your class level(rounded up). If this check fails at any point, you do not roll the check anymore.

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

A DC of 10+3+2+3+2=(20) would be required for a second attack, and 22 for the third…
If you win the check for the first two, but lose on the third, there are only successful releases. If there were only one to make it, you would not roll for the third. If there were none made, then it is a regular attack, exactly as Flurry of Blows.

You still have to roll for the opponent’s armor class this is not to hit, just to see if there are any charges added.

If the save fails, there are no charges added after the last successful save, and damage is just the Dragon Claw’s damage.

Dragon Flight-3
The last finishing move is Dragon Flight, which acts exactly like the Monk’s Abundant Step ability.
Like the other two, there is a check which must be completed of your Reflex Save+Wisdom modifier against a DC 15+amount of charges+one half of your character level, rounded down.

Mana:
D8+1/cl

Refills whenever sleep/rest for 8 or more hours continuously. Whenever you use any charges or finishing moves, your mana takes that much “damage”. If you cannot afford to lose that much mana for a spell, you cannot use it. Once it runs out, you must let it refill. Spells which heal you heal your mana by 10% of what you received(rounded down), and you can add your temporary hitpoints to mana instead of your life. Once the temporary hit points are used, they cannot be regenerated. Any mana from the Vampiric Gaze which exceeds your current amount will be lost at a rate of 3 points/round when you did not successfully make an attack.


New Thoughts:

FoF/BoI/CoT should have:
1-dmg to one
2-dmg to small radius
3-dmg to one+status

I was thinking of allowing a limited selection as to which spells this class can receive(either starting at cl 4 like a Ranger, or upto 10).

I’ve arranged the spells into the different ways I’ll be using them, hope it helps. The spells are(with the level at which they are):

Universal:
Prestidigitation(0)
(I was thinking of the AMOS being able to use this since level one, since it doesn’t seem like it’d be that bad)

Deception:
Ghost Sound(1)
Silent Image(1)
Mirror Image(2)

Enhancement:
Know Direction(0)
Cat’s Grace(2)
Eagle’s Splendor(2)
Fox’s Cunning(2)
Dark Vision(3)
Haste(3)
Tongues(3)


Disrupt Enemies:
Blind/Deaf(2)
Glitter Dust(2)
Pyrotechnics(2)
Hold Person(3)
Dimension Anchor(4)

Cover:
Obscuring Mist(1)
Darkness(2)
Fog Cloud(2)
Displacement(3)
Non Detection(3)
Solid Fog(4)


NOTE:
Cl means Class Level, not Character Level.

What do you think? It has potential to do lots of damage, but the check is quite high. I’ve figured that it takes about 4 rounds of constant combat(using all 6 attacks at 20th level, with two weapons), and there is a total of 144dmg of the charges. Now I used Dragon Claw, and that gives 5 attacks, so a total of 720 damage to a single creature.

Assuming that Vampiric Strike is not used, there are 12 charges(4 types, with 3 charges each), an added +15 for the finisher, half the character level is 10, the reflex save is +12, with lets say +4 for dex, and +3 for wis. So its d20+12+4+3 against a DC d20+12+10+10
Simplifies to a d20+19 against DC d20+32
32-19=13
do you have to make a d20 of atleast 13(~35%chance) to get the charges for the first attack.
Then, there is a d20+19 against a DC 20=32+2(34)
Meaning a d20 must have a 15 or higher to successfully release the charge(~25% for the second charge, and ~10% chance that it will work so far.)

So that said, I don’t feel it’s HORRIBLY overly powered, but I dunno. Any advice would be great...and a sorceror can do about 600dmg/round.


*Thank you Hectic, and anyone else who has helped me so far. Sorry for the outright stealing of some ideas, and changing of others.*

Michael
Game_Addy

11-07-05, 09:01 PM
bump?
zaduma

11-07-05, 09:04 PM
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 x3 2lb Piercing

Michael

If you look, in the weapon pictures in the PHB, the Punching Dagger, is a Katar, infact in the picture it says this. "Punching Dagger [Katar]"
Silverthumb128

11-07-05, 09:09 PM
If you look, in the weapon pictures in the PHB, the Punching Dagger, is a Katar, infact in the picture it says this. "Punching Dagger [Katar]"

Yes, and I don't see much reason why the Claws can't just be the Punching Dagger, renamed.
zaduma

11-07-05, 09:12 PM
I didn't mean to start an issue, obviously you took offense to my statment about what the PHB contains, for this I am sorry. And, I will leave your monk thread.
Game_Addy

11-07-05, 09:18 PM
of course not, I was changing the weapon, and taking out the Katar. So far, it's been noted that the Claw and punching Dagger are very similar(the Claw is a little more powerful than a Punching Dagger, as it has 3 blades instead of one.)

And I want as much info as I can on here. So please, by all means, continue :D

Michael
Silverthumb128

11-07-05, 09:25 PM
So far, it's been noted that the Claw and punching Dagger are very similar(the Claw is a little more powerful than a Punching Dagger, as it has 3 blades instead of one.)

Well, functionally speaking, there isn't much difference, no matter how many blades. Since they can't be used indepentantly, it really won't be that much more powerful. Plus, each blade is smaller, to fit the hand of the wielder, so its hardly the same as 3 Daggers on your fist.

Oriental Adventures has already got a Claw weapon, the "Nekode(Cat's Claws)," and it only does 1d4, just like the Dagger, except it doesn't have the 19-20 threat range.
Game_Addy

11-07-05, 09:45 PM
Well, functionally speaking, there isn't much difference, no matter how many blades. Since they can't be used indepentantly, it really won't be that much more powerful. Plus, each blade is smaller, to fit the hand of the wielder, so its hardly the same as 3 Daggers on your fist.

Oriental Adventures has already got a Claw weapon, the "Nekode(Cat's Claws)," and it only does 1d4, just like the Dagger, except it doesn't have the 19-20 threat range.

Heh, I only have the base 3 books(DMG, PHB, Monster Manual), and so yeah. Thanks for letting me know:)

Michael
Game_Addy

11-08-05, 09:12 PM
So um anything past the weaponry?
:bump: :help:

Michael