| Post/Author/DateTime | Post |
|---|---|
| Belkar06-18-07, 04:00 PM | Monk of the Roofless Heavens In the world of Eberron, many monasteries teach esoteric martial techniques and paths to self-enlightenment that awe and inspire the non-initiated. But on the continent of Khorvaire, precious few monastic communities exist in all but the most isolated regions. Their adherents and supplicants often lead cloistered lives to focus on advancing their abilities without distraction. Occasionally, some of these seekers walk the path of the adventurer to broaden their experience, or devote themselves to the passionate service of a faith or government, using their abilities to further their ideals. Still, these wanderers usually leave their monastic communities behind. One group of dedicated monks – making their homes in one of the most unlikely places imaginable – manages to hone their adherent’s abilities in a unique way, provide them a sense of worldly experience, and champion their ideals. Amidst the rising towers, yawning bridges, and constructed chasms of Sharn… a dedicated seeker might gain admittance in the Monastery of the Roofless Heavens… ______ Background: The Monks of the Roofless Heavens are a group of monks dedicated to mastering special abilities that rely on the manifest zone to the Plane of Syrania present within the city of Sharn. Although able to use her abilities to a small extent outside of the manifest zone, her powers function at their fullest inside the city of Sharn (or any manifest zone to Syrania). Their monks have made a lawful vow to protect the citizens of Sharn and uphold the Galifar Code of Justice, though they are very careful not to step on the toes of the City Watch, or other legitimate law enforcement. However, the monks are always quick to point out that the Code does allow for citizen’s arrest and defense of other citizens when legitimate law enforcement may not be present. GAME RULE INFORMATION This Prestige Class has the following game statistics. Prerequisites: Alignment: Any Lawful. Base Attack Bonus: +3 Feats: Improved Unarmed Strike (the feat or class feature), Skill Focus (Jump). Skills: Jump, 8 Ranks. Balance, 4 Ranks. Special: Must be a registered, tax-paying citizen of Sharn. (The monks will usually help with those they feel worthy to train, often sponsoring them for citizenship, helping to pay back-taxes, and walking naturalized Sharn residents or those without identification through the red tape to become recognized, registered citizens.) Hit Die: d8. Class Skills: A monk of the roofless heaven’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill points at Each Additional Level: 2 + Int modifier. PRESTIGE CLASS FEATURES: All of the following are class features of the Monk of the Roofless Heavens. Weapon and Armor Proficiency: Monks of the Roofless Heavens Gain no proficiency with any weapons or armor. Table 1-1: The Monk of the Roofless Heavens Class Base Fort Ref Will AC Unarmed Jump Jump Level Attack Save Save Save Bonus Damage* Speed Bonus Special 1st +0 +2 +2 +2 +0 1d6 +10ft. +5 Leap of the Heavens 2nd +1 +3 +3 +3 +0 1d6 +10ft. +5 Leaf on the Wind 3rd +2 +3 +3 +3 +1 1d6 +20ft. +5 Grace of the Bounding Tiger 4th +3 +4 +4 +4 +1 1d8 +20ft. +10 Cloud in the High Breeze 5th +3 +4 +4 +4 +1 1d8 +30ft. +10 Dodge of the Wild Grasshopper 6th +4 +5 +5 +5 +1 1d8 +30ft. +10 Flight of the Sparrow 7th +4 +5 +5 +5 +1 1d8 +40ft. +15 Bounding Force of the Hare 8th +5 +6 +6 +6 +2 1d10 +40ft. +15 Face of the Willow Spirit 9th +5 +6 +6 +6 +2 1d10 +50ft. +15 Fury of the Leaping Mantis 10th +6/+1 +7 +7 +7 +2 1d10 +50ft. +20 Flight of the Azure Eagle *The value shown is for Medium sized characters. AC Bonus (Ex): The City of Towers is a dangerous place, and the monks have no illusions that they make obvious targets for the criminal element within the city. As such, the monks undergo special training to enhance their defense without the aid of expensive armor or enchantments. When unarmored and unencumbered (carrying no more than a light load), the Monk of the Roofless Heavens adds her Wisdom bonus (if any) to her AC. In addition, she gains a bonus to her AC at varying levels (reflected in Table 1-1: Monk of the Roofless Heavens), which stacks with any bonus provided from prior levels in the Monk class. Unarmed Damage: A Monk of the Roofless Heavens’ unarmed strike damage increases according to Table 1-1: Monk of the Roofless Heavens. For adherents without monk levels, this represents new martial training and combat effectiveness. For those with past or future levels in the monk class, monk levels stack with Monk of the Roofless Heavens levels to determine the character’s unarmed damage. Jump Speed (Ex): At 1st level, a Monk of the Roofless Heavens has learned to better navigate the spanning bridges and empty gaps of Sharn. She gains an enhancement bonus to her speed, but only for the purpose of jumping distance (normally, a character can only attempt to jump their base movement). A Monk of the Roofless Heavens gains an inherent bonus to her speed while jumping, as shown on Table 1-1. For example, a 1st level adherent with a base movement of 30 ft. could jump 40 ft. with a successful jump check; while a 6th level monk with the same base land speed of 30 ft. could jump 60 ft. with a successful check. A Monk of the Roofless Heavens in armor or carrying a medium or heavy load looses this extra jump speed. For those with past or future levels in the monk class, a monk’s Fast Movement stacks with Jump Speed. Jump Bonus (Ex): Beginning at 1st level, a Monk of the Roofless Heavens gains a circumstance bonus to all jump checks that increases as she gains levels, as reflected on Table 1-1. A Monk of the Roofless Heavens in armor or carrying a medium or heavy load looses this circumstance bonus. Leap of the Heavens (Ex): At 1st level, a Monk of the Roofless Heavens’ jumping distance is no longer limited by her height, and she requires no running start to avoid penalties to her jump check. This means a Monk of the Roofless Heavens’ jumping distance in any direction equals her jump check (even vertically), and she can jump without penalty from a standing position. A monk in armor or carrying a medium or heavy load looses this ability. Leaf on the Wind (Su): A 2nd level Monk of the Roofless Heavens has learned to manipulate the manifest zone to Syrania around herself for brief periods of time. She can use a feather fall effect on herself a number of times per day equal to her Wisdom modifier (minimum of once per day). This effect can be activated as an immediate action (caster level equal to her class level), though the effect lasts a number of rounds equal to the monk’s Wisdom modifier x2 (minimum of 2 rounds). Outside a manifest zone to Syrania, a Monk of the Roofless Heavens can use this ability once a day. In addition, when inside a manifest zone to Syrania, a Monk of the Roofless Heavens can expand this feather fall effect to include one other medium or smaller creature they are in contact with. This is a supernatural ability. Grace of the Bounding Tiger (Ex): A Monk of the Roofless Heavens has learned to move with unusual grace at 3rd level. When moving in a straight line, she can now jump all or part of her movement; even multiple times, if needed. A single jump check can be made to cover one distance, or multiple jumps can be made over the course of the move (checks made as free actions), as long as each jump ends with the monk’s footing on stable, non-difficult terrain. Jumps can be used to overcome gaps in stable footing or difficult terrain. A monk can bound during any move action she makes, whether taking a normal move, charging, running, or even withdrawing - as long as the movement is in a straight line. A monk who makes multiple jumps during her movement is still limited to a total movement speed of her Jump Speed (including the bonus in Table 1-1). A monk in armor or carrying a medium or heavy load looses this ability. Cloud in the High Breeze (Su): Her connection to the Azure Sky growing stronger, A Monk of the Roofless Heavens can allow the energies of Syrania to keep her aloft for a very short time at 4th level. Should her jump check exceed her movement, she may end her turn mid-jump, and continue the remainder of her jump movement as a move action on her next turn. This supernatural ability only functions inside a manifest zone to Syrania. Dodge of the Wild Grasshopper (Ex): A Monk of the Roofless Heavens excels in using erratic jumps to avoid potentially lethal blows. A 5th level monk can use the Jump skill instead of the Tumble skill to avoid taking attacks of opportunity provoked by moving through a threatened square. In addition, when fighting defensively, a Monk of the Roofless Heavens gains an additional +1 dodge bonus to Armor Class for every 7 full ranks of Jump he possesses. If taking the full-defense action, the monk instead gains a +1 dodge bonus to Armor Class for every 5 full ranks of Jump he possesses. A monk in armor or carrying a medium or heavy load looses this ability. Flight of the Sparrow (Su): At 6th level, a Monk of the Roofless Heavens gains the supernatural ability to use levitate on herself as a standard action (caster level equaling her class level), the effect lasting a number of rounds equal to her class level. She can use this ability a number of times a day equal to her Wisdom modifier (minimum of once per day). Outside a manifest zone to Syrania, she can use this ability once per day. Bounding Force of the Hare (Ex): At 7th level, a Monk of the Roofless Heavens can execute a single turn of up to 90 degrees during a charge, by pivoting between jumps. By making at least two jump checks during a charge (one before the direction change, and one after), she can use her momentum to spring off of a stable surface in a different direction. This stable surface need not be horizontal, and may even be a wall or pillar. A monk in armor or carrying a medium or heavy load looses this ability. Face of the Willow Spirit (Su): A Monk of the Roofless Heavens eventually learns to free her spirit to the boundlessness of the Azure Sky and assume an incorporeal state. As a swift action, she may become incorporeal, remaining for a number of rounds equal to her Wisdom modifier. She can activate this ability a number of times per day equal to her Wisdom modifier (minimum once per day). While incorporeal, she gains a fly speed equal to her base land speed, can pass through solid objects, and no longer needs to breathe. Should she become corporeal while inside solid matter, she is immediately shunted to the nearest empty space, taking 1d6 points of damage per 10 ft. of solid matter passed through. Outside of a manifest zone to Syrania, she can use this ability once per pay. This is a supernatural ability. Fury of the Leaping Mantis (Ex): A 5th level Monk of the Roofless Heavens has improved her combat focus to unleash her full might against a foe. After a successful charge, she may execute a full attack action against a foe. The ability is identical to the Pounce ability located in the Monster Manual. A monk in armor or carrying a medium or heavy load looses this ability. Flight of the Azure Eagle (Su): The ultimate ability achieved by a Monk of the Roofless Heavens is the ability to fly as a native of Syrania. A number of times per day equal to her Wisdom modifier, the monk can activate a fly effect on herself as a swift action (caster level equal to her class level). This effect lasts for a number of minutes equal to her class level, during which she gains a perfect fly speed of 60 ft. Outside a manifest zone to the plane of Syrania, she can activate this ability once per day. This is a supernatural ability. |
| Subtle Knife06-18-07, 07:34 PM | You need to fix that chart - I cannot read it! Try using the [code] designation. SK |
| Belkar06-19-07, 03:31 PM | Sorry, guys... very new to the forums. How can I post a table in here and make it read-able? Folks keep talking about using [code/] But I can't seem to make that work... Little help? :confused: |
| Syltorian06-19-07, 04:03 PM | Sorry, guys... very new to the forums. How can I post a table in here and make it read-able? Folks keep talking about using But I can't seem to make that work... Little help? :confused: Just a simple mistake: it's , not [code/] at the end. :) |
| Belkar06-20-07, 01:45 PM | Just a simple mistake: it's [/code], not [code/] at the end. :) Perfect!! Thank you... that did it. Should be a readable table now! I'm anxious to hear what other Eberron players think... I love the idea of focusing a Monk Group within Sharn... and playing off of the manifest zone the way a Sharn Skymage can use it to amp up their abilities... Let me know! :D |
| ChaoticGood06-20-07, 02:20 PM | Love the concept... love the abilities. Some things to think about, though: First, I think you need to up the skill prerequisites to 8 ranks each. Generally speaking, a PrC (especially a 10-level PrC) should require a minimum of 5 standard class levels before entry. Furthermore, a Ftr 3/Mnk 1 can enter the class at the same early level as a full Monk build. Upping the ranks to 8 each makes a Fighter/Monk much less lucrative, and provides for a more appropriate entry level. Also, Dodge of the Wild Grasshopper is either too powerful or useless. Assuming a minimum level, (Ftr 3/Mnk 1/MRH 9) and a Str score of 16 (fairly low for a 13th level non-Finesse warrior-type PC), you're looking at an average Jump result of 10 (roll) + 16 (ranks) + 3 (Str) = +29 to AC (!) Now, I understand that this is once per day as a full-round action. But that over-compensates for the power of the ability by making it useless. What can you do with it besides stand still, taking hits? And if that is all you can do with it, then why would any half-intelligent foe bother to attack you that round? I guess I must be missing something, because I can't see the logic to this. Finally, you might also want to look at adding Leap Attack from Complete Adventurer as a prerequisite feat and re-write Grace of the Bounding Tiger with that feat in mind. Other than that, I really really like this concept as a Sharn-specific PrC, and I think I just might use this as a special branch of the King's Citadel. |
| Belkar06-20-07, 04:46 PM | ... I think you need to up the skill prerequisites to 8 ranks each. Generally speaking, a PrC (especially a 10-level PrC) should require a minimum of 5 standard class levels before entry. Furthermore, a Ftr 3/Mnk 1 can enter the class at the same early level as a full Monk build. Upping the ranks to 8 each makes a Fighter/Monk much less lucrative, and provides for a more appropriate entry level. That makes perfect sense. I've adjusted it, and added Skill Focus (Jump) as a prereq as well. (Makes sense...) Thing is... I wanted a fighter with no levels in monk to be able to qualify for it (just not easily). Mostly for flavor... I can see a disillusioned soldier coming home after the Last War and finding solace in the Monastic Lifestyle... But I agree; it should be much harder for someone with no monk levels. So, I removed Ki Strike from the build to discourage it. A 4th level monk will have it already. Also, Dodge of the Wild Grasshopper is either too powerful or useless. Assuming a minimum level, (Ftr 3/Mnk 1/MRH 9) and a Str score of 16 (fairly low for a 13th level non-Finesse warrior-type PC), you're looking at an average Jump result of 10 (roll) + 16 (ranks) + 3 (Str) = +29 to AC (!) Now, I understand that this is once per day as a full-round action. But that over-compensates for the power of the ability by making it useless. What can you do with it besides stand still, taking hits? And if that is all you can do with it, then why would any half-intelligent foe bother to attack you that round? I guess I must be missing something, because I can't see the logic to this. This also makes perfect sense. I was trying to create a defensive ability using the jump skill - and this is both overpowering and useless...lol... I've updated the ability to be an immediate action that replaces the monk's AC with the Jump Check. For one round. This still should result in a nice AC, just not epic...:) And the once a day/for one round balances it out, I think. Finally, you might also want to look at adding Leap Attack from Complete Adventurer as a prerequisite feat and re-write Grace of the Bounding Tiger with that feat in mind. I had originally looked at Leap Attack, but it takes a 5th level PC to even take the feat (thanks to its own 8 Ranks: Jump prereq), and it requires Power Attack, which isn't in the flavor of the build I was going for. Plus, the point of the feat is using leaping to maximize damage done with Power Attack (and power attack doesn't favor the unarmed strike... or any other light weapon, for that matter...). So that's why I decided not to use it, initially. But you're right about Bounding Tiger... they're too similar... and my original intent with Bounding Tiger was to use jump to overcome difficult terrain or empty space during combat; not to enhance damage or attack rolls. So I re-wrote it to meet that idea more... and then I changed Bounding Force of the Hare to be an extension of it, allowing for directional change. I like this much better. Thank you for the input... Much appreciated! I fell in love with the class idea... it just felt so "Eberron", with the whole focus and feel on graphic and pulp novels, and over the top film noir and action flicks... This is my "Hong Kong Wire-Work" addition to the mix. :D |
| ChaoticGood06-20-07, 06:26 PM | Thing is... I wanted a fighter with no levels in monk to be able to qualify for it (just not easily). Mostly for flavor... I can see a disillusioned soldier coming home after the Last War and finding solace in the Monastic Lifestyle... I kind of got that sense from how you wrote it. You only really need one skill prerequisite to be 8 ranks in order to make the entry level higher. Therefore, you could go with Balance 4 ranks and Jump 8 ranks if you want to make it a little more attactive to someone with a full Fighter build. Also, as regards Leap Attack, point taken. But now I have great idea for a Monk of the Roofless Heavens who reveres the Mockery and uses Fury of the Leaping Mantis and Bounding Force of the Hare with Leap Attack and a pair of kamas... :devil: Thank you for the input... Much appreciated! You're very welcome. I'm glad to help with such a cool idea. :) |
| Belkar06-21-07, 09:11 AM | This is why I'm growing to love the forums! As a forum n00b myself, this experience has been a rather positive one. Thank you again, and others, P.E.A.C.H., P.E.A.C.H., P.E.A.C.H.!!! :D :D :D |
| Belkar06-28-07, 12:49 PM | Not hearing any more comments... positive or negative. Anything would be much appreciated..., I'd kind of like to offer this in my DM's campaign... but would like it to be as polished as possible before handing it over. Thanks, guys! :D |
| Rekko06-29-07, 04:22 PM | Wow, I just see images of Crounching Tiger and Hiden Dragon in Sharn ! Have you considered dive attacks? Soarsled affinity? Air elemental affinity/grafts? |
| Belkar06-29-07, 05:37 PM | Wow, I just see images of Crounching Tiger and Hiden Dragon in Sharn ! Have you considered dive attacks? Soarsled affinity? Air elemental affinity/grafts? I honestly have. As for the grafts and soarsleds, I was trying to replicate some of the item abilites without the items... my vision was that this monastery would have the attitude that excess money would be donated to the poor of the city... and grafts and soarsleds are expensive. C.T.H.D. totally! My wire-work contribution to Eberron... for flavor, though, I see the common folk of Sharn looking to the Monks as what the Watch should be, almost mythic protectors who fly from the heavens in the nick of time. There aren't that many of them, unfortunately. In my own Eberron campaign, I first fleshed them out as NPC's... and even went so far as to give them their own monastery grounds: a platform suspended between 4 towers, and only accessible by magic or the monks' special abilities. They wore the same colors as the Sharn Watch in their robes, and just jumped around the city, defending innocents and making citizen's arrests. They had a grudging respect the The Watch, who viewed them as meddlers, but were glad for the help. (Plus, the monastery was centuries old..., so it's kind of like "Oh... we don't like you goodie two-shoes, but you've always been there... and you do act within the law... so... JUST DON'T STEP ON OUR TOES!") |
| Rekko06-29-07, 09:53 PM | I read it for a second time and I was thinking. Why the flyng ability at 10th level? This whole PrC idea was to enhance jumping, right? You might want to say that the monks can produce gusts of winds also. Knocking off adversaries. |
| Jato07-04-07, 02:42 AM | Good job! I think there was a tactical feat in complete warrior that was along the same lines as this, "raptor school," I believe. It could be factored in as a prerequisite, It requires BAB+6 though. |
| Belkar07-05-07, 03:57 PM | Hmm... I like the gusts of wind idea... need to consider that. But in Eberron, that ability is already the purvue of of Lyrandar PrC from "Dragonmarked" (Stormblade, I think it's called?). Hmmm... I also thought about Raptor School... but I've always thought tactical feats were mechanicaly substitiutional for PrC's. Like, "oh... I want to do this thing or have this flavor... but don't wanna devote the levels to a prestige class" - you get a handfull of flavorfull (if not entirely usefull in every situation) abilities. Just like a PrC. lolol... Plus, the prereqs for the feat put it above the base I wanted for the class. |
| Rekko07-06-07, 10:22 AM | One of the Least Mark of Storm ability is gust of wind |
| Save-vs-DM07-09-07, 07:26 AM | I would suggest doing the following: swap Fury of the Leaping Mantis and Dodge of the Wild Grasshopper. Then change Dodge of the Wild Grasshopper to the following: A Monk of the Roofless Heavens excels in using erratic jumps to avoid potentially lethal blows. A MotRH can use the Jump skill instead of the Tumble skill to avoid taking attacks of opportunity provoked by moving through a threatened square. In addition, when fighting defensively, a MotRH gains an additional +1 dodge bonus to Armor Class for every 7 full ranks of Jump he possesses. If taking the full-defense action, the MotRH instead gains a +1 dodge bonus to Armor Class for every 5 full ranks of Jump he possesses. My reasonings are thus: pounce is an incredibly powerful ability, especially for a class with a flurry of blows feature. Secondly, this makes jump useful and has your intended effects, but without a wildly powerful effect. It just opens up Jump a little bit, fits the flavor, and makes fighting defensively a bit more potent. Overall, it's a great class with some nice flavor. You did a nice job, I think. I actually think you could let levels in this class stack with levels of monk for the purposes of unarmed damage and Armor Bonus without breaking things too much. They're loosing a lot of nice abilities for some movement related ones, so I don't think it's over the top. However, I might drop one of the saves to poor instead of good, just for balance and thematic reasons. I can see ditching Willpower myself, as they seem a lot more body minded than mental minded. Nothing to break the bank over, though. Cheers, Save vs DM |
| Belkar07-09-07, 11:32 AM | I really like that re-write of Dodge of the Wild Grasshopper... and I'm going to use it! I agree, Pounce is very powerful... so I've also taken your advice and switched Grasshopper and Mantis. The PrC levels already stack with monk levels for unarmed damage and AC bonus progression. I'm going to stick with all good saves, though... I want them to have good willpower. Thematically, being the force they are in the community, this makes sense to me. Plus, from a mechanical standpoint - I feel that 3 good saves makes up for the middling BAB and Hit Dice (the same way it does for a Monk). It's obviously a martially bent PrC class for the monk... but the high will save something that I think arises from this type of martial training, which focuses on the mind and spirit. The special abilties of the PrC are in line with a monk's standard, I think... They give up a lot to PrC out of monk (immunities and such). I did make the above adjustments, though... and like the class much better now. Thanks for the advice and suggestions!! :D |