Zerth Cenobite tweeking [Archive] - Wizards Community

Post/Author/DateTimePost
ThkkBldstrm

12-22-07, 07:27 PM
Right, so I was thinking about a variant Zerth Cenobite with some ToB flavor. Basically change the prereq's a bit (instead of still mind, 1 or 2 diamond mind) and dropping the "monk abilities" thing, everything else is the same. The maneuver known/readied (not sure about including stances) progression similar to the "Shadow Sun Ninja" and including the Diamond Mind and Shadow Hand (maybe Iron Heart in addition or instead of SHadow Hand?) disciplines. My question is, would this be too much? SHould I leave the thing alone? (In any event I'd have to clear it with my DM, so you know).

For reference, here's what the progresion would like.
Lvl Known Readied
1 1 0
2 0 0
3 1 0
4 0 0
5 0 1
6 1 0
7 0 0
8 0 0
9 1 0
10 0 1

Thanks in advance.
The_Shaman

12-22-07, 08:57 PM
So... you're not advancing monk abilities at all? Wouldn't this be worse off than an actual diamond mind swordsage, then?

All in all, if it's called Zerth Cenobite, I think keeping the monk abilities should be a given. Otherwise you just butcher the fluff, you know - there may be githzerai martial adept traditions, they'd just be called something else.
runestar

12-23-07, 02:47 AM
I would make their special abilities 1/encounter, rather than 1/day, and maybe have them expend maneuvers to execute. Makes them far less restrictive to use.:)