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| CHeard05-30-07, 01:05 PM | Hello, everyone! I am gearing up to start a new campaign using Monte Cook's Ptolus setting. One of my players is interested in playing a Grailwarden monk skilled in making gadgetry ... in other words, "Batdwarf." He would like to have the ability to make alchemical bolts for a crossbow, such as bolts that serve as "flashbangs," or are filled with acid, or that sort of thing. I've been trying to think of a way to allow this without forcing him to multiclass as a spellcaster. Following the Unearthed Arcana model of variant class abilities I came up with the idea of a variant monk who is into "human" (or dwarvish or whatever) perfectibility and self-discipline, but not the mystical mumbo-jumbo. Please tell me if you think this has any merit and what I might substitute at the higher levels. MONK VARIANT: HOLISTIC RATIONALIST While some monks seek mystical enlightnment, the holistic rationalist sees body and mind as perfectable living machines, and extends this interest to nonliving machines as well. Class Skills: Eliminate Knowledge (arcana) and Knowledge (religion) from the monk's class skill list. Add Disable Device, Knowledge (architecture and engineering), and Open Lock to the monk's class skill list. Class Features The holistic rationalist has all the standard monk class features, except as noted below. Bonus Feat: In place of any one bonus feat, the holistic rationalist may gain trapfinding as a class feature; the holistic rationalist may use this trapfinding feature exactly as a rogue would. Ki Strike: The holistic rationalist disdains mysticism, and so does not gain the ki strike ability at 4th level or its enhancements at 10th or 16th level. Alchemical Awareness: At 4th level, due to his or her growing understanding of the deep workings of the world, the holistic rationalist gains the ability to use the Craft (alchemy) skill as if he or she were a spellcaster (of course, the holistic rationalist still needs appropriate equipment). This ability replaces ki strike (magic). Brew Alchemical Concotion: At 10th level, the holistic rationalist gains the ability to create nonmagical concotions that mimic the effects of any of the following cleric spells (all concoctions must be ingested by or applied to the target): 0-level—cure minor wounds, inflict minor wounds, purify food and drink; 1st level—bane, bless, cause fear, cure light wounds, endure elements, inflict light wounds, remove fear; 2nd level—aid, bear’s endurance, bull’s strength, calm emotions, cure moderate wounds, delay poison, eagle’s splendor, gentle repose, hold person, inflict moderate wounds, owl’s wisdom, remove paralysis, resist energy; 3rd level—bestow curse, contagion, cure serious wounds, inflict serious wounds, protection from energy, remove blindness/deafness (does not work against magical effects), remove disease. The effective caster level is 1/2 of the holistic rationalist’s monk levels. The holistic rationalist must purchase raw materials as described for the Brew Potion feat; however, instead of expending XP, the holistic rationalist must succeed on a Craft (alchemy) check with a DC of 20 + the spell level + 1 for each “dose” of the concotion brewed at the same time (up to 10 may be brewed at the same time). It takes one day of dedicated work per spell level to brew a concoction, and the holistic rationalist may only be brewing one concotion at a time. This ability replaces ki strike (lawful). [NEED A REPLACEMENT FOR KI STRIKE (ADAMANTINE)] Tongue of the Sun and Moon: The holistic rationalist does not gain this ability at 17th level. [NEED A REPLACEMENT FOR TONGUE OF THE SUN AND MOON.] Empty Body: The holistic rationalist does not gain this ability at 19th level. [NEED A REPLACEMENT FOR EMPTY BODY.] Perfect Self: The holistic rationalist does not gain this ability at 20th level. [NEED A REPLACEMENT FOR PERFECT SELF.] |