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| #1Slit518May 29, 2015 20:14:40 | Hello everyone. Here is my crack at a tattoo powered monk. Unlike the other Monk sub-classes, the Way of the Ink path depends on tattoos embuded with the magical energy of the arcane or the divine. I've been working on this one pretty hard, trying to deliver a lot of options for the tattoos. Right now, I am giving a sneak peek at what I have thus far. Let me know what you think! The Intermediate and the Advanced tattoos are not a part of the display, as they are not complete. I will hopefully be adding them to the list later so you can all view those options as well.
Way of the Magic Ink
*You can not have the same tattoo twice, however, you can have more than one tattoo with similar effects.
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| #2rampantMay 29, 2015 20:39:01 | If I understand this correctly you can't actually use this sub-class without burning your feats/ability ups, those effects seem rather inferior to the feats you're sacrificing, and the standard ability up Is +2 vs. the +1 the tats give, So honeslty why would anyone take this?
I think you're drastically overcomplicationg this, Why not have the sub-class simply let you pick tattoos off a list like the classic tattoed monk? |
| #3durntaurMay 30, 2015 2:19:37 | When I saw the thread title my interest was piqued. I love the idea of tattoos in magical ink as a source/store of power, but this execution seems underwhelming. I agree, it's unnecessarily complicated and it conflicts with ASI/feat choices in order to utilize its features. |
| #4Slit518May 30, 2015 8:24:04 | Both of you may have been missing something. A Monk gets a new magical tattoo at their archetype levels, so at levels 3, 6, 11 and 17. I was just showing the Basic tattoos and powers, as I did not yet finish the Intermediate tattoos and Advanced tattoos for the monk.
Also, it is an option for a monk to get a new tattoo in place of a stat upgrade or a feat as well. Though at the basic level it may not seem worth it, the tattoo may be worth it when they get access to Intermediate and Advanced tattoos at levels 6 and 11. |
| #5LuisCarlos17fMay 30, 2015 7:58:55 | My suggestion for a tattooed monk, is to use the game mechanic about soulmeld from "magic of incarnum", and maybe to recover the feat to craft magic tatoos. |
| #6Slit518May 30, 2015 8:33:12 |
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| #7rampantMay 30, 2015 13:53:12 | Luis not everything can be done with the incarnum system, it is great for certain things but tattoed monks are one of the things I think it would be bad at, the tatts are supposed to be more rigid than soulmelding. The incarnum system is great for low to moderate rigidity powers, especially in the at-will arena, it does not do encounter or daily powers very well, and high rigidity powers such that are traditionally associated with the magic tattoes in DnD is another failure point for the incarnum system.
Slit518, if you're dead set on this method than I suggest a few tweaks. For starters remove the feat/stat trade option and simply create a feat for extra tatts, one of the problems wiht the current model is that if you use the feat option the power of the tat you can pick is level bounded so using the option early is stupid, and as a general rule feats should not be permanently better or worse depending on when you take them, they can scale certainly though, but the feat can't be permanently better or worse depending on when you take it. For example toughness gets you +2 Hp per level and then +2 Hp every level after you take it. What you've got righ now is like if toughness only gave you HP for levels you already had and didn't add to future HP meaning that the feat is permanently better or worse depending on what level you take it at.
Also I don't see where levels 6 or 17 get you any new tats, 17 has some sort of wierd merge thing going on but with only a basic and an advanced tat it seem like you're forcing them to burn feats/ability ups to use 17 to it's fullest.
Next up you've got the limited uses, I would remove that entry entirely from the abilities and move it to the tats, if you can scrube a tat you can use it's power, and the powers can have active components that cost KI, and maybe some of the basic tats might end up being ki hogs. Also none o fthe basic tats have nothing labled as limited use. They've got rest limited powers but that doesn't look like quite the same thing. |
| #8Slit518May 30, 2015 14:44:34 |
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| #9rampantMay 30, 2015 16:19:15 | Yes 6 and 11 let you scribe better tats, but 6 doens't actually say it grants a new tat. So the most you could have before 17 without wasting feats is an enhanced basic, or a basic + an advanced, so maximum of four points when the ability lets you fuse six and that seems dickish to force them to loose out on an aspect of an ability of their sub-class without wasting feats. Unless the fusion doens't actually do anything in which case why are you wasting a sub-class ability on it?
Part of the problem is you're trying to put too much of this class in the abilities rather than in the tats themselves. Also you have far too many basic tats, and the ability booster tats are just unnecessarry.
As for the tats I would advise removing the bits about using Ki to re-use the tat powers in the ability descriptions and just set it up so that if the tat has an active power that it's worth some number of Ki points that you must spend to use it. Passive abilities should probably not need ki to use.
Look the Extra tat costs a feat, so you'd be best off making sure that it is as good as a feat, especially given how skimpy the tat count is without it, All I'm saying is that you need to make sure that you can use it to get a tat worth a feat, and that you get a power up that's on the same tier regardless of what level you are when you take the feat, right now you get a different power up depending on your level and it doesn't scale. All I'm saying is that you'd probably be better off standardizing the benefit. |
| #10Slit518May 30, 2015 16:42:16 | Whoops! I did forget to say it grants a tattoo. I figured it would be self explanatory, but I shouldn't assume.
At 17th level, you can use those 6 points to forge a tattoo that grants all of the other tattoo's powers into it. This is a whole new fresh tattoo, granting additional powers aside from the other tattoos. |
| #11rampantMay 30, 2015 17:40:25 | Yes well explaining that in the ability would help.
Listen are you at all familiar with the previous incarnations of the tattoed monk? |
| #12Slit518May 30, 2015 18:02:43 |
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| #13rampantMay 30, 2015 19:50:08 | Basically it didn't make this huge mess with intermediate or enhanced tattooes it just handed you a tat every other level and you picked off a list, now some had requirements but it was a lot cleaner and simpler.
like this
http://dndtools.pw/classes/tattooed-monk/ |
| #14Slit518May 30, 2015 19:57:39 |
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| #15durntaurMay 30, 2015 22:25:06 |
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| #16rampantMay 31, 2015 1:17:52 | More precisely: Style conventions are a thing, be wary of violating them.
The big issue You've got here is that people are used to the Tattoed monk being a fairly simple class and you've managed to grossly complicate it for no discernable reason or advantage. |
| #17Slit518May 31, 2015 9:27:28 |
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