Rainbownaga
2010-04-15, 12:44 AM
Not going to change the monk, just going to add some stuff to my game to make NPC monks something other than 'free xp'.
Leg wraps:
Replace boots
Cost = 1+ 100 masterwork, + enchantment bonus (Enchantment at least +1)
Allow non-monks to kick (attack while hands full)
Attacks count as unarmed for the purpose of: Flurry, Stunning strike, Ki-strike, damage, attacks of opportunity.
Enchants as single item, counts as 1-handed weapon for the purpose of materials.
Attack bonus only applies to kicking attacks
Can be used with ‘amulet of iron fists’ but not with necklace or other natural attack boosters.
Special: Leg wraps can also double as fist wraps, but take up the gloves slot and do not apply to kicking attacks.
Lesser Artifact
Premium Heart Gauntlets
A pair of +6 gauntlets that can be worn over gloves of dexterity. If worn as a pair and if both the wielder’s hands are free, they can be used as a monk weapon, can channel quivering palm, ki-strike and stunning fist, and gain a bonus to damage equal to the number of stunning fist attempts the wearer has remaining.
[B]Feats:
Sword Form:
Requirements: Weapon Proficiency (Longsword, shortsword, rapier or scimitar)
Benefit: Longswords, shortswords, rapiers and scimitars become monk weapons, allowing you to flurry with them.
Master of the Quivering Palm
Requirements: Quivering palm monk ability; stunning fist; Wisdom 13
Benefits: You permanently lose 5 uses of your stunning fist ability- instead you can use the quivering palm ability once per round instead of once per week. Additionally, protection from critical hits no longer prevents quivering palm, but immunity to fortitude saves (undead and constructs) still apply.
Spiritual Meditation
Requirements: Monk level 12
Benefit: You can spend 5 minutes meditating to recover all uses of your abundant step, quivering palm and empty body monk class features. Similar abilities from other classes are not affected.
Master of the Abundent Step
Requirements: Abundent Step monk ability
Benefit: Your abundant step ability can now be used once every 3 rounds instead of once every day. Additionally, when you gain the perfect self ability it acts as greater teleport instead of dimension door.
Drawback: When you use the abundant step ability, you can now only transport yourself and 60lb of inanimate objects. This applies to both the dimension door and greater teleport varieties.
Master of the Whole Body
Requirements: Monk level 12, Spiritual Meditation, Stunning fist.
Benefit: Spiritual meditation also recovers your full supply of healing granted by the wholeness of body ability. Additionally, as a standard action, you may attempt to heal another willing, living creature; they gain 1 hp for every 2 that you spend from your whole body class feature.
Drawback: You lose 5 uses of your stunning fist ability.
Master of the Diamond Body
Requirements: Diamond body class feature; Iron will
Benefit: You are immune to death and mind affecting effects, effects that would change your form, and have the permanent benefit of free movement. At monk level 20 you gain immunity to critical hits and effects that target alignment.
Drawback: The power from this ability cannot be negated, even in an antimagic field or by the character’s choice. Also the monk no longer qualifies for the perfect self ability since this involves a change of form.
Disciple of the Air
Requirements: Monk level 4
Benefit: You gain the ability to safely fall the distance associated with your slow fall ability even when you have no wall to slow you down. This is in addition to the usual slow fall ability, meaning you can effectively slow fall twice the usual distance, but only when unarmored and carrying a light load.
Additionally, when adjacent to a wall or other near-vertical surface, you can effectively slow-fall backwards, being able to spend an amount of movement vertically equal to the amount granted by your slow-fall monk ability. This movement counts against your usual movement. This is a supernatural ability.
Master of the Air
Requirement: Monk level 12, Disciple of the air
Benefit: As long as you have something to push against, you can move in any direction through the air for a distance equal to the slow-fall ability granted by your monk’s slow-fall ability for each leap. This still counts against your total movement for the turn, and if you end your turn in mid-air you will fall in the following round.
Additionally, you can walk on walls and ceilings as easily as the floor (though you still fall if tripped), you never take falling damage (even if unconscious), and once you gain perfect body, you gain a flight speed equal to your ground speed.
All the benefits of this feat are supernatural; you lose these benefits in the presence of an antimagic field.
Leg wraps:
Replace boots
Cost = 1+ 100 masterwork, + enchantment bonus (Enchantment at least +1)
Allow non-monks to kick (attack while hands full)
Attacks count as unarmed for the purpose of: Flurry, Stunning strike, Ki-strike, damage, attacks of opportunity.
Enchants as single item, counts as 1-handed weapon for the purpose of materials.
Attack bonus only applies to kicking attacks
Can be used with ‘amulet of iron fists’ but not with necklace or other natural attack boosters.
Special: Leg wraps can also double as fist wraps, but take up the gloves slot and do not apply to kicking attacks.
Lesser Artifact
Premium Heart Gauntlets
A pair of +6 gauntlets that can be worn over gloves of dexterity. If worn as a pair and if both the wielder’s hands are free, they can be used as a monk weapon, can channel quivering palm, ki-strike and stunning fist, and gain a bonus to damage equal to the number of stunning fist attempts the wearer has remaining.
[B]Feats:
Sword Form:
Requirements: Weapon Proficiency (Longsword, shortsword, rapier or scimitar)
Benefit: Longswords, shortswords, rapiers and scimitars become monk weapons, allowing you to flurry with them.
Master of the Quivering Palm
Requirements: Quivering palm monk ability; stunning fist; Wisdom 13
Benefits: You permanently lose 5 uses of your stunning fist ability- instead you can use the quivering palm ability once per round instead of once per week. Additionally, protection from critical hits no longer prevents quivering palm, but immunity to fortitude saves (undead and constructs) still apply.
Spiritual Meditation
Requirements: Monk level 12
Benefit: You can spend 5 minutes meditating to recover all uses of your abundant step, quivering palm and empty body monk class features. Similar abilities from other classes are not affected.
Master of the Abundent Step
Requirements: Abundent Step monk ability
Benefit: Your abundant step ability can now be used once every 3 rounds instead of once every day. Additionally, when you gain the perfect self ability it acts as greater teleport instead of dimension door.
Drawback: When you use the abundant step ability, you can now only transport yourself and 60lb of inanimate objects. This applies to both the dimension door and greater teleport varieties.
Master of the Whole Body
Requirements: Monk level 12, Spiritual Meditation, Stunning fist.
Benefit: Spiritual meditation also recovers your full supply of healing granted by the wholeness of body ability. Additionally, as a standard action, you may attempt to heal another willing, living creature; they gain 1 hp for every 2 that you spend from your whole body class feature.
Drawback: You lose 5 uses of your stunning fist ability.
Master of the Diamond Body
Requirements: Diamond body class feature; Iron will
Benefit: You are immune to death and mind affecting effects, effects that would change your form, and have the permanent benefit of free movement. At monk level 20 you gain immunity to critical hits and effects that target alignment.
Drawback: The power from this ability cannot be negated, even in an antimagic field or by the character’s choice. Also the monk no longer qualifies for the perfect self ability since this involves a change of form.
Disciple of the Air
Requirements: Monk level 4
Benefit: You gain the ability to safely fall the distance associated with your slow fall ability even when you have no wall to slow you down. This is in addition to the usual slow fall ability, meaning you can effectively slow fall twice the usual distance, but only when unarmored and carrying a light load.
Additionally, when adjacent to a wall or other near-vertical surface, you can effectively slow-fall backwards, being able to spend an amount of movement vertically equal to the amount granted by your slow-fall monk ability. This movement counts against your usual movement. This is a supernatural ability.
Master of the Air
Requirement: Monk level 12, Disciple of the air
Benefit: As long as you have something to push against, you can move in any direction through the air for a distance equal to the slow-fall ability granted by your monk’s slow-fall ability for each leap. This still counts against your total movement for the turn, and if you end your turn in mid-air you will fall in the following round.
Additionally, you can walk on walls and ceilings as easily as the floor (though you still fall if tripped), you never take falling damage (even if unconscious), and once you gain perfect body, you gain a flight speed equal to your ground speed.
All the benefits of this feat are supernatural; you lose these benefits in the presence of an antimagic field.