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Cogidubnus
2011-02-13, 05:17 PM
ALL Monk abilities are extraordinary, rather than supernatural. Any typos of mine saying otherwise are to be ignored.

Monk

Alignment: Any lawful.
Hit Die: d8.

Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

{table]Level|Bab|Fort|Ref|Will|Feature|Fast Movement
1|+1|+2|+2|+2|Unarmed Strike, Flurry of Blows, Stunning Fist, AC bonus, See The Path |+0 ft.
2|+2|+3|+3|+3|Evasion, Uncanny Dodge|+0 ft.
3|+3|+3|+3|+3|Still The Water, Fast Movement|+10 ft.
4|+4|+4|+4|+4|Ki Strike (magic), Slow Fall,|+10 ft.
5|+5|+4|+4|+4|Purity of Body, Iron Power|+10 ft.
6|+6|+5|+5|+5|Mettle, Deflect Arrows|+20 ft.
7|+7|+5|+5|+5|Butterfly Kick, Improved Uncanny Dodge|+20 ft.
8|+8|+6|+6|+6|Ki Strike (lawful), Wholeness of Body|+20 ft.
9|+9|+6|+6|+6|Improved Evasion|+30 ft.
10|+10|+7|+7|+7|The Only Way To Know Someone...|+30 ft.
11|+11|+7|+7|+7|Diamond Body, The Invisible Stair|+30 ft.
12|+12|+8|+8|+8|Abundant Step |+40 ft.
13|+13|+8|+8|+8| Improved Mettle |+40 ft.
14|+14|+9|+9|+9|Ki Strike (adamantine), Crushing Force|+40 ft.
15|+15|+9|+9|+9|Heart Breaker|+50 ft.
16|+16|+10|+10|+10|Walking On The Clouds, Moving On Sunbeams|+50 ft.
17|+17|+10|+10|+10|Tongue Of The Sun And Moon, Timeless Body, Being of Mind|+50 ft.
18|+18|+11|+11|+11|Empty Body|+60 ft.
19|+19|+11|+11|+11|Master of Kata|+60 ft.
20|+20|+12|+12|+12|Perfect Self|+60 ft.
[/table]

Class Features
All of the following are class features of the monk.
Weapon and Armour Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armour or shields
When wearing armour, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When un-armoured and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 every 4th monk levels thereafter (+2 at 4th, +3 at 18th, and +4 at 12th level, +5 at 16th, +6 at 20th).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armour, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When un-armoured, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk may use the flurry of blows with any attack action they take (including charge attacks standard attacks, but not attacks of opportunity).
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: Monk Damage. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Table: Monk Damage
Level Damage
(Small Monk) Damage (Medium Monk) Damage
(Large Monk)
1st–3rd 1d4 1d6 1d8
4th–7th 1d6 1d8 2d6
8th–11th 1d8 2d6 2d8
12th–15th 1d10 2d8 3d6
16th–19th 2d6 3d6 3d8
20th 2d8 3d8 4d8

Stunning Fist: At 1st level, monks gain the Stunning Fist feat as a bonus feat.
See The Path: At 1st level, a Monk gains the ability to add her Wisdom bonus to her attack rolls instead of her strength bonus, if she so chooses. At 2nd level this ability improves, allowing the Monk to replace her Strength bonus to damage with her Wisdom bonus. At 3rd level, she can apply her Wisdom bonus in place of her Strength check for combat manoeuvres (trip, grapple, disarm,).

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armour or no armour. A helpless monk does not gain the benefit of evasion.
Uncanny Dodge (Ex):At 2nd level, a monk retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armour or carrying a medium or heavy load loses this extra speed.
Still The Water (Ex): A monk of 3rd level or higher gains SR equal to 11 + her monk level.

Ki Strike (Ex): At 4th level, a monk’s unarmed attacks are empowered with Ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 8th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 14th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Additionally, when the Monk makes a successful unarmed attack against a humanoid target, that target must succeed on a Fortitude save (DC 10 + ½ your Monk level + your Wisdom modifier) or be sickened for one round. Every four levels, the Monk can choose to expand this ability in one of the following ways:



Two-finger Strike: The Monk can now choose to blind an opponent for one round instead of sickening them.
Artery Strike: The monk can choose to inflict one point of CON damage instead of sickening an opponent. The target must then succeed on a Fort save (same DC as all Ki Strikes) or take another point of CON damage each round until it succeeds on a save.
Quivering Strike: Requires either Two-Finger Strike or Artery Strike. The Monk can choose to inflict a -4 penalty to the target’s attack rolls, saves, skill checks and ability checks for one round instead of sickening them
Gut Punch: Require Quivering Strike. The Monk can choose to nauseate the target for one round instead of Sickening them.
Expanded Study: The Monk can study the anatomy of new creatures, and add one of the following creature types to those affected by her Ki Strikes:
Outsider
Magical Beast and Animal
Aberration
Fey and Elemental
Monstrous Humanoid
Dragon
Vermin and Giant

Undead, Constructs, Oozes, incorporeal enemies and other enemies immune to critical hits cannot be affect by this aspect of a Monk’s Ki Strike. No enemy can be affected by this aspect of Ki Strike more than once per round.

Slow Fall (Ex): At 4th level or higher, a monk can slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall improves by 5ft per monk level until at 20th level she can slow her descent and fall any distance without harm.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases. She also no longer needs to eat or drink.
Iron Power: The Monk now treats all unarmed attacks as wielding a two-handed weapon for the purposes of Power Attack and adding Strength bonus to damage. In addition, she may choose to sacrifice one of her daily uses of Stunning Fist to deal additional damage equal to her Monk level.

Mettle: An 6th level Monk who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity.
Deflect Arrows: The Monk gains Deflect Arrows as a bonus feat.

Butterfly Kick: When a Monk of 7th level or higher either successfully scores a critical hit or hits an opponent with every attack made when using the Flurry of Blows ability, they may make an additional attack against that opponent at their highest BAB.
Improved Uncanny Dodge (Ex): At 6th level and higher, a monk can no longer be flanked. This defense denies a rogue the ability to sneak attack the monk by flanking him, unless the attacker has at least four more rogue levels than the target has monk levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Wholeness of Body (Ex): At 8th level or higher, a Monk’s wounds begin to heal as the universe regenerates her. She gains Fast Healing equal to ¼ of her Monk level. This stacks with one other source of Fast Healing.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

The Only Way To Know Someone…: Starting at 10th level, when the Monk has hit an opponent with a Monk weapon or unarmed strike she gains a bonus to her AC equal to half her Wisdom modifier against that opponent until the start of her next turn.

Diamond Body (Ex): At 11th level, a monk gains immunity to poisons of all kinds.
The Invisible Stair: Anytime the Monk makes a jump check, they may immediately make a second jump check at the highest/furthest point of their jump.

Abundant Step (Ex): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, as a move action which doesn’t provoke attacks of opportunity, once per day per 2 Monk levels. Her caster level for this effect is her monk level.

Improved Mettle: At 13th level, a monk’s Mettle ability improves. She still suffers no effect from a successful Fortitude or Will save, but now if she fails Fortitude Partial or Will Partial save, she suffers only the partial effect.

Crushing Force: From 14th level the Monk’s unarmed strikes count as force effects for the purpose of affecting ethereal creatures or for affecting the material plane if the Monk is ethereal.
In addition, the Monk can treat a single opponent normally immune to critical hits as susceptible to them. The Monk may inflict a number of critical hits (or use abilities that don't affect creatures immune to criticals, like Ki Strikes) on creatures normally immune to them equal to her Monk level per day, although she does not need to decide whether to use this until after the attack roll.

Heart Breaker: At 15th level, the Monk may force an opponent she has successfully hit to make a Fortitude save (DC 10+ ½ Monk level + Wisdom modifier) or die. This ability is useable once per day, and only functions against enemies susceptible to critical hits.

Walking On The Clouds: At 16th level the Monk gains the ability to fly at her move speed (including Fast Movement bonuses) with Perfect manoeuvrability for a number of minutes per day equal to her Monk level. She may fly on a number of different occasions during any single day, as long as the total number of minutes spent in an ethereal state does not exceed 1 x monk level.
Moving On Sunbeams: Once per day per 4 Monk levels, the Monk can move herself as though using the spell Greater Teleport, though she may only move herself and up to 50 pounds on non-living matter.

Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.
Being Of Mind: The Monk ceases to need to breathe, and treats one hour of meditation as equivalent to 8 hours of sleep. This does allow the Monk to regain spells and daily-use abilities as though she had had 8 hours of rest

Empty Body (Ex): At 18th level, a monk gains the ability to assume an ethereal state for a number of rounds equal to 1.5x her Monk level, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed 1.5x monk level.

Master of Kata: When a 19th level Monk uses her Flurry of Blows ability, she may also make an additional attack at each enemy adjacent to either her or her target.

Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects.
The Monk's SR is now equal to 11+her HD, not her Monk level.
Additionally, the monk gains DR/Lawful and Epic equal to her Monk level.

Ex-Monks
A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.

New Feat:

Further Study. Requires 4 levels of Monk.
Effect: Add one creature type from the list under the Ki Strike ability to the type of creatures affected by your Ki Strike.



Please read these notes before critiquing this, they may explain a few things.

Comments:
First of all, I tried to remove the Monk's MAD. It is now almost totally Wisdom focussed, although it still needs Dex for AC and Con for health. Some Str can come in handy if you want to qualify for Power Attack (which is always useful in melee).

I added or improved the range of abilities that serve spell functions, as most of them were too infrequent and/or limited. Part of the reason for this, along with the reason for the SR, Evasion, Mettle, only extraordinary abilities and good saves, is because Monks are often seen as mage-killers and I wanted a class that could fill that role if it so chose.

The expansions to Ki Strike probably look a little excessive, as it grants at-will nerfs that work while the Monk is fighting. However, they are less powerful than Falling Star Strike (http://www.realmshelps.net/cgi-bin/feats.pl?Falling_Star_Strike), which is also at-will but has a much longer duration. Also, the "humanoids only" restriction forces players to choose between more debilitating conditions or being able to affect more enemies.

So, go ahead and tell me what you think.

Thanks to everyone who helped on this (http://www.giantitp.com/forums/showthread.php?t=187017) thread.

Cogidubnus
2011-02-13, 05:18 PM
Member of the First Order Prestige Class:


Member of the First Order
Your exceptional skill leads the First Order of martial artists to invite you to train with them, learning the finest combat techniques.

Requirements: 21st level.
Any Lawful.
Knowledge (Religion) 15 Ranks, Knowledge (History) 8 ranks
Improved Unarmed Strike, any one from: Stunning Fist, Flurry of Blows ability or Improved Grapple.

Hit Die: d8.

Class Skills
The Member’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

{table]Level|Feature|Fast Movement
1|Monk Abilities, Bear Power , Ultimate Strike|+5 ft.
2|Instinctive Block|+5 ft.
3|The Mind That Moves The Hand, Fight As One|+10 ft.
4|First Star|+10 ft.
5|Second Star|+15 ft.
6|Third Star|+15 ft.
7|Fourth Star|+20 ft.
8|Fifth Star|+20 ft.
9|Sixth Star|+25 ft.
10|Seventh Star, Master of the Way|+25 ft.
[/table]

Class Features
All of the following are class features of the Member of the First Order.

Weapon and Armour Proficiency: Members are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Members do not gain proficiency with any armour or shields.

Monk Abilities: Your Member level stacks with your Monk level for determining all abilities based on Monk level.
If you do not have Monk levels, you gain Spell Resistance, Fast Movement bonuses and unarmoured AC bonus as a Monk of a level equal to your Member level.
Bear Power: At 1st level, a Member adds his Wisdom score to any Strength checks to break a door or item, including Sunder checks. They also gain an additional bonus equal to their class level.
Ultimate Strike: If you have a Monk’s Unarmed Strike ability, treat your Monk level as 5 levels higher than it actually is for determining the amount of damage it deals. If your Monk level is already equal to 20th, your unarmed strike now deals damage as a Monk one size category larger.
If you have the Improved Unarmed Strike feat, increase the size of your unarmed strike damage die by one.
You may use your Unarmed Strike damage in place of the damage dealt by any Monk weapon when wielding that weapon.

Instinctive Block: You always manage to block an attack, even when you don’t. From 2nd level, gain DR 5/- that stacks with all other forms of Damage Reduction.

The Mind That Moves The Hand: At 3rd level, a Member adds their Wisdom modifier to all their saves.
Fight As One: From 3rd level, you can perform a special ritual lasting 1 hour with another sentient creature. This allows you to communicate telepathically with them over any distance, as long as they are on the same plane. When adjacent to a creature you are linked with, you grant them the benefit of Mettle and Evasion, and you both gain a circumstance bonus to attack rolls equal to your Member level.

First Star: Your training allows you to strike opponents beyond an arm’s reach, darting in and out of combat in an instant. You add 5ft to your natural reach. Any opponent you damage with an attack of opportunity must halt its movement in the square where it triggered the AoO that damaged it.

Second Star: You transcend normal understandings of the laws of physics. If you do not have a fly speed, gain one equal to your land speed (including your Fast Movement bonus). If you do, increase its speed by 30ft.
Your Fast Movement bonus is now part of your base land speed, rather than an increase to it.

Third Star: Once per encounter, as a swift action, you can accelerate yourself beyond your usual limits. You gain the benefits of the Haste spell for a number of rounds equal to your member level, and in the round you activate this ability, you may take three full-round actions or equivalent, rather than one. This does not grant additional swift actions. At the end of this ability’s duration, you are fatigued.

Fourth Star: You can imitate the following spells a certain number of times per day depending on your hit die. Despite having the same effects as spells, these are extraordinary abilities.
Dimensional Anchor 1 per 3 HD
Greater Teleport 1 per 4 HD
Teleport Object 1 per 4HD
Plane Shift 1 per 6 HD
Teleportation Circle 1 per 8 HD

Fifth Star: You always strike true, no matter what might prevent you. All your attacks with Monk weapons or your unarmed strikes penetrate all DR, including DR/- and DR/Epic. In addition, you ignore all miss chances, such as those caused by concealment.

Six Star: Your attacks with Monk weapons and unarmed strikes are treated as Vorpal, Axiomatic weapons, even if they would not normally be eligible for these magic item abilities (by virtue of not being a slashing weapon, for example). Your critical multiplier and threat range with such weapons increases by one (this stacks with other effects that change a weapon’s abilities on a critical hit.

Seventh Star: Your training has shown you that even death is simply another human concept. Whenever you are killed, you re-enter the world through a portal in the First Order monastery at dawn the next day, with no level loss or other penalties. Attempts to travel through this portal in the other direction (back into death) result in being sent to a random location on a random plane, although both are usually hostile.

Master of the Way: You are a Master of the First Order. You become immortal, continuing to gain aging benefits but not penalties and never dying of old age. All monastic and martial orders recognise your prowess, and are at least willing to house you unless your aims directly contravene their own. You also automatically succeed on saves to avoid level loss.


Comments:
As this is an Epic-only prestige class, I tried to give it enough power to actually stay in the game at Epic levels. Hence, by 30th level you can be undying, with free Axiomatic Vorpal attacks that penetrate DR, plus your own transport and better attacks against mobile enemies.

Cogidubnus
2011-02-13, 05:20 PM
<Reserved for Prestige Class No. 2>

Mulletmanalive
2011-02-13, 07:30 PM
The wording on the flurry of blow entry is a mess. I an't tell whether it applies to Attacks of Opportunity, SStandard actions or what...nor how many times in a round i could claim this [i.e., could i robilar's gambit people into dust with Dual Strike allowing me 6 attacks per triggering incident?

Cogidubnus
2011-02-14, 12:03 PM
The wording on the flurry of blow entry is a mess. I an't tell whether it applies to Attacks of Opportunity, SStandard actions or what...nor how many times in a round i could claim this [i.e., could i robilar's gambit people into dust with Dual Strike allowing me 6 attacks per triggering incident?

Taking Robilar's Gambit into account, I removed the attack of opportunity thing. Also reworded the ability.

Tacitus
2011-02-21, 05:27 AM
You should state that the fly speed need not be used consecutively, but if ceased the monk would then begin to fall, etc.

The Being of Mind should state whether or not it affects the 8 hours of rest a spellcaster needs to regain spells. Yes, this is very important. This ability is not listed on your table.

On crushing force, is the interaction with ethereal on the same limit as the precision immunity by-pass or is it entirely separate from that?

Hiro Protagonest
2011-03-15, 01:13 PM
You gave it full BAB, nice. For the alignment thing, I think monks should be "any non-chaotic".

Cogidubnus
2011-03-15, 01:22 PM
You gave it full BAB, nice. For the alignment thing, I think monks should be "any non-chaotic".

Full BAB was, I think, the first thing I did. I'm still undecided about it's alignment. That would, for example, make Barbarian/Monk possible, which is slightly odd. The epitome of discipline and the picture of savagery.

Hawkfrost000
2011-03-15, 04:36 PM
i dont get it....

this just looks broken

can you please explain why you gave it full BAB as well as full Fort Ref and Will?

fast movement is just silly

DM

Cogidubnus
2011-03-15, 04:42 PM
i dont get it....

this just looks broken

can you please explain why you gave it full BAB as well as full Fort Ref and Will?

fast movement is just silly

DM

All of those features (bolded) are identical to the original Monk apart from full BAB.

And as for all the rest? Well, essentially, melee gets nice things, casters get fewer nice things. This guy might actually have half a chance of feeling useful at higher levels.

Hawkfrost000
2011-03-15, 04:57 PM
All of those features (bolded) are identical to the original Monk apart from full BAB.

And as for all the rest? Well, essentially, melee gets nice things, casters get fewer nice things. This guy might actually have half a chance of feeling useful at higher levels.

exactly

if you dont mind me saying you have taken everything that was bad about monks and made it better

but you kept everything that was good about monks the same

result: UNBALANCED

DM

unosarta
2011-03-15, 05:08 PM
^: I am not even going to get into the fact that Monks are so weak that they are not even comparable to most classes for that to be a problem. In fact, I am not even going to deal with the idea in the first place.

Anyway; I think that the class as it is is pretty cool, but I would love to see Abundant Step become once every 1d4 rounds. Honestly, if you read the Dimension Door spell, it isn't that powerful. It automatically ends your turn, meaning that if you didn't do anything else, you cannot take any actions after using it.

Other than that, seems like a pretty solid class.

Cogidubnus
2011-03-15, 05:28 PM
exactly

if you dont mind me saying you have taken everything that was bad about monks and made it better

but you kept everything that was good about monks the same

result: UNBALANCED

DM

As has already been said, what was good about the Monk was very little, hence why there's a new fix every week. About it's only selling point was 'Fireball doesn't hurt me', which is a pretty rubbish selling point. If you read the thread I linked in the first post, you'll see what most people said was make it better at what it does, then make it better at other stuff.

Savannah
2011-03-15, 05:37 PM
I think this is my new favorite monk fix. I'm not very good at judging power, so I can't comment too much on that (although it looks reasonable to me), but I think you managed to capture the flavor and abilities of the monk that I love much better than most fixes I've seen.

shadowedsoul
2011-03-15, 06:36 PM
Things like stunning fist need to be per encounter instead of per day.

Having the ability to affect incorporeal beings limited on a per day basis is kind of weird, just make the monk's hands count as ghost touch or something and be done with it.

Other than that it looks pretty good.

jiriku
2011-03-15, 09:12 PM
I like what you did with ki strike. Overall, however, you didn't go far enough. It needs more options and more choices, or maybe the existing choices just need more oomph. You're dealing fair melee damage with decent accuracy, able to apply modest debuffs to limited classes of opponents. Your movement capability is solid, but...that's it. AC and hp are still mediocre (although resistance to direct magic attacks is very solid). But it doesn't really do anything especially well. What does the monk EXCEL at?

Cogidubnus
2011-03-16, 12:35 PM
Things like stunning fist need to be per encounter instead of per day.

Having the ability to affect incorporeal beings limited on a per day basis is kind of weird, just make the monk's hands count as ghost touch or something and be done with it.

Other than that it looks pretty good.

That was due to poor phrasing on my part, I always intended it to be permanent and only the criticals limited use.

shadowedsoul
2011-03-16, 01:06 PM
Since there's generally only 5-10% chance of a critical threat happening for a monk you should probably make it that not scoring a critical threat doesn't take one of your daily uses then, that or make it that if the next attack hits then it automatically scores a critical threat. Otherwise it's kind of pointless since there's very little tactical value to it.

Cogidubnus
2011-03-16, 02:39 PM
Since there's generally only 5-10% chance of a critical threat happening for a monk you should probably make it that not scoring a critical threat doesn't take one of your daily uses then, that or make it that if the next attack hits then it automatically scores a critical threat. Otherwise it's kind of pointless since there's very little tactical value to it.

I think it now reads to allow Monks to only use it when they land a critical.

shadowedsoul
2011-03-16, 04:22 PM
Nope, it still says they need to declare its use before the attack roll, so they have to declare and then hope they score a critical threat or else waste a use of the ability.

Cogidubnus
2011-03-16, 04:34 PM
Nope, it still says they need to declare its use before the attack roll, so they have to declare and then hope they score a critical threat or else waste a use of the ability.

Fixed. My typos are AWFUL :smallredface:

Zigg'rrauglurr
2011-04-25, 01:27 PM
I like the overall feeling, I will try to play a testrun, if one of my DM's approves 3rd party material. (You wouldn't believe how picky they are over this in Argentina gaming circles....)

Good work, and keep expanding it.