FreakyCheeseMan
2011-10-03, 12:30 PM
So, I'm working on a redesign for monks; the basic idea is that you start by stripping away almost all of their class features, and then allow them to progress along one or more "Paths".
Each path would have a succession of class features; monks would be able to choose benefits from multiple paths, but must take the benefits of a given path in order (They'd have to take the third level of the Water path before they could take the fourth, etc.) Each path would have its own theme and set of abilities, most of them keyed off of the monk's wisdom score (In order to reduce MAD).
Right now I'm thinking the Air path would be related to movement and damage avoidance, the Earth path would be about heavy-hitting and damage resistance, the Fire path would be about extra and special attacks, and the Water path would be focused on magic resistance, regeneration and mysticism.
I have a rough draft of the four elemental progressions below- feel free to comment, or add your own.
Air
Air 1: The monk may add his Wisdom bonus to AC, when unarmored. The monk retains this bonus to touch AC and flat-footed AC, but does not receive it when helpless.
Air 2: The monk may add 5* His wisdom bonus to move speed, when unarmored.
Air 3: The monk may add his Wisdom bonus to Reflex saves, when unarmored, and gains the benefits of Evasion.
Air 4: The monk has a permanent miss chance of 5%* His wisdom bonus, when unarmored; he retains this miss chance against touch attacks and while flat-footed, but not while helpless or unconscious.
Air 5: The monk may add his wisdom bonus to AC again, when unarmored, and gains the benefits of Improved Evasion.
Air 6: The monk may Dimension Door a number of times per day equal to his Wisdom bonus.
Air 7: The monk may Dimension Door as a swift action.
Earth
Earth 1: The monk may add his Wisdom Bonus to Strength, for the purpose of damage rolls made with their fists.
Earth 2: The monk may add his Wisdom Bonus to Fortitude Saves.
Earth 3: The monk may replace his Con score with his Wis score, for the purposes of determining HP.
Earth 4: The monk gains DR WIS/Chaotic.
Earth 5: The Monk may make a number of Stunning attacks per day equal to his Wisdom bonus, with DC equal to 10 + WIS modifier + Strength modifier .
Earth 6: The monk may add his Wisdom bonus to his natural armor score.
Earth 7: The monk may add his Wisdom bonus to AC, Damage Reduction and Damage Rolls, again.
Fire
Fire 1: The monk may add his Wisdom Bonus to attack rolls.
Fire 2: A number of times per day equal to their wisdom modifier, after making any attack (including AoOs, but not attacks made using this feat), the monk may make another attack with BAB equal to the original attack.
Fire 3: A monk may make a number of AoOs per turn equal to his Wisdom modifier.
Fire 4: The monk may make a single attack at full BAB against every opponent within range, a number of times per day equal to their wisdom bonus.
Fire 5: A number of times per day equal to their wisdom bonus, the monk may make a single melee attack as a touch attack.
Fire 6: A number of times per day equal to their wisdom modifier, the monk may make a single attack with reach equal to 5* their wisdom modifier.
Fire 7: Once per day, the monk may make all of his attacks in a given round as either reach attacks or touch attacks.
Water
Water 1: The monk gains spell resistance equal to their Wisdom modifier.
Water 2: The monk may add their wisdom modifier to all saves (twice to will saves.)
Water 3: The monk gains temporary HP equal to twice their wisdom modifier, and may refresh these at the start of their turn.
Water 4: The monk's spell resistance increases to 10+their wisdom modifier.
Water 5: A number of times per day equal to their wisdom modifier, the monk may make an aditional save against an ongoing effect.
Water 6:The monk gains fast healing equal to his Wisdom modifier.
Water 7: The monks's spell resistance increases to equal their Wisdom Score. (Not the modifier)
I'll try to add more when I get back from work- decide exactly which basic features should be kept, and which should be gotten rid of. I also plan to add other progression paths- right now I'm considering a Plant path based around regeneration and grappling, and an animal path that give additional natural attacks, and some additional abilities (scent, climb speed, etc.)
Each path would have a succession of class features; monks would be able to choose benefits from multiple paths, but must take the benefits of a given path in order (They'd have to take the third level of the Water path before they could take the fourth, etc.) Each path would have its own theme and set of abilities, most of them keyed off of the monk's wisdom score (In order to reduce MAD).
Right now I'm thinking the Air path would be related to movement and damage avoidance, the Earth path would be about heavy-hitting and damage resistance, the Fire path would be about extra and special attacks, and the Water path would be focused on magic resistance, regeneration and mysticism.
I have a rough draft of the four elemental progressions below- feel free to comment, or add your own.
Air
Air 1: The monk may add his Wisdom bonus to AC, when unarmored. The monk retains this bonus to touch AC and flat-footed AC, but does not receive it when helpless.
Air 2: The monk may add 5* His wisdom bonus to move speed, when unarmored.
Air 3: The monk may add his Wisdom bonus to Reflex saves, when unarmored, and gains the benefits of Evasion.
Air 4: The monk has a permanent miss chance of 5%* His wisdom bonus, when unarmored; he retains this miss chance against touch attacks and while flat-footed, but not while helpless or unconscious.
Air 5: The monk may add his wisdom bonus to AC again, when unarmored, and gains the benefits of Improved Evasion.
Air 6: The monk may Dimension Door a number of times per day equal to his Wisdom bonus.
Air 7: The monk may Dimension Door as a swift action.
Earth
Earth 1: The monk may add his Wisdom Bonus to Strength, for the purpose of damage rolls made with their fists.
Earth 2: The monk may add his Wisdom Bonus to Fortitude Saves.
Earth 3: The monk may replace his Con score with his Wis score, for the purposes of determining HP.
Earth 4: The monk gains DR WIS/Chaotic.
Earth 5: The Monk may make a number of Stunning attacks per day equal to his Wisdom bonus, with DC equal to 10 + WIS modifier + Strength modifier .
Earth 6: The monk may add his Wisdom bonus to his natural armor score.
Earth 7: The monk may add his Wisdom bonus to AC, Damage Reduction and Damage Rolls, again.
Fire
Fire 1: The monk may add his Wisdom Bonus to attack rolls.
Fire 2: A number of times per day equal to their wisdom modifier, after making any attack (including AoOs, but not attacks made using this feat), the monk may make another attack with BAB equal to the original attack.
Fire 3: A monk may make a number of AoOs per turn equal to his Wisdom modifier.
Fire 4: The monk may make a single attack at full BAB against every opponent within range, a number of times per day equal to their wisdom bonus.
Fire 5: A number of times per day equal to their wisdom bonus, the monk may make a single melee attack as a touch attack.
Fire 6: A number of times per day equal to their wisdom modifier, the monk may make a single attack with reach equal to 5* their wisdom modifier.
Fire 7: Once per day, the monk may make all of his attacks in a given round as either reach attacks or touch attacks.
Water
Water 1: The monk gains spell resistance equal to their Wisdom modifier.
Water 2: The monk may add their wisdom modifier to all saves (twice to will saves.)
Water 3: The monk gains temporary HP equal to twice their wisdom modifier, and may refresh these at the start of their turn.
Water 4: The monk's spell resistance increases to 10+their wisdom modifier.
Water 5: A number of times per day equal to their wisdom modifier, the monk may make an aditional save against an ongoing effect.
Water 6:The monk gains fast healing equal to his Wisdom modifier.
Water 7: The monks's spell resistance increases to equal their Wisdom Score. (Not the modifier)
I'll try to add more when I get back from work- decide exactly which basic features should be kept, and which should be gotten rid of. I also plan to add other progression paths- right now I'm considering a Plant path based around regeneration and grappling, and an animal path that give additional natural attacks, and some additional abilities (scent, climb speed, etc.)