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View Full Version : D&D 3.x Class Improved 3.5 Monk Class (Attempt #2)



Archai
2014-05-23, 06:37 PM
Hello all

This is my vision of what the monk should have been. I have taken your suggestions after showing my first draft and have come up with this.

Please note: its not my goal to fix every single problem with the monk. I really don't think a monk should be able to have everything a fighter has (or any other class for that matter). So, my fix is based around improving the monk without allowing him to do everything. Please feel free to give me some feedback, I appreciate constructive criticism.



Lv.
BAB
Fort. Save
Reflex Save
Will Save
Special
FOB Atk. Bonus
Unarmed Dmg.
AC Bonus
Speed Bonus


1
+1
+2
+2
+2
Unarmed Strike, Stunning Fist, Ki Power, Martial Art
-1/-1
1d6
+0
+0 ft.


2
+2
+3
+3
+3
Evasion, Abundant Step
+0/+0
1d6
+0
+0 ft.


3
+3
+3
+3
+3
Ki Strike (damage type), Fast Movement
+1/+1
1d6
+1
+10 ft.


4
+4
+4
+4
+4
(SF: Fatigue)
+2/+2
1d8
+1
+10 ft.


5
+5
+4
+4
+4
Ki Strike (magic), Martial Expertise
+3/+3
1d8
+2
+10 ft.


6
+6/+1
+5
+5
+5
(AS: Difficult Terrain)
+5/+5/+0
1d8
+2
+20 ft.


7
+7/+2
+5
+5
+5
Ki Strike (alignment), Wholeness of Body
+6/+6/+1
1d8
+3
+20 ft.


8
+8/+3
+6
+6
+6
(SF: Sicken)
+7/+7/+2
1d10
+3
+ 20 ft.


9
+9/+4
+6
+6
+6
Ki Strike (adamantine), Deep Perception
+8/+8/+3
1d10
+4
+30 ft.


10
+10/+5
+7
+7
+7
(AS: Freedom of Movement)
+9/+9/+4
1d10
+4
+30 ft.


11
+11/+6/+1
+7
+7
+7
Ki Strike (damage reduction), Diamond Body
+11/+11/+11/+6/+1
1d10
+5
+30 ft.


12
+12/+7/+2
+8
+8
+8
(SF: Stagger)
+12/+12/+12/+7/+2
2d6
+5
+40 ft.



13
+13/+8/+3
+8
+8
+8
Ki Strike (ghost touch), Diamond Soul
+13/+13/+13/+8/+3
2d6
+6
+40 ft.


14
+14/+9/+4
+9
+9
+9
(AS: Dimension Door)
+14/+14/+14/+9/+4
2d6
+6
+40 ft.


15
+15/+10/+5
+9
+9
+9
Ki Strike (death), Vitality of Body
+15/+15/+15/+10/+5
2d6
+7
+50 ft.


16
+16/+11/+6/+1
+10
+10
+10
(SF: Blindness/Deafness)
+16/+16/+16/+11/+6/+6
2d8
+7
+50 ft.


17
+17/+12/+7/+2
+10
+10
+10
Ki Strike (dispel), Deeper Perception
+17/+17/+17/+12/+7/+7
2d8
+8
+50 ft.


18
+18/+13/+8/+3
+11
+11
+11
(AS: Ethernalness)
+18/+18/+18/+13/+8/+8
2d8
+8
+60 ft.


19
+19/+14/+9/+4
+11
+11
+11
Ki Strike (energy), Resistant Body
+19/+19/+19/+14/+9/+9
2d8
+9
+60 ft.


20
+20/+15/+10/+5
+12
+12
+12
Perfect Self (SF: Paralysis)
+20/+20/+20/+15/+10/+10
2d10
+9
+60 ft.




Monk Variant Class Features:

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), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (4 + int) x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d8

Alignment: Any Lawful

Class Features

Weapon and Armor 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 armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his ki power, as well as his fast movement, martial art, abundant step and ki strike abilities.

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 his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on her attack roll. He 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 his unarmed strikes than a normal person would, as shown on Table: The Monk. 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.

Stunning Fist (ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Ki Power (ex): A monk utilizes the power of ki to help him in combat offensively and defensively, taking his focus off brute strength, and honing it on insight and understanding his enemy. The monk adds his wisdom modifier (instead of his strength modifier) for unarmed strikes, grappling, disarming and tripping. This also applies to disarming and tripping with weapons the monk is proficient with. He also gains a bonus to his armor class equal to his Wisdom modifier. In addition this AC bonues, he gains a bonus as listed on the class table. This is an untyped bonus, and applies even when flat-footed and against touch attacks. The monk loses this AC bonus while he is helpless, immobilized, wears any armor, uses a shield, or carries a heavy or medium load.

Martial Art (ex): A monk chooses from the following martial arts when he first takes this class. The choice cannot be changed once made. When using a martial art, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows. A monk loses these abilities while he wears any armor, uses a shield or carries a medium or heavy load.

Flurry of Blows: When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on the Variant Monk Class table. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before his next action. When a monk reaches 6th level, the penalty lessens to -1, and at 11th level it disappears.
He may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons, a monk applies his Strength bonus (not Str bonus × 1½ or ×½) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands.
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.
Improved Flurry: 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.
Greater Flurry: At 16th level, his last attack (6th attack) in his flurry of blows gains a +5 increase to his last attack, as shown on the Variant Monk table. A monk must use a full attack action to strike with a flurry of blows.

Decisive Strike: Instead of additional attacks, a monk makes one attack that deals greater damage. Using your highest base attack bonus but taking a –2 penalty on this attack roll. If the attack hits, it deals double of the total damage (as does any other attack you make before the start of your next turn). At 6th level, the penalty on the attack roll lessens to –1, and at 11th level it disappears.
Improved Strike: At 11th level, a monk deals triple damage.
Greater Strike: At 16th level, it does quadruple damage.

Fast Movement (Ex): At 3rd level, a monk gains an enchantment bonus to speed, as shown on the variant monk table. A monk is able to move at a distance equal to his bonus speed (not his total speed) and use a full attack action. For example, a 15th level monk can up to 50 ft. and then use his flurry of blows full attack action. A monk in armor, using a shield, or carrying a medium or heavy load loses this ability.

Ki Strike (ex): A monk’s unarmed strikes are empowered with ki. A monk loses this ability while he wears any armor, uses a shield or carries a medium or heavy load.
At 3rd level, you can opt for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage as a swift action. Once you make this choice, your unarmed strikes continue to deal the chosen damage type until you use another swift action to change it.
At 5th level, all of a monk's unarmed strikes are magical weapons.
At 7th level they count as both aspects of his alignment.
At 9th level they count as adamantine weapons.
At 11th level they bypass all damage reduction.
At 13th level they are treated as being enchanted by Ghost Touch.
At 15th level you can slay your enemies with a single strike. He can use this slaying attack once per day, and he must announce his intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. The target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wisdom modifier), and if the monk strikes successfully and the target takes damage from the blow, the slaying attack succeeds and the target immediately dies.
At 17th level they are enchanted by Greater Dispel Magic (as the spell) and can dispel whatever target, creature or object, they strike.
At 19th level you can opt for your unarmed strikes to deal your choice of an additional 1d6 acid, cold, electricity, or fire damage as a swift action. Once you make this choice, your unarmed strikes continue to deal the chosen energy type until you use another swift action to change it to another energy type (or back to normal). In addition to the extra energy damage, upon a successful critical hit the energy explodes upon impact, dealing 1d10 points of damage. The monk does not gain immunities to these energy types, but his own energy attacks do not harm him.

Abundant Step (ex): Monks have trained themselves to move so quickly and with such precision that no effort or force is wasted. Starting at 4th level and every 2 levels thereafter, this training allows them to move across steadily more difficult surfaces and overcome obstacles that would hinder others. A monk loses this ability while he wears any armor, uses a shield, or carries a medium or heavy load.
At 2nd level, a monk always counts as having a running start when making jump checks. He also adds his monk level to his jump, balance and tumble checks.
At 6th level, a monk can move over difficult terrain with no penalty.
At 10th level, monks cannot be magically slowed or hindered, as if under the freedom of movement spell.
At 14th level, a monk can slip magically between spaces, as if using the spell dimension door, except as noted here. The distance traveled is 5' per monk level. The caster level for this effect is one-half the monk level (rounded down). A monk can use this ability a number of times equal to his monk level per day.
At 18th level, a monk gains the ability to assume an ethereal state for 1 minute per monk level per day, as though using the spell etherealness. He may go ethereal 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 his monk level.

Martial Expertise (ex): At 5th level a monk selects Improved Grapple or Improved Disarm or Improved Trip as a bonus feat, even if he does not meet the proper prerequisites. The +4 granted by the feat increases to +6 at 10th level, then +8 at 15th level, and then +10 at 20th level.

Wholeness of Body (ex): At 7th level, a Monk gains the ability to heal his own wounds. As a standard action, he can heal an amount of damage equal to his monk level times his wisdom modifier a number of times per day equal to his constitution modifier.

Deep Perception (ex): At 9th level, a Monk's connection to the world around him deepens. He gains blindsense out to 5 feet. As he increases in level, his perception abilities strengthen, and this range increases by 5 ft. per monk level beyond 9, to a maximum of 60 ft. at level 20.

Diamond Body (ex): At 11th level, monks are no longer subject to ability drain. Instead, any effect that would cause ability drain instead causes ability damage. In addition, ability damage heals at a rate of 1/ability/hour. This does not apply to self-inflicted ability drain.

Diamond Soul (su): At 13th level, monks gain spell resistance equal to 10 + monk level + their wisdom modifier.

Vitality of Body (ex): At 15th level, monks gain immunity to all death spells, magical, death effects, energy drain, and any negative energy effects. This does not protect against other sorts of attacks even if those attacks might be lethal.

Deeper Perception (ex): At 17th level, a monk gains blindsight out to half the distance of his blindsense (round down).

Resistant Body (ex): At 19th level, a monk gains resistance to all energy types, ignoring up 30 points of energy damage per attack. This resistance does not stack with the resistance that a spell might provide.

Perfect Self: A 20th level Monk has so attuned himself with the underlying flows of the world around him that he becomes a part of them. His type changes to outsider, with subtypes based on the aspects of his alignment. He also gains DR 10 overcome only by weapons that oppose either aspect of his alignment. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.


Thanks for taking the time to read and comment! :smallbiggrin: