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Quellian-dyrae
2007-08-14, 06:59 PM
Monk

HD: d8.
SP: 4.
Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Profession, Sense Motive, Spot, Swim, Tumble.
Profs: Simple weapons, monk weapons. No armor. A monk's unarmored AC bonus, unarmored speed, and martial style abilities fail to function if the monk wears armor.


Monk
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+0|
*|
*|
*|Monk Abilities, Apprentice's Arts, Martial Style, Favored School

2nd|
+1|
*|
*|
*|Martial Style

3rd|
+2|
*|
*|
*|Focus Ki +1

4th|
+3|
*|
*|
*|Martial Style

5th|
+3|
*|
*|
*|Journeyman's Arts

6th|
+4|
*|
*|
*|Focus Ki +2, Martial Style

7th|
+5|
*|
*|
*|Critical Strke

8th|
+6|
*|
*|
*|Martial Style

9th|
+6|
*|
*|
*|Focus Ki +3

10th|
+7|
*|
*|
*|Adept's Arts, Martial Style

11th|
+8|
*|
*|
*|Ki Combo

12th|
+9|
*|
*|
*|Focus Ki +4, Martial Style

13th|
+9|
*|
*|
*|Improved Critical Strike

14th|
+10|
*|
*|
*|Martial Style

15th|
+11|
*|
*|
*|Focus Ki +5, Master's Arts

16th|
+12|
*|
*|
*|Martial Style

17th|
+12|
*|
*|
*|Improved Ki Combo

18th|
+13|
*|
*|
*|Martial Style, Focus Ki +6

19th|
+14|
*|
*|
*|Greater Critical Strike

20th|
+15|
*|
*|
*|Martial Style, Grandmaster's Arts[/table]

Monk Abilities: This variant of the monk has the unarmed damage, unarmored AC bonus, and unarmored speed bonus of a normal monk of equal level. When fighting unarmed they can use both hands or other limbs interchangeably at no penalty on damage.

Martial Styles and Arts (Su): As the monk progresses, it trains in a variety of martial arts styles. A beginning monk has practiced in one Martial Style, and it learns another at every even level. Each Martial Style bestows a special ability that develops as the monk increases. There are five levels of skill to each ability; apprentice, journeyman, adept, master, and grandmaster. A 1st level monk knows the apprentice’s arts of any Martial Style it knows. A 5th level monk learns the journeyman’s arts, a 10th level the adept’s arts, 15th level the master’s arts, and a 20th level monk knows the grandmaster’s arts.

Each Martial Style falls into one of three general schools. Upon taking its first monk level, a character may select a favored school. For every two fighting styles that the character takes in its favored school, it learns one additional fighting style. The monk’s saving throws are also based on its favored school.

Power: Monks who focus on the school of power favor abilities that improve their strength and resilience. They strike hard and can endure powerful attacks. Strong of mind and body both, they receive good Fortitude and Will saves.

Speed: Monks who focus on the school of speed are swift in both movements and attacks. Their abilities are based on quickness, agility, and mobility. Requiring both quickness and physical strength and endurance to accomplish their tremendous feats, they receive Fortitude and Reflex as good saves.

Concentration: Monks who practice the school of concentration rely on the powers of their minds. They are focused and disciplined, and their internal power affords them protection from external effects. With disciplined focus and heightened awareness, they receive Will and Reflex as good saves.

The arts provided by the monk’s Martial Styles are categorized as follows:

Inherent Abilities: Inherent abilities are persistently active. Once learned, the monk simply has continual access to them (though they can be suppressed and resumed as a free action).

Ki Attacks: A monk can activate a Ki attack as a swift action made immediately before making an attack. The ability improves the monk’s attack in some manner. Only one attack is made into a Ki attack; it does not apply to every attack in the monk’s full attack action. Many Ki attacks require the enemy to make saving throws; these have a DC of 10 + ˝ the monk’s class level + the monk’s Wisdom modifier. The monk must declare a Ki attack before making its attack roll; a miss ruins the attempt.

Ki Augments: A Ki augment can be activated as a swift action. It grants the monk some additional ability or advantage, usually for the rest of the round (until the start of the monk’s next turn).

Ki Defenses: A Ki defense can be activated as an immediate action. It grants the monk a protective effect, which usually lasts either until the end of the monk’s next turn or for one attack.

Ki Effects: A Ki effect can be activated as a swift action. It causes an instant special effect.

A monk can only channel so much Ki energy before depleting the reserves of its spirit. The monk can activate a number of Ki arts each day equal to its Wisdom modifier plus half its class level.

Martial Styles and Ki arts are discussed below.

Focus Ki (Su): A monk seeks personal perfection. As it uses its body as a weapon, it seeks to become a perfect weapon. The monk uses its Ki energy to help achieve this goal, enhancing its strikes with supernatural potency. Starting at 3rd level, the monk’s unarmed strikes are treated as magic weapons with a +1 enhancement bonus on attack and damage. This bonus increases by +1 at every third level.

Critical Strike (Ex): As further development upon the path of martial perfection, the monk improves its ability to score telling blows. A 7th level monk’s unarmed strikes have a base critical entry of either 19-20/X2 or 20/X3, as the monk chooses. At 13th level it becomes 18-20/X2 or 20/X4 (increasing in the same area as before). At 19th level the monk’s unarmed strikes are capable of striking more telling blows than any normal weapon, having a base critical entry of 17-20/X2 or 20/X5.

This ability results in a change to the base critical entry for the monk’s unarmed strike. As such, effects that then improve a weapon’s ability to score critical hits can apply to this ability.

Ki Combo (Ex): Beginning at 11th level, the monk may activate one Ki art (a Ki-based fighting style) each round as a free action, rather than swift or immediate, but all Ki arts used this round act as one level of mastery lower (so adept becomes journeyman). At 17th level it may activate two Ki arts each round in this manner, but all Ki arts used act as two levels of mastery lower.

Power School Martial Styles:
Body Breaker (Ki Attack): The student of the Body Breaker fighting style can focus its Ki into devastating attacks that can incapacitate an opponent in a single blow.
Apprentice Art: The target must make a Fortitude save or be nauseated for 1 round.
Journeyman Art: On a failed save, the target is instead stunned for 1d3 rounds.
Adept Art: On a failed save, the target is instead knocked unconscious, reduced to -1 hit points (but stable).
Master Art: On a failed save, the target is slain outright by the attack.
Grandmaster Art: On a failed save, the target is slain outright, and its body destroyed by a shockwave of Ki energy, preventing forms of resurrection that require an in-tact corpse.

Empowered Strike (Ki Augment): The student of the empowered strike fighting style uses its Ki energy to improve its ability to strike with power. Once activated, the effect lasts for one round. The empowered strike style is based on the use of the power attack feat; if the monk lacks this feat, it gains it while using this ability, but its effective level of mastery is one step lower than normal.
Apprentice Art: The monk’s damage bonus from the power attack feat becomes +3 damage per -2 on the attack roll, if it wasn’t previously higher (due to fighting with a two-handed weapon or the like).
Journeyman Art: The monk’s damage bonus from power attack becomes +2 per -1.
Adept Art: The damage increases to +5 per -2.
Master Art: Damage increases to +3 per -1.
Grandmaster Art: Damage increases to +4 per -1.

Ki Burst (Ki Attack): A practitioner of the Ki Burst style is able to unleash shockwaves of Ki energy when it strikes a target with this art, damaging nearby foes.
Apprentice Art: When using this ability, the monk’s attack detonates a shockwave into every square adjacent to the struck foe. All within the shockwave take damage equal to what the target took from the attack (special effects carried by the attack are not inflicted). A Reflex save halves the damage. The target does not take damage twice, and the monk is immune to the effect.
Journeyman Art: The monk’s Ki burst is now a 10’ radius centered on the struck foe, and the monk’s allies are now immune to the effect.
Adept Art: The monk’s Ki burst is now a 15’ radius, and the target does risk taking damage twice.
Master Art: The monk’s Ki burst is now a 20’ radius, and the target gets no saving throw against the second instance of damage.
Grandmaster Art: The monk’s Ki burst is now a 30’ radius.

Ki Vigor (Ki Defense): This fighting style allows the monk to absorb damage with its Ki.
Apprentice Art: Upon activating this ability the monk gains temporary hit points equal to 5 + its class level. These hit points last for one round.
Journeyman Art: The temporary hit points gained increase to 10 + twice the monk’s level.
Adept Art: The temporary hit points gained increase to 15 + three times the monk’s level.
Master Art: The temporary hit points gained increase to 20 + four times the monk’s level.
Grandmaster Art: The temporary hit points gained increase to 25 + five times the monk’s level.

Launching Strike (Ki Attack): A monk who uses the launching strike fighting style can send its foes flying on a hit.
Apprentice Art: When the monk executes this Ki attack, the struck foe must make a Fortitude save or be sent flying 10’, plus an additional 10’ per size category it is smaller than the monk. The target must then make a Reflex save or fall prone. If the target passes through a square containing a creature, that creature must make a Reflex save. If it fails, the target halts prematurely just outside its square, and the blocking creature falls prone and sustains damage equal to what the target sustained from the unarmed attack. If the target hits a barrier during its flight, it takes damage equal to what the unarmed attack dealt and lands just outside the barrier. The target provokes no attacks of opportunity for moving in this manner.

If a monk uses the launching strike and Ki burst arts simultaneously as part of a Ki Combo, the launch effect applies against all foes who failed their Reflex saves against the burst (treat that single save as a save against both effects).
Journeyman Art: The monk functions as one size category larger when using this ability.
Adept Art: The monk functions as two size categories larger when using this ability.
Master Art: The monk functions as three size categories larger when using this ability.
Grandmaster Art: The monk functions as four size categories larger when using this ability.

Mind Breaker (Ki Attack): This fighting style is similar to the body breaker, but relies on incapacitating the target by overwhelming its mind with Ki energy.
Apprentice Art: The target must make a Will save or be dazed for 1 round.
Journeyman Art: On a failed save the target is instead confused for 1d3 rounds.
Adept Art: On a failed save the target is instead paralyzed for one minute per monk level.
Master Art: On a failed save the target is instead rendered permanently confused, per the insanity spell.
Grandmaster Art: On a failed save the target’s mind is utterly shattered. This slays the target and functions as a death effect.

Penetrating Strike (Ki Augment): A practitioner of the penetrating strike style can bypass a foe’s physical defenses.
Apprentice Art: The monk’s attacks this round ignore half of the target’s damage reduction or hardness.
Journeyman Art: The monk’s attacks this round ignore the target’s damage reduction or hardness.
Adept Art: The monk’s attacks this round ignore the target’s DR or hardness, and if the monk scores at least one hit this round, the target’s DR and hardness are halved for all allies for the rest of the round (Fortitude negates, with a cumulative -1 on the save per additional hit this round).
Master Art: The monk’s attacks this round ignore the target’s DR or hardness, and if the monk scores at least one hit this round, the target’s DR and hardness are negated for all allies for the rest of the round (Fortitude negates, with a cumulative -1 on the save per additional hit this round).
Grandmaster Art: The monk’s attacks this round ignore the target’s DR or hardness, and if the monk scores at least one hit this round, the target’s DR and hardness are negated for all allies for one round per class level (Fortitude negates, with a cumulative -1 on the save per additional hit this round).

Power Strike (Ki Attack): A monk skilled in the power strike fighting style is adept at scoring single devastating blows.
Apprentice Art: The monk’s attack deals maximum damage.
Journeyman Art: The monk’s attack deals double normal damage.
Adept Art: The monk’s attack deals double maximum damage.
Master Art: The monk’s attack deals triple normal damage.
Grandmaster Art: The monk’s attack deals triple maximum damage.

Resilient Stance (Ki Defense): A monk skilled in the resilient stance style is difficult to injure with physical blows.
Apprentice Art: The monk gains DR 3/- for one round upon activating this ability.
Journeyman Art: The monk gains DR 6/- for one round upon activating this ability.
Adept Art: The monk gains DR 9/- for one round upon activating this ability.
Master Art: The monk gains DR 12/- for one round upon activating this ability.
Grandmaster Art: The monk gains DR 15/- for one round upon activating this ability.

Withering Strike (Ki Attack): A monk skilled in the withering strike style can weaken the foe’s body, mind, or spirit with its Ki-empowered attacks.
Apprentice Art: The monk deals an amount of Strength or Dexterity damage equal to its Wisdom modifier. If this would reduce the target’s ability score below 1, it may make a Fortitude save to keep its score at 1.
Journeyman Art: Alternately, the monk can deal an amount of Intelligence, Wisdom, or Charisma damage equal to its Wisdom modifier. If this would reduce the target’s ability score below 1, it may make a Fortitude save to keep its score at 1.
Adept Art: Alternately, the monk can deal an amount of Constitution damage equal to its Wisdom modifier. If this would reduce the target’s ability score below 1, it may make a Fortitude save to keep its score at 1.
Master Art: Alternately, the monk can inflict a number of negative levels equal to half its Wisdom modifier. These negative levels vanish after one hour per monk level with no chance of draining a level. If this would result in more negative levels than it has HD, it may make a Fortitude save to reduce the number of negative levels to its HD – 1.
Grandmaster Art: The monk’s negative levels now work normally (that is, they last for a day, and then have a chance of draining a level). If this would result in more negative levels than it has HD, it may make a Fortitude save to reduce the number of negative levels to its HD – 1.

Speed School Martial Styles:
Acrobatic Arts (Inherent Ability): A monk skilled in this style can perform spectacular feats of acrobatics.
Apprentice Art: The monk can lower falling damage by 1d6 points per 3 points it rolls on a Tumble check.
Journeyman Art: The monk ignores all penalties on skill checks based on the speed at which it moves.
Adept Art: The monk can run up vertical surfaces or even upside-down with a DC 20 Balance check. There is no penalty to this check for the speed at which the monk moves.
Master Art: The monk can charge despite difficult terrain or creatures in its path.
Grandmaster Art: The monk adds its ranks in Tumble to its AC against any attacks of opportunity it provokes.

Athletic Arts (Inherent Ability): A monk skilled in this style can perform spectacular feats of athleticism.
Apprentice Art: The monk treats all jumps as running jumps.
Journeyman Art: The monk gains a climb speed equal to half its total land speed.
Adept Art: The monk gains a swim speed equal to its total land speed.
Master Art: The monk’s high jump distance becomes equal to its broad jump distance.
Grandmaster Art: Once per round, the monk can roll a Jump check in place of a Reflex save. If it succeeds, and its jumping distance was sufficient, it can choose to jump to a new square outside the area of effect.

Blurring Move (Ki Effect): A monk trained in the blurring move style can move about with exceptional speed.
Apprentice Art: The monk can activate this ability to immediately move up to half its speed.
Journeyman Art: The monk instead moves up to its speed.
Adept Art: The monk instead moves up to twice its speed.
Master Art: The monk instead moves up to three times its speed.
Grandmaster Art: The monk instead moves up to four times its speed.

Deflection (Ki Defense): A monk trained in this art can gird itself with Ki energy and use it to deflect an attack.
Apprentice Art: The monk can make an attack roll opposed by the attack roll of a ranged weapon attacking it, with success deflecting the weapon. The monk may do so after the attacker makes its attack roll.
Journeyman Art: The monk can now deflect melee attacks as well as ranged attacks.
Adept Art: The monk can now deflect ranged spells (such as rays). To do so, it rolls a Reflex save against the spell’s save DC (even if the spell does not normally allow a save).
Master Art: When the monk deflects an attack, it rebounds upon the initiator.
Grandmaster Art: When the monk deflects an attack, it deflects it at a chosen target (for purposes of range, treat the attack as if it were being initiated by the monk).

Evasive Defense (Ki Defense): This fighting style teaches the monk how to ward itself from area attacks by creating a brief shield of Ki energy.
Apprentice Art: The monk gains evasion against one effect when it activates this ability.
Journeyman Art: The monk’s evasion now lasts for the rest of the round.
Adept Art: The monk’s evasion becomes improved evasion against the first such effect that the monk fails its save on.
Master Art: The monk’s evasion becomes improved evasion for the rest of the round.
Grandmaster Art: The monk automatically succeeds the first Reflex save it has to make during each activation of this ability.

Ki Flurry (Ki Augment): A monk skilled in this style can make more attacks per round.
Apprentice Art: The monk can make one additional attack at its highest attack bonus when making a full attack, but all attacks made this round take a -2 penalty on the attack rolls.
Journeyman Art: The monk ignores the attack penalty for making this additional attack.
Adept Art: The monk gains a second bonus attack.
Master Art: The monk takes only a successive -4 penalty on iterative attacks this round.
Grandmaster Art: The monk’s penalty on iterative attacks lowers to -3.

Perfected Stride (Ki Augment): A monk who activates this ability can move where others cannot for one round per class level.
Apprentice Art: The monk ignores the effect of difficult terrain.
Journeyman Art: The monk functions as if under the effects of the water walk spell.
Adept Art: The monk functions as if under the effects of the air walk spell.
Master Art: The effect lasts for one minute per class level.
Grandmaster Art: The effect lasts for one hour per class level.

Stealthy Stride (Ki Augment): Upon activating this ability, the monk cloaks itself with concealing shadows that make it difficult to target while moving. The effect lasts for one round.
Apprentice Art: The monk gains concealment if it moves at least 10’.
Journeyman Art: This benefit improves to total concealment.
Adept Art: The benefit improves to invisibility (as the greater invisibility spell).
Master Art: The effect lasts for one round per class level.
Grandmaster Art: The effect lasts for one minute per class level.

Tactical Strike (Ki Augment): Upon activating this ability, the monk becomes more adept at striking a foe it has gotten the drop on or outmaneuvered. This bonus, once activated, lasts for one round.
Apprentice Art: The monk gains a +1 bonus on attack rolls against a flanked or flat-footed opponent.
Journeyman Art: The bonus increases to +2.
Adept Art: The bonus increases to +3.
Master Art: The bonus increases to +4.
Grandmaster Art: The bonus increases to +5.

Timeless Step (Ki Effect): Activating this ability allows the monk to teleport itself.
Apprentice Art: The monk can teleport up to 5’ per two class levels, and it must have line of sight to its destination point. If it attacks immediately after teleporting, its first attack catches its target flat-footed.
Journeyman Art: The monk can now teleport up to 5’ per class level.
Adept Art: The monk can now teleport out to medium range, and no longer needs line of sight to its destination point.
Master Art: The monk can now teleport out to long range.
Grandmaster Art: The monk can now teleport up to one mile per class level.

Concentration School Martial Styles:
Ablate the Arcane (Ki Defense): A monk who masters this martial style is able to neutralize magical effects.
Apprentice Art: The monk can dispel magic as the spell, but using only the counterspell function and with no cap on its dispel check.
Journeyman Art: The monk can now also use the area dispel function.
Adept Art: The monk can now use the targeted dispel function.
Master Art: The monk can activate this ability to grant itself Spell Resistance of 12 + its class level for one round.
Grandmaster Art: The monk can activate this ability to grant itself Spell Turning (as the spell) for one round.

Balance the Forces (Ki Defense): A monk who learns these techniques can endure extremes of energy.
Apprentice Art: The monk can activate this ability to gain resistance 5 against all energy types for one round.
Journeyman Art: The effect improves to resistance 10.
Adept Art: The effect improves to resistance 20.
Master Art: The effect improves to resistance 30.
Grandmaster Art: The effect improves to immunity.

Concentrated Strike (Ki Augment): A monk who learns this martial style can focus its efforts in battle, improving its speed and accuracy. The effect lasts for one round.
Apprentice Art: The monk’s base attack bonus increases by 1 when this ability is activated, up to a maximum BAB of its character level.
Journeyman Art: The bonus improves to +2.
Adept Art: The bonus improves to +3.
Master Art: The bonus improves to +4.
Grandmaster Art: The bonus improves to +5.

Healing Ki (Ki Effect): The monk can channel its Ki to heal itself of wounds.
Apprentice Art: The monk heals an amount of damage equal to its Wisdom modifier plus its class level.
Journeyman Art: The monk heals an amount of damage equal to its Wisdom modifier plus twice its class level.
Adept Art: The monk heals an amount of damage equal to its Wisdom modifier plus three times its class level.
Master Art: The monk heals an amount of damage equal to its Wisdom modifier plus four times its class level.
Grandmaster Art: The monk heals an amount of damage equal to its Wisdom modifier plus five times its class level.

Heightened Senses (Inherent Ability): The monk’s senses become incredibly acute.
Apprentice Art: The monk gains darkvision out to 60’.
Journeyman Art: The monk gains scent.
Adept Art: The monk gains blindsense and tremorsense out to 30’.
Master Art: The monk gains blindsight out to 30’.
Grandmaster Art: The range of all of the monk’s senses doubles; in addition to the ranges of the above abilities, the monk can see and hear twice as far (taking a -1 penalty on Spot and Listen checks per 20’ distant). Other sensory abilities are likewise doubled.

Internal Strength (Inherent Ability): The monk relies on internal, rather than external strength.
Apprentice Art: The monk substitutes its Wisdom modifier for its Strength modifier on attack and damage rolls.
Journeyman Art: The monk substitutes its Wisdom modifier for its Strength modifier for all purposes.
Adept Art: The monk acts as one size category larger for purposes of size-based checks (such as grapples, trips, and disarms).
Master Art: The monk acts as two size categories larger for purposes of size-based checks (such as grapples, trips, and disarms).
Grandmaster Art: The monk acts as three size categories larger for purposes of size-based checks (such as grapples, trips, and disarms).

Oracular Vision (Ki Effect): The monk can activate this Ki augment to utilize a divination ability as per the spells listed.
Apprentice Art: Detect Magic or Detect Chaos/Evil/Good/Law.
Journeyman Art: Detect Thoughts or See Invisibility.
Adept Art: Clairaudience/Clairvoyance or Tongues.
Master Art: Scrying or Detect Scrying.
Grandmaster Art: True Seeing or Greater Arcane Sight.

Purity of Body (Inherent Ability): The monk gains immunity to effects that would weaken its body.
Apprentice Art: Immune to magic Slow effects.
Journeyman Art: Immune to Disease.
Adept Art: Immune to Poison.
Master Art: Immune to Paralysis.
Grandmaster Art: Immune to magical aging, no longer age normally or accrue penalties for aging. Bonuses still accrue, previous penalties remain in place, and the monk still dies of old age when its time is up.

Purity of Mind (Inherent Ability): The monk gains immunity to effects that would weaken its mind.
Apprentice Art: Immune to Confusion.
Journeyman Art: Immune to Charms.
Adept Art: Immune to Compulsions.
Master Art: Immune to Possessions.
Grandmaster Art: Immune to Divination effects (as if with a permanent Nondetection spell with an unbeatable DC).

Purity of Soul (Inherent Ability): The monk gains immunity to effects that would weaken its spirit.
Apprentice Art: Immune to magic Sleep effects.
Journeyman Art: Immune to Fear.
Adept Art: Immune to Death Effects.
Master Art: Immune to Negative Energy Effects.
Grandmaster Art: Immune to spells with an alignment descriptor.

Goober4473
2007-08-14, 07:04 PM
You forget the semicolon.

But seriously, it looks cool. I would suggest capping Focus Ki at +5 or lower, and giving them the ability to overcome more than DR #/magic, like the regular monk can.

brian c
2007-08-14, 07:51 PM
Hm... this sounds cool, but I'm not quite sure I understand how it's supposed to work. Could you write up a 20th level monk example, and show what abilities he has?

Quellian-dyrae
2007-08-14, 08:25 PM
Say we have a character who is meant to be a sort of divinely protected prophet. Very strong defenses against magical effects, and also good information-gathering capabilities. The player designs it as a 20th level monk whose favored school is Concentration.

As a 20th level monk, the character has 11 martial styles base. For every two styles in the Concentration school, it gains one additional style. As such, the character could have up to 16 styles total--the 10 Concentration styles, its 11th style gained from level, and its five bonus styles. In each style it possesses, it has the grandmaster art. So, assume the character went with the following as its martial styles (8 from its favored school resulting in four bonus styles, so, 15 styles total):

Ki Vigor.
Mind Breaker.
Resilient Stance.
Deflection.
Evasive Defense.
Perfected Stride.
Timeless Step.
Ablate the Arcane.
Balance the Forces.
Healing Ki.
Heightened Senses.
Oracular Vision.
Purity of Body.
Purity of Mind.
Purity of Soul.

It has the grandmaster art for each of those. So, lots of immunities thanks to the three purities, and exceptionally keen senses. It can also use its daily Ki uses (of which it has 10 + its Wisdom modifier) for things like self-healing, dispelling, teleporting, evasion, added mobility, and so on.

brian c
2007-08-14, 08:49 PM
Ah... dare I say, this could fix almost all of the weaknesses of the monk class. Take Perfected Stride to be able to chase down flying enemies, damage output can be greatly increased by the Power styles, and the Concentration styles are all-around useful for defense especially. It might even be a tad overpowered, but I like monks so I don't care. Good job.

webgem
2007-10-15, 12:33 PM
Have to say I like it after some review. I thought it might be overpowered at first look, but then I got to thinking, at 20th level you basically get to use these maneuvers 15 times a day with pretty decent wisdom, especially since you actually toned down the need for wisdom here since you don't list the wis bonus to ac. So that actually makes things pretty fair, in fact without the bonus feats and everything else the monk gets, this class could potentially be weaker, since it doesn't have feats that last all day, the little bonus from wisdom, the flurry all the time. I'm not saying it necessarily is, just I agree that it is a monk variant, not necessarily a fix.