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View Full Version : D&D 3.x Class Truemonker unfix.



noob
2019-02-22, 02:09 PM
I have seen ton of class fixes so I wondered: did anyone do class unfixes.
I plan to do a truemonker class if people thinks it is absurd enough.
Bab average, only good saves, d8 hd.
proficiency: truemonkers are proficient with nothing that could be used to defend itself and are proficient with all non monk simple weapons.
Truemonkers are not proficient with any natural weapon nor with unarmed strike or the like and if your character had one such proficiency
or gain it the character lose the proficiency in question.
Truemonkers gains an armor penalty and a speed penalty when wearing no armor nor shield nor a medium or heavy load.

AC Penalty(Ex)
When unarmored and unencumbered, the truemonker adds the opposite of their Wisdom bonus (if any) to her AC. In addition, a truemonker lose one point of armor for each five levels in this class.

These penalties to AC apply even against touch attacks or when the truemonker is flat-footed. She loses those penalties when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of misses(Ex)
When unarmored, a truemonker may strike with a flurry of misses: for each missed attack the monk does an attack with a -7 penalty to the attack roll relatively to the missed attack until the monk run out of attacks (and no it does not provide with extra attacks)
When using flurry of misses, a monk may attack only with unarmed strikes or with special truemonker weapons (commoner, a pig, a half broken door, a mimic). She may miss with unarmed strikes and special truemonker weapons interchangeably as desired. When using weapons as part of a flurry of misses, a truemonker applies her Strength bonus (not Str bonus × 1½ or ×½) 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.

Slow Movement (Ex)
At 3rd level, a Truemonker receives an enhancement penalty to her speed equal to their 10 foot times her level/3. A truemonker in armor or carrying a medium or heavy load loses this speed penalty.

Utterances: A truemonker can use utterances from the Lexicon of the Evolving Mind with a level up to their truemonker level/3 with a minimum of 1
A truemonker recieves one utterence from that lexicon per level.
Using one utterence is restrained by four laws:
1:The law of sequence: only one instance of an utterance can be present at a time no matter how many truemonkers tries to use that given utterance at once
2:The law of resistance: each time a truemonker use an utterence that utterence gets its dc increased by 2 forever for all the truemonkers.
3:The law of recursion: a truemonker can use an utterence only if it could use it heightened one level higher(applied recursively).
4:The law of unforgiving names: the base dc of an utterence is twice the cr of the creature and if the truemonker does not succeeds in a truename check the truemonker takes 1d8 truedamage times the cr of the target.(even if the truename check did not target anything in which case the truemonker takes _d8 truedamage and so have _ hit points)

From fourth level and above the truemonker gets utterences from the lexicon of the crafted tool with a level up to their (truemonker level+1)/4
Of course you get those at a rate impossible to find no matter how hard you seek to understand.

From the 8th level and above you get utterences from the lexicon of the perfected map of a level up to your (truemonker level-4)/4

Of course now the utterences have been updated for example
Mystic Rampart makes a 5000kg tower that is 100 feet tall fall from on the warded individual.
Speed of the zephyr makes you able to go from any wall to the floor of orcus which is made of orcuses and to go from any floor to the wall of the void which deals the effects of the sphere of annihilation each turn to anything within the same plane.

At level 1 you get the stunning fist feat even if you do not fit any of the prerequisites:


Stunning Fist [General]
Prerequisites
Charisma 16, Improved Unarmed Strike, base attack bonus +8.

Benefit
Your fist have a stunning look and so you get +4 to diplomacy involving your fist.
Furthermore your fist can wear any glove and still look fancy.

Evasion: at level 2 you gain the ability to evade one of the truenaming laws but by doing so you must constantly move around to not get caught by that law thus having to move at least 10 feet each turn.
Should you get caught you lose the ability to use utterances for a day.

Fast falling: you can from level 4 and above fall as an immediate action in addition to any falling you usually do as a free action(I have
somehow found more uses for fast falling than for slow falling)

Improved evasion: at level 9 the truemonker gains the ability to evade two laws of truenaming but the monk have to move 120 foot per turn to evade two laws at once and should the monk slow under that speed the monk lose the ability to use utterances for a day.

Unavenger
2019-02-22, 02:15 PM
Truemonker? Isn't that just Disciple of the Word? :smalltongue:

noob
2019-02-22, 02:15 PM
Truemonker? Isn't that just Disciple of the Word? :smalltongue:

this time it will be a base class that mix the worst aspects of both unfixed classes.

Ashtagon
2019-02-22, 02:18 PM
Is it Monkday already?

Grod_The_Giant
2019-02-22, 02:31 PM
Heh. Having abilities that give straight-up penalties is too easy, though. An unfix should appear functional at a superficial glance, but actually be an unsynergistic mess. Like, the Truemonker's AC should be based on Wisdom, his Truenaming checks on Int, and his invocation save DCs on Cha. Truenaming should take a full-round action, so it's not compatible with the Monk's speed stuff. Using Monk abilities like Stunning Fist and Flurry should screw up your Truenaming checks somehow. That sort of thing-- make it hurt.

noob
2019-02-22, 02:40 PM
Heh. Having abilities that give straight-up penalties is too easy, though. An unfix should appear functional at a superficial glance, but actually be an unsynergistic mess. Like, the Truemonker's AC should be based on Wisdom, his Truenaming checks on Int, and his invocation save DCs on Cha. Truenaming should take a full-round action, so it's not compatible with the Monk's speed stuff. Using Monk abilities like Stunning Fist and Flurry should screw up your Truenaming checks somehow. That sort of thing-- make it hurt.

the point was to make truemonkers wear shields or armor.

Unavenger
2019-02-22, 04:29 PM
Heh. Having abilities that give straight-up penalties is too easy, though. An unfix should appear functional at a superficial glance, but actually be an unsynergistic mess. Like, the Truemonker's AC should be based on Wisdom, his Truenaming checks on Int, and his invocation save DCs on Cha. Truenaming should take a full-round action, so it's not compatible with the Monk's speed stuff. Using Monk abilities like Stunning Fist and Flurry should screw up your Truenaming checks somehow. That sort of thing-- make it hurt.

Oh god, you're reminding me of this thread (http://www.giantitp.com/forums/showthread.php?542772-Making-an-innocuously-terrible-class) now.