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ArmorArmadillo
2007-11-14, 06:56 PM
Monk is rightly considered an underpowerd class- it underperforms its role as a melee combatant and its protective abilities only help it not die.

Ninja, although it has its champions, is also generally a weaker rogue- sudden strike is decidedly weaker than sneak attack, the Ninja inherits the Monk's MAD, and the Ninja loses important rogue class skills. Not to mention that the Ki abilities, at the levels you get them, are too easily replaced by magic.


I was thinking, however, what if you combined them?
Start by giving the monk a slightly reduced version of Sudden Strike, Possibly (Class Level+1)/3. (i.e. First die at level 2 and improves by 1 every 3 levels thereafter)

Then, shift Stunning Fist from feat to a ki power granted at first level. Take out the "granted" ki powers and offer a progression of "Jutsu" which can be selected from a list as uses of your ki power.

Keep the AC, unarmed damage, and speed bonuses, grant Dodge, Mobility, and Spring Attack as bonus feats so you can actually make use of your speed. (Monk is supposed to be high mobility)

Ditch the majority of the monk's and ninja's random bonuses, but let them keep Diamond Soul and Ghost mind at appropriate levels.


Finally, Give Weapon Finesse as a bonus feat and grant Wis to damage to alleviate the MAD disorder and replace it with a DAD.

I'll get a chart later, but I think this could work.

ArmorArmadillo
2007-11-14, 06:57 PM
Monk
Hit Die: D8
Alignment: Any
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Taijutsu Damage|AC Bonus|Speed Bonus|Jutsu

1st|
+0|
+2|
+2|
+2|Taijutsu, Dodge, AC Bonus, Ki Pool, Flurry of Blows|1d6|+0|+0|1

2nd|
+1|
+3|
+3|
+3|Mobility, Evasion, Sudden Strike +1d6|1d6|+0|+0|2

3rd|
+2|
+3|
+3|
+3|Fast Movement|1d6|+0|+10|2

4th|
+3|
+4|
+4|
+4|Aspire to Clouds, Ki Strike (Magic)|1d8|+0|+10|3

5th|
+3|
+4|
+4|
+4|Improved Flurry (-1), Sudden Strike +2d6|1d8|+1|+10|3

6th|
+4|
+5|
+5|
+5|Spring Attack|1d8|+1|+20|4

7th|
+5|
+5|
+5|
+5|Wall Jump|1d8|+1|+20|4

8th|
+6/+1|
+6|
+6|
+6|Sudden Strike +3d6|1d10|+2|+20|5

9th|
+6/+1|
+6|
+6|
+6|Greater Flurry (No Penalty), Improved Evasion|1d10|+2|+30|5

10th|
+7/+2|
+7|
+7|
+7|Ki Strike (Metallic)|1d10|+2|+30|6

11th|
+8/+3|
+7|
+7|
+7|Sudden Strike +4d6|1d10|+3|+30|6

12th|
+9/+4|
+8|
+8|
+8|Supreme Flurry (Extra Attack)|2d6|+3|+40|7

13th|
+9/+4|
+8|
+8|
+8|Diamond Soul|2d6|+3|+40|7

14th|
+10/+5|
+9|
+9|
+9|Sudden Strike +5d6|2d6|+4|+40|8

15th|
+11/+6/+1|
+9|
+9|
+9||2d6|+4|+50|8

16th|
+12/+7/+2|
+10|
+10|
+10|Ki Strike (Adamantine)|2d8|+4|+50|9

17th|
+12/+7/+2|
+10|
+10|
+10|Sudden Strike +6d6, Timeless Body|2d8|+5|+50|9

18th|
+13/+8/+3|
+11|
+11|
+11|Touch the Heavens|2d8|+5|+60|10

19th|
+14/+9/+4|
+11|
+11|
+11||2d8|+5|+60|10

20th|
+15/+10/+5|
+12|
+12|
+12|Sudden Strike +7d6, Perfect Self|2d10|+6|+60|11[/table]
Skills Points Per Level: 4+Int
Class Skills: 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)

Weapon and Armor Proficiency: Monk's are all proficient in Unarmed Strikes, and are treated as armed even whent they are not. Monks are proficient in a number of "Special Weapons," with which they can use their Taijutsu and Flurry of Blows features, as well as certain Jutsu. These weapons are clubs, daggers, handaxes, kamas, nunchaku, quarterstaves, shortswords, sais, and sianghams. Additionally, Monks are proficient in crossbows, javelins, and shuriken, although they are not "Special Weapons." If Monks gain new weapon proficiencies, they are not treated as "Special Weapons."

Taijutsu (Ex): Monk’s eschew brutish combat tactics in favor of masterful technique. While using unarmed strikes or a special monk weapon, a Monk may use either the weapon’s original damage or her Taijutsu damage, whichever is higher.
In addition, the Monk may apply his Wisdom modifier to damage rolls with such weapons, rather than his Strength modifier.

Ki Pool: Monks can channel and control Ki, a semi-mystical source of energy which exists in all living things. Monks gain a number of Ki uses per day equal to your class level + your Wisdom Modifier. (Min. 1)

Jutsu (Su): At level 1, level 2, and every 2 levels thereafter, the Monk develops a “Jutsu,” a semi-magical technique which utilizes his Ki.

Armor Bonus (Ex): Monks avoid using armor if possible, as they instead value mobility and insight. If unarmored, the Monk adds his Wisdom modifier to AC. Starting at 5th level, and every 3 levels thereafter, this bonus increases by 1.

Flurry of Blows (Ex): The quick, deadly martial abilities of the Monk allow them to strike with exceptional speed. As part of a Full Attack action, hile using an Unarmed Strike or Special Monk Weapon, the Monk may choose to gain an additional attack at his highest attack bonus. If he does, the Monk takes a -2 penalty to all attacks he makes that turn.

Dodge: The Monk gains Dodge as a bonus feat, even if the Monk would not ordinarily qualify.

Evasion (Ex): Starting at 2nd level, if a Monk makes a Reflex save against an effect which allows partial damage on a successful save, he instead takes no damage on a successful save.

Mobility: At 2nd level, the Monk gains Mobility as a bonus feat, even if the Monk would not ordinarily qualify.

Sudden Strike (Ex): The Monk can hit with power and precision against any opponent whose defenses are down. Starting at 2nd level, a Monk deals 1d6 extra damage to any opponent who is denied its dexterity bonus to defense. This damage increases by 1d6 every 3 levels thereafter. Enemies immune to Sneak Attack damage are immune to Sudden Strike damage.

Fast Movement (Ex): Starting at 3rd level, and every 3 levels thereafter, the Monk's base land speed increases by 10 feet.

Aspire to Clouds (Ex): Seasoned Monks exceed the physical capabilities of others. Starting at 4th level, Monks make High Jumps against a DC of three times the vertical height, rather than four times.

Ki Strike (Magic) (Ex): The internal Ki Power of monks allows them to empower their body with quasi-magical power. Starting at 4th level, the Monk's unarmed strikes are treated as magical for the purpose of overcoming damage reduction.

Improved Flurry (Ex): Starting at 5th level, the Monk takes only a -1 penalty when using his Flurry of Blows feature.

Spring Attack: At 6th level, the Monk gains Spring Attack as a Bonus Feat, even if he would not ordinarily qualify for it.

Wall Jump (Ex): Between quick reactions and extreme athleticism, Monks can leap from walls as soon as they touch them. Starting at 7th level, whenever a Monk reaches a wall or other solid surface during a Jump movement, he may immediately make another Jump check as though he had a running jump. A Monk with this ability is still limited by his maximum movement speed, but he may not take any action other than movements until he is on a solid surface.

Improved Evasion (Ex): As Evasion, except that the Monk takes no damage on a successful Reflex save and only partial damage on a failed save.

Greater Flurry (Ex): Starting at 9th level, the Monk takes no penalty to attacks while using Flurry of Blows.

Ki Strike (Metallic) (Ex): At 10th level, a Monk's natural attacks are treated as a special material for the purposes of bypassing damage reduction. If Lawful, the Monk's natural attacks are treated as Cold Iron for this purpose. If Chaotic, the Monk's natural attacks are treated as Silver for this purpose. If Ethically Neutral, the Monk may choose.
The Monk does not take a -1 on damage rolls if his natural weapons are treated as Silver.

Superior Flurry (Ex): At 12th level, a Monk may make a second additional attack while using a Flurry of Blows.

Diamond Soul (Ex): The purity of an advanced Monk's Ki allows him to resist unnatural effects. At 13th level, a Monk gains SR equal to his Monk Level + 10.

Ki Strike (Adamantine) (Ex): Starting at 16th level, the Monk's unarmed strikes are treated as Adamantine for the purpose of bypassing Damge Reduction and Hardness.

Timeless Body (Ex): A master Monk's Ki maintains and rejuvinates his physical body, allowing him to maintain his strength even into advanced age. Starting at 17th level, the Monk takes no penalties for aging, although he still accrues benefits. The Monk still dies of old age when he reaches his maximum age.

Touch the Heavens (Ex): An extremely powerful Monk's athleticism reaches near-metaphysical levels. Starting at 18th level, a Monk's high jumps are made against a DC of twice the vertical distance, rather than four times. This replaces the benefit of Aspire to Clouds.

Perfect Self (Ex): Monks of legendary skill can exceed the limits of their physical bodies, becoming something greater than mortal: a being of nearly pure Ki. At 20th level, the Monk becomes an Outsider (Native), and gains DR 10/Magic.

ArmorArmadillo
2007-11-15, 02:31 PM
Jutsu (Su): Jutsu are divided into Body and Mind techniques. Mind Jutsu focus on stealth and illusions while Body Jutsu focus on martial techniques and healing. If a Jutsu allows a saving throw, the DC is equal to 10+1/2 Monk Level+Wis Modifier.
All Mind Jutsu have the Mind-Affecting descriptor.

Stunning Fist (Body)
A basic Body Jutsu, in which the Monk imbues his unarmed attack with a small burst of focused Ki which can disrupt an opponent's body. As a swift action, the Monk can spend 1 Ki usage of Ki to make his next unarmed strike a Stunning Fist attack. If the attack succeeds, the opponent must succeed on a Fortitude save or be stunned for 1 round. A failed attack wastes the attempt. Enemies immune to precision based damage are immune to Stunning Fist.

Phantom Walk (Mind)
A basic Mind Jutsu, in which the Monk uses a subtle emanation of Ki energy to obscure opponents' perceptions of his movements. As a swift action, the Monk can spend a Ki usage to allow himself to move freely without provoking attacks of opportunity for 1 round.

Lightning Dash (Body)
A basic Body Jusu, in which the Monk focuses Ki into his legs to enhance his speed. As a swift action, the Monk can spend a number of Ki usages up to 1 plus another 1 for every 4 Monk levels. He gains a bonus to his speed for 1 round equal to 10 feet per Ki usage spent.

Phantom Sight (Mind)
A basic Mind Jutsu, in which the Monk detects the flow Ki in his opponent's body, allowing him to strike with precision even when vision is obscured. By spending a usage of Ki, the Monk can deal precision based damage, such as Sudden Strike, to opponent's with Concealment or Invisibility. (The opponent still must be denied his Dexterity bonus to AC.)

Ki Impact (Body)
Requirements: Stunning Fist
A Body Jutsu in which the Monk focuses a wave Ki into an unarmed strike, empowering the blow. As a swift action, the Monk can spend a usage of Ki to add 1d6 Force damage to his next attack with an unarmed strike.

Ki Resonance (Body)
Requirements: Stunning Fist
A Body Jutsu in which the Monk focuses Ki into a damaging vibration which he releases into a touched object. As a swift action, spend a usage of Ki to make his next sunder attempt or attack against an object a Ki Resonance attack. If the attack succeeds, the attack deals an extra 1d10 Sonic damage. If the attack fails, the attempt is wasted.

Ki Acrobatics (Body)
Requirements: Lightning Dash
A Body Jutsu in which the Monk spreads Ki evenly across his body, allowing him to move with greater ability. As an immediate action, the Monk may spend a Ki usage in order to add his Monk level to his next strength or dexterity based skill check.

Ghost Mimic (Mind)
Requirements: Phantom Walk
A Mind Jutsu in which the Monk can use a "mirror" of Ki to create a reflection of his image. As a swift action, the Monk can spend a usage of Ki to create an effect similar to mirror image, except that only one image is created and the image lasts for only one round.

Dream Strike (Body)
Requirements: Stunning Fist
A Body Jutsu in which the Monk imbues an attack with a compact "web" of Ki that releases and spreads through the opponent's body on a successful hit, tiring them. As a swift action, the Monk can make his next unarmed attack or attack with a special Monk weapon a "Dream Strike." A failed attack wastes the attempt. If this attack is successful, that opponent must succeed on a Fortitude save or become Fatigued. If that opponent was already Fatigued, it is instead Exhausted. If already Exhausted, it instead falls asleep for 2d4 rounds.
Enemies who are immune to sleep or precision based damage are immune to all aspects of this effect.

Shadow Cloak (Mind)
Requirements: Phantom Walk
A Mind Jutsu in which the Monk emanates a distinct wave of Ki energy to directly attack an opponent's senses. As an swift action, the Monk can spend a usage of Ki to render an opponent Blind for 1 round. A successful Will save negates this effect.

Serpent Lock (Body)
Requirements: Monk Level 4
A Body Jutsu in which the Monk focuses Ki into his muscles, giving himself the ability to maintain powerful holds. As a swift action, the Monk can give himself the ability to deal damage equal to 1d6 plus his Strength modifier to any opponent against whom he succeeds on an opposed grapple check of any kind.

Arachnid Walk (Body)
Requirements: Monk Level 6, Lightning Dash
A Body Jutsu in which the Monk focuses Ki into his feet and fingertips, allowing him to cling to walls and move despite gravity. As a swift action, the Monk can spend a usage of ki to gain a climb speed equal to his land speed for 1 round.

Greater Ghost Mimic (Mind)
Requirements: Monk Level 8, Phantom Walk, Ghost Mimic
A Mind Jutsu in which the Monk uses Ki to mimic the rudimentary visual, auditory, and olfactory aspects of himself. As a standard action, a Monk may spend a number of Ki usages up to his Wisdom modifier (Min. 1). For each Ki usage spent, the Monk creates an illusionary copy of himself.
These illusions split off from the original Monk, and may act as normal, but have no physical form and dissapear if interacted with directly. These illusions last for a 1 minute.
An opponent who makes a successful Will save may immediately recognize the real Monk. Also, if anyone observes the real Monk interacting with somebody, they may recognize that as the real Monk.

Wave Strike (Body)
Requirements: Monk Level 8, Stunning Fist
A Body Jutsu in which the Monk gathers Ki into a strike, and releases that energy past the strike itself. As a swift action, the Monk can treat an attack made with an unarmed strike or special monk weapon as a ranged attack with an increment of 10 feet and a maximum range of 30 feet. He may still add his Wisdom modifier to the attack damage.

Sun Seal Fist (Body)
Requirements: Monk Level 8, Stunning Fist
A Body Jutsu in which the Monk can replace an attack with a series of light, pinpoint strikes which inject highly concentrated bursts of Ki that attack an opponent's internal organs directly. As a standard action, the Monk can spend two usages of Ki to make an unarmed melee attack against an opponent. If this attack hits, it deals no lethal damage but instead deals 1d4 damage to Strength and 1d4 damage to Dexterity. Enemies who are immune to precision based damage are immune to this effect.

Moon Seal Fist (Body)
Requirements: Monk Level 12, Stunning Fist, Sun Seal Fist
A more advanced form of the Sun Seal Fist in which the Monk targets the nervous system with the small bursts of Ki he creates. As a standard action, the Monk can spend two usages of Ki to make an unarmed melee attack against an opponent. If this attack hits, it deals no lethal damage but instead deals 1d4 Intelligence damage, 1d4 Wisdom damage, and 1d4 Charisma damage.

Void Seal Fist (Body)
Requirements: Monk Level 16, Stunning Fist, Sun Seal Fist, Moon Seal Fist
The ultimate version of the Sun and Moon Seal Fists, in which the Monk can send devastating bolts of dense Ki into his opponent, devastating his foe's mind and body. As a standard action, the Monk can spend four usages of Ki to make an unarmed melee attack against an opponent. If this attack hits, it deals no lethal damage but instead deals 1d4+1 damage to each of the victims ability scores.

Telonius
2007-11-15, 02:51 PM
Speed climb - same as the Ninja ability, correct?

A higher-level class ability (or possibly a Ki ability) might be to treat a smooth, flat, vertical surface as though it were an overhang with handholds. Might be something to consider for those dead levels at 18 and 19.

Lord Iames Osari
2007-11-15, 02:57 PM
Made a mistake in the table at 12th level.

ArmorArmadillo
2007-11-15, 03:47 PM
Thanks for the table heads-up.

As for 18-19, I would like an ability there, but what you described is an ability that essentially mimics a 2nd level spell (Spider Climb)
Given, it would be nice just to have an ability there, but my problem is that at level 18+, abilities are expected to be a little more effective.

I'll keep thinking.

I do like that power as a possible Jutsu, so i'll keep it in mind.

Telonius
2007-11-15, 03:58 PM
Thanks for the table heads-up.

As for 18-19, I would like an ability there, but what you described is an ability that essentially mimics a 2nd level spell (Spider Climb)
Given, it would be nice just to have an ability there, but my problem is that at level 18+, abilities are expected to be a little more effective.

I'll keep thinking.

I do like that power as a possible Jutsu, so i'll keep it in mind.

It wouldn't be precisely the same as Spider Climb. The character would still have to make a check to do it, and adverse conditions could apply to modify the check (grease, water, etc).

thevorpalbunny
2007-11-15, 09:31 PM
Which makes it worse than Spider Climb.
I'd comment, but I don't know the Ninja abilities well enough.

Lord Iames Osari
2007-11-15, 09:59 PM
And wouldn't this thread be more aptly titled, "Monk Kills Ninja and Takes Its Stuff"?

ArmorArmadillo
2007-11-15, 11:31 PM
And wouldn't this thread be more aptly titled, "Monk Kills Ninja and Takes Its Stuff"?

It should; sometimes its just hard to imagine ninjas ever getting killed.

I'd say that Jutsu as either upping Stunning Fist or mimicking personal augmentation spells as being a good way to go.

ArmorArmadillo
2007-11-16, 02:39 PM
Got some basic Jutsu ready, ready to start working on more.

ArmorArmadillo
2007-11-17, 05:33 PM
Been working up a storm; I've added a lot of Jutsu, but still want to get at least around 20 for the class, including high level Jutsu.

I also polished the table, so it's nice and complete, as well a did a little tweaking to smooth out the progression.

A question: Is Sudden Strike OGL compatible?

Lord Iames Osari
2007-11-17, 05:37 PM
I don't believe so.