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View Full Version : Monk redux for a non-magical world [Base Class]



Eighth_Seraph
2007-12-24, 02:12 PM
The Monk
.....Dotted across the landscape are monasteries--small, walled cloisters inhabited by monks who pursue personal perfection through physical and mental training. Training themselves to be able warriors even when unarmed and dressed in peasants' clothes, monks may often walk unnoticed around a town's populace, serving as protectors of the farmers and other people residing near their training halls. Benign masters often train the residents of their monasteries to hold life dear and to ensure the safety of those around them. Other masters train their students so they can be the best and gain fame from the tournament victories their prodigies earn, while some monasteries serve as training grounds for elite forces of assassins, thieves, or spies.
.....In any case, monks train to perfect their own skills and power, not being dependent on specific equipment and always ready for when combat is necessary. As such, monks rarely care overmuch for material wealth, but will go to great lengths to further their skills and refine their respective arts.
Adventures - A monk often approaches an adventure as if it were a personal test. While not prone to shoing off, this type of monk is willing to try her skills against whatever obstacles confront her in order to perfect her art. Others travel the countryside, defeating any opponent foolish enough to accept her challenge in order to prove herself as the greatest warrior around. Still others are employed as mercenaries or special forces by governments and organizations tied to their monasteries and are assigned specific missions to infiltrate, steal, spy, or assassinate.
Characteristics - The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword. The extent and variations of this ability is largely dependent on the art that individual monks learn at their monasteries, whose fighting styles vary widely depending on the intended uses of the art.
.....A monk's training also includes refinement of perception and mobility, and monks gain an instinctive awareness of opposition that she is not consciously aware of, and the ability to avoid attacks with frustrating regularity. While some monks attribute these abilities to an inner force, known as ki, others say that it is all a matter of physical training. In any case, monks are capable of feats that no other warriors have a chance of achieving.
Background - A monk typically trains in a monastery. Most monks were children when they joined the monastery, as many masters take in orphaned children or accept them from families that can't afford to feed or care for them. Life in a monastery is so focused that by the time a monk sets off on her own, she seldom feels any connection to her former family or village.
.....In larger cities, master monks have set up martial art schools to teach the interested and worthy. At times, there may be rival schools within a city that compete for the interest of prospective students through highly publicized bouts and tournaments.
.....A monk may feel a deep connection to her monastery or school, to the master who taught her, to the clan whose art she practices, or all of these. Some monks, however, claim none of these ties and simply follow their own path of personal development.
.....Monks often recognize each other as separate from the rest of the populace and can hold a deep respect for each other regardless of which art they practice. Others, however, hold contempt for the martial arts of others and fight to prove their art superior to all others at every turn.
Other Classes - Monks sometimes seem distant because they often have neither motivation nor skills in common with members of other classes, or because they have been accustomed to the strict training of their monasteries and are unused to being among people that do not share that singular passion.
Role - The best role for a monk depends largely on her style, which can vary from constantly mobile opportunistic attackers as is common with the Cobra Strike discipline, to rock-solid counter-attackers from the Denying Stance. In any case, monks are often glass cannons that must gauge the amount of punishment they take very carefully.
Abilities - Wisdom powers the monk's AC bonus and save DCs for offensive techniques. Dexterity is a vital ability for most monks in order to balance the lack of armor and give bonuses to useful skills. Strength is a necessity for offense-oriented monks that wish to deal significant damage. Constitution helps to balance out the relatively low hit die that monks have as a warrior class.

Hit Die - d8
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), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill points at 1st Level: (4 + Intelligence modifier) x 4.
Skill points at Each Additional Level: 4 + Intelligence modifier.

The Monk
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Enhanced Strike, Combat technique, Style Training

2nd|
+2|
+3|
+3|
+0|Style Feat, Evasion

3rd|
+3|
+3|
+3|
+1|Still Mind

4th|
+4|
+4|
+4|
+1|

5th|
+5|
+4|
+4|
+1| Purity of Body

6th|
+6/+1|
+5|
+5|
+2|Style Feat
7th|
+7/+2|
+5|
+5|
+2|

8th|
+8/+3|
+6|
+6|
+2|

9th|
+9/+4|
+6|
+6|
+3| Improved Evasion
10th|
+10/+5|
+7|
+7|
+3|
11th|
+11/+6/+1|
+7|
+7|
+3|Diamond Body

12th|
+12/+7/+2|
+8|
+8|
+4 |Style Feat

13th|
+13/+8/+3|
+8|
+8|
+4|

14th|
+14/+9/+4|
+9|
+9|
+4|

15th|
+15/+10/+5|
+9|
+9|
+5|

16th|
+16/11/+6/+1|
+10|
+10|
+5|
17th|
+17/+12/+7/+2|
+10|
+10|
+5|

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Style Feat

19th|
+19/+14/+9/+4|
+11|
+11|
+6|

20th|
+20/+15/+10/+5|
+12|
+12|
+6|

{table=head]Level| Flurry of Blows|Decisive Strike|Unarmored AC bonus|Unarmored Speed Bonus|Class Defense Bonus

1st|
-1/-1|
-1|
+0|
+0 ft.|
+4

2nd|
+0/+0|
+0|
+0|
+0 ft.|
+4

3rd|
+1/+1|
+1|
+0|
+10 ft.|
+5

4th|
+2/+2|
+2|
+1|
+10 ft.|
+5

5th|
+4/+4|
+4|
+1|
+10 ft.|
+5

6th|
+5/+5/+0|
+5|
+1|
+20 ft.|
+6

7th|
+6/+6/+1|
+6|
+1|
+20 ft.|
+6

8th|
+7/+7/+2|
+7|
+2|
+20 ft.|
+6

9th|
+9/+9/+4|
+9|
+2|
+30 ft.|
+7

10th|
+10/+10/+5|
+10|
+2|
+30 ft.|
+7

11th|
+11/+11/+6/+6/+1|
+12/+2|
+2|
+30 ft.|
+7

12th|
+12/+12/+7/+7/+2|
+13/+3|
+3|
+40 ft.|
+8

13th|
+13/+13/+8/+8/+3|
+14/+4|
+3|
+40 ft.|
+8

14th|
+14/+14/+9/+9/+4|
+15/+6|
+3|
+40 ft.|
+8

15th|
+15/+15/+10/+10/+5|
+16/+6|
+3|
+50 ft.|
+9

16th|
+16/+16/+11/+11/+6/+1|
+17/+12|
+4|
+50 ft.|
+9

17th|
+17/+17/+12/+12/+7/+2|
+18/+13|
+4|
+50 ft.|
+9

18th|
+18/+18/+13/+13/+8/+3|
+19/+14|
+4|
+60 ft.|
+10

19th|
+19/+19/+14/+14/+9/+4|
+20/+15|
+4|
+60 ft.|
+10

20th|
+20/+20/+15/+15/+10/+5|
+21/+16|
+5|
+60 ft.|
+10[/table]



Class Features
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, eskrima, javelin, quarterstaff, sai, shuriken, sling, and any style weapons (see Style Training, below). 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 her AC bonus, as well as her Enhanced Strike ability and possibly some style abilities.

Combat Technique (Ex): At 1st level, a monk learns how to deliver a rapid flurry of blows or a single decisive strike, as the situation demands. Monks learn both of these techniques and may choose which, if either, to use in any given attack.

When unarmored, a monk who is using the flurry of blows technique may strike with a rapid series of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her 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 column on the above table. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. 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 second-best base attack bonus. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with style weapons. She may attack with unarmed strikes and style weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk 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 style weapon as part of a flurry of blows.

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.

When unarmored, a monk who is using the decisive strike technique may deliver a single powerful blow as a standard action or by making a full attack, in which case each decisive strike counts as two attacks (if the monk has attacks left over, these may be done as normal strikes; decisive strikes are in bold on the class table). When doing so, her attack roll is made with a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Decisive Strike column on the above table. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. At 11th level, a monk gains a +1 bonus on the attack roll of a decisive strike. A monk must use an attack action to perform a decisive strike. If the attack hits, it deals double damage. These modifiers and conditions apply for 1 round and so also affect any attacks of opportunity the monk might make before her next action.

When using a decisive strike, a monk may attack only with unarmed strikes or with style weapons. The monk can’t use any weapon other than a style weapon for a decisive strike. Also, when using a decisive strike in a full attack, attacks may be done in any order, and not only as shown on the monk's class table. For example, a monk with a Base Attack Bonus of 14 may make a normal unarmed strike at a +14 modifier, then a decisive strike at a +9 modifier if she wishes.

If a decisive strike is used to deliver a stunning attack, the save DC to resist the ability is increased by 2.

Enhanced Strike (Ex): 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 her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She 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 feats and effects that enhance or improve either manufactured weapons or natural weapons (though not crafting bonuses, of course).

A monk also deals more damage with her unarmed strikes than a normal person would, though the damage of individual strikes depends largely on her fighting style. See the tables below for specific damage.
{table="head"]Level|Light|Balanced|Heavy
1st|1d4|1d6|1d8
2nd|1d4|1d6|1d8
3rd|1d4|1d8|1d8
4th|1d6|1d8|1d10
5th|1d6|1d8|1d10
6th|1d6|1d10|1d10
7th|1d6|1d10|1d10
8th|1d8|1d10|2d6
9th|1d8|1d10|2d6
10th|1d8|1d10|2d6
11th|1d8|1d10|2d6
12th|1d10|2d6|2d8
13th|1d10|2d6|2d8
14th|1d10|2d6|2d8
15th|1d10|2d6|2d8
16th|2d6|2d8|2d10
17th|2d6|2d8|2d10
18th|2d6|2d8|2d10
19th|2d6|2d8|2d10
20th|4d4|2d10|3d8[/table]

Style Training: At 1st level, a monk chooses a martial art or style to follow, gaining a +2 competence bonus on a skill associated with her chosen style. The monk’s style also determines other factors such as damage done by her Enhanced Strike ability, weapon proficiencies (to an extent), and which bonus feats the monk receives at first, second, and sixth levels. If a monk already has a bonus feat provided by her style training, she may instead gain any other feat for which she qualifies in its place.

Unarmored AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Still Mind (Ex): A monk of 3rd level or higher gains a +4 bonus on saving throws against fear or mind-affecting effects.

Unarmored Speed Bonus (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on the table above. A monk in armor or carrying a medium or heavy load loses this extra speed.

Purity of Body (Ex): At 5th level, a monk gains a +4 to saving throws against disease.

Uncanny Dodge (Ex): Beginning at 7th level, a monk retains his Dex bonus to AC even when flat-footed.

If a monk already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Ex): At 11th level, a monk gains a +4 bonus on saving throws against poisons of all kinds.

Improved Uncanny Dodge (Ex): Beginning at 14th level, a monk can no longer be flanked.

Light Styles
Cobra Strike
Monks of the Cobra Strike School specialize in agility and defense. By making herself hard to pin down, the Cobra Strike monk forces the enemy to fight on her terms.
Style Weapons: dagger, javelin, kama, kukri, sai, shuriken, siangham
Skill Bonus: Escape Artist
1st Level Bonus Feat: Dodge
2nd Level Bonus Feat: Mobility
At 4th level, the dodge bonus to your Armor Class granted by your Dodge feat increases to +1/4 monk levels and may applies to one additional target for every 4 monk levels you have.
6th Level Bonus Feat: Spring Attack
At 8th level, you gain a +2 competence bonus on Climb, Jump, and Tumble checks. This bonus increases to +4 at level 16, this bonus increases to +4.
At 10th level, you gain Mobile Mastery as a bonus feat, even if you don’t meet the prerequisites
12th Level Bonus Feat: Bounding Assault
18th Level Bonus Feat: Rapid Blitz
At 20th level, you may make a full attack (including Flurry of Blows) with your Rapid Blitz feat, though you may still only use up to three attacks on a single opponent.

Balanced Styles
Denying Stance
The Denying Stance monk seeks to neutralize the opponent's maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error.
Style Weapons: dagger, eskrima, kama, quarterstaff, sai
Skill Bonus: Tumble
1st Level Bonus Feat: Combat Expertise
2nd Level Bonus Feat: Combat Reflexes
Denying Stance: Beginning at 3rd level, a monk of the denying stance can forgo any number of attacks she wishes in a full attack and ‘save’ them for use as immediate actions during the rest of the round. You may only use these attacks against opponents that attack you in melee before you next turn and the attacks are made directly after the opponent’s attack. In the case of a full attack, you may trade blow for blow, executing an attack after each of her opponent’s attacks. The number of attacks you can ‘save’ and their base attack bonuses is determined by your Flurry of Blows full attack.
6th Level Bonus Feat: Parry Defense
At 8th level, when fighting defensively or using the Combat Expertise feat, you gain a +2 bonus on grapple checks (including to initiate a grapple), trip attempts and disarm attempts. This bonus increases to +4 at level 14.
12th Level Bonus Feat: Defensive Strike
18th Level Bonus Feat: Improved Combat Expertise
At 20th level, your reflexes and defensive capabilities are such that attacks you execute while using your denying stance technique land before those of your opponent.
Hand and Foot
The hand and foot style emphasizes combinations interchanging speed and accuracy with the hands and powerful finishing strikes with the feet, confounding opponents' defenses by attacking from four limbs all at once.
Style Weapons: dagger, kama, nunchaku, quarterstaff, three-section staff
Skill Bonus: Balance
1st Level Bonus Feat: Stunning Fist
2nd Level Bonus Feat: Deflect Arrows
At 4th level, a monk of the hand and foot learns the founding principle of her art: the differing roles and capabilities of her hands and feet. Whenever making an unarmed strike, you must also specify if you are using your hands or feet (or other body parts, such as elbows and knees, as appropriate). Any unarmed strikes you make with your hands from this point on gain a +1 to attack rolls, plus another +1/four monk levels, and any strikes made with your feet gain a +1 to damage, +1/four monk levels. Unarmed Strikes made with the feet also count as two-handed weapons for the purpose of the Power Attack feat.
6th Level Bonus Feat: Improved Trip
At 7th Level, You gain a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +4 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed
At 8th level, you gain one of the hand and foot techniques detailed below.
At 10th level, you gain one of the hand and foot techniques detailed below.
12th Level Bonus Feat: Flying Kick
At 13th level, you gain one of the hand and foot techniques detailed below.
At 16th level, you gain one of the hand and foot techniques detailed below.
18th Level Bonus Feat: Combat Expertise
At 19th level, you gain one of the hand and foot techniques detailed below.
At 20th level, a monk of the hand and foot gains a +2 on all attack rolls, trip, bull rush, or bluff attempts used in her hand and foot techniques. In addition, whenever you make a full attack or flurry of blows, you gain a cumulative +1 to attack and damage rolls on unarmed strikes and attacks with style weapons for every previous successful hit in the full attack.

Hand and Foot techniques
Double Roundhouse Kick – As a standard action or part of a charge, a monk of the hand and foot may make two attacks at her highest base attack bonus instead of one. However, if either of these attacks fails to hit, you are considered flat-footed until you are hit with a melee attack or until your next turn.
Feint Jab - A monk of the hand and foot expands upon the principle of speed over power that dominates the use of her hands. During a full attack, you may make feint jabs as attack actions with your hands (this does not provoke attacks of opportunity), resolving it as a normal feint. However, your opponent is only considered flat-footed against the next attack you use during the same turn as the feint (unlike a normal feint, which can be followed up on your next turn).
Palm Strike – Whenever you make a decisive strike with your hands, you may also make a bull rush attempt against your opponent at a -2 penalty (This does not provoke an attack of opportunity, as you are not moving into your opponent’s square) as part of the attack, resolving it as normal. However, you do not have the option to move with your opponent, and it after the initial five feet your opponent is pushed back, your roll must be 10 points higher than your opponent’s in order to push him back an additional 5 feet (rather than 5 points higher, as normal). Stunning attacks made with palm strikes gain an additional +2 to their save DCs.
Push Kick – A monk of the hand and foot learns to use her superior leg strength in ways other than direct damage to her opponent. As an attack action, you may make a bull rush attempt against your opponent at a -2 penalty (This does not provoke an attack of opportunity, as you are not moving into your opponent’s square), resolving it as normal. However, you do not have the option to move with your opponent, and it after the initial five feet your opponent is pushed back, your roll must be 10 points higher than your opponent’s in order to push him back an additional 5 feet (rather than 5 points higher, as normal). If a push kick is made as part of a charge, it deals normal unarmed strike damage as well as initiating a bull rush.
Sweep Kick – Whenever you successfully hit with a hand technique and then a foot technique during a full attack, you immediately gain a free trip attempt against your opponent.


Heavy Styles
Overwhelming Attack (In Progress)
The overwhelming attack fighting style works under the theory that an opponent that cannot get up cannot hurt you. As such, the style has little in the way of defensive power, but seeks to pound enemies into submission before they become a threat.
Style Weapons: dagger, naginata, quarterstaff, siangham
Skill Bonus: Intimidate
1st Level Bonus Feat: Power Attack
2nd Level Bonus Feat: Improved Bull Rush
At 3rd level, you learn the basis for your art: an aggressive stance. You may switch in or out of an aggressive stance as a free action, though you cannot switch out of an aggressive stance on the same turn as you go into it. When in the aggressive stance, you lose your Wisdom bonus to AC and instead gain your Wisdom modifier to attack rolls.
At 5th level, you gain the ability to make a reckless assault, when in your aggressive stance. When making a reckless assault, you may reduce your armor class by an amount up to your total dodge bonus and apply that same amount to your attack rolls for the rest of the turn. This bonus to attack my not surpass your base attack bonus.
6th Level Bonus Feat: Improved Overrun
At 8th level, you may make a move action alongside a full attack on any turn that you begin in the aggressive stance.
At 10th level, you gain half the amount sacrificed as part of a reckless assault as a damage bonus to all attacks that round.
12th Level Bonus Feat: Shock Trooper
18th Level Bonus Feat: Leap Attack


Passive Way
The Passive Way focuses on making your opponent overreach himself or underestimate your skill.
Style Weapons: dagger, eskrima, kusari-gama, quarterstaff, sai
Skill Bonus: Bluff.
1st Level Bonus Feat: Combat Expertise.
2nd Level Bonus Feat: Improved Trip
At 3rd level, you learn the basis for your art: the passive stance. Whenever an opponent attacks and misses you in melee and misses by 5 or more while you are using Combat Expertise to increase your armor class, you automatically gain a trip, grapple, or disarm attempt against him, at your choice. This counts as an attack of opportunity, and you must be aware of your opponent before he makes an attack in order to use any attack from the passive stance.
At 5th level, you gain an additional ability to use with your passive stance, known as flowing. If your opponent attacks and misses you in melee, you may use his own momentum against him. Initially you make a touch attack, as for a grapple attempt. If it is successful, you and your opponent make opposed Strength or Dexterity checks (whichever is higher for each individual). If your check is greater, then you may shove your opponent 5 feet in any direction you wish, plus another 5 for every 2 points by which you won the opposed check (you may lessen the distance, if you wish). If an opponent is charging your or doing a bull rush attempt, you gain a +5 on your check. You must be able to execute an unarmed strike to do this technique.
6th Level Bonus Feat: Improved Feint.
At 8th level, you gain a +4 bonus on all checks made as part of a technique from the passive stance (Strength checks for trip attempts, touch attacks for grapples, Dexterity checks to flow your opponent, etc.), as well as an additional +4 to any of these checks if your opponent is flat-footed. In addition you gain additional attacks of opportunity per round equal to your Wisdom modifier. This stacks with Combat Reflexes or any other source of attacks of opportunity.
At 10th level, you may execute an attack with a light weapon or unarmed strike as an immediate action against an opponent as you execute a flow on him. This does not require an additional attack of opportunity other than the initial one.
12th Level Bonus Feat: Defensive Strike
At 14th level, you may combine a flow attempt with any other special attack you can do in the passive stance. For example, you could trip your opponent, in which case he would fall face-first five feet away from you (or further, as appropriate). In the case of a grapple, you flow with your opponent, beginning the grapple in the square where he ends.
18th Level Bonus Feat: Improved Combat Expertise
At 20th level, you learn how to use your ability to flow offensively against opponents. As an attack action, you may make a touch attack against an opponent. If it is successful, you may flow your opponent as usual, including any bonuses or additional abilities you’ve gained with it.


-----------------------------------------------------------------------

New Feats
Mobile Mastery [tactical]
You’ve found that understanding the influence of footwork and motion on a battle can be the keys to victory.
Prerequisites: Intelligence 13, Dexterity 15, Dodge, Mobility, Base Attack Bonus +9
Benefit: You gain access to three tactical maneuvers when wearing light or no armor.
• Clever Footing: If your opponent attacks and misses you in melee combat and you have enough of your full base land speed "left over" from your previous turn, you may choose to take a five-foot step immediately after your opponent’s attack.
• Tactical Maneuvering: When making a full attack, you may choose to make a five-foot step between each attack, though you may not move any further than your base land speed during one turn. This feat can also be used with consecutive uses of the Cleave feat, or in any such situation where multiple attacks are done consecutively during your turn.
• Press the Advantage: You may choose to forego a move action during you turn in order to follow cowardly opponents that turn their backs. In doing so, you may follow an opponent up to your base land speed on his turn. Your opponent still provokes attacks of opportunity if his motion would have carried him out of your threatened area and another if his motion actually does take him out your threatened area. This feat cannot be used to move in any direction or for any purpose other than to follow your opponent.
Special: A fighter may take this as one of his fighter bonus feats.

Parry Defense [general]
You have learned the value of deflecting your opponent’s strikes, leaving them open to counterattack.
Prerequisites: Combat Expertise, Combat Reflexes, Base Attack Bonus +5, Dexterity 13
Benefit: If an opponent attacks you and misses by five or more while you’re using Combat Expertise to increase your armor class, you get an immediate attack of opportunity against him, counting against your number of attacks of opportunity for the round.
Special: A fighter may take this as one of his fighter bonus feats.

Cieyrin
2008-01-14, 08:09 PM
I really like what you've done with the class but I have a few questions on what things come from where; what books are the feats Mobile Mastery and Parry Defense and the weapons Eskrima and Three-Section Staff from?

JackMage666
2008-01-14, 08:19 PM
Is there really a problem with the monk as is in a non-magic world? The main problem with monks seem to occur when you throw wizards and magic items in the mix.

Eighth_Seraph
2008-01-14, 09:30 PM
The problem doesn't lie in balance, if that's what you mean. If you look at the PHB monk, it relies heavily on ki-based and quasi-magical abilities, namely:
-Ki Strike
-Wholeness of Body
-Diamond Body
-Abundant Step
-Diamond Soul
-Quivering Palm
-Timeless Body
-Tongue of the Sun and Moon
-Empty Body
-Perfect Self

A few of the earlier ones are debatable, but if you take these abilities away, all you have is a below-average BAB, one or two extra attacks, and three bonus feats. What I wanted to do was make a completely non-magical monk for use in the Avatar project, but then realized that it could apply to settings in general. I am almost certain that it's severely overpowered when compared to, say, the Fighter. And with no wizards around, that's actually a legitimate statement now.

As for the unknown feats; they're homebrewed ones I made for the Avatar project, I'll put 'em up. The eskrima is a weapon from the Philippines and is essentially a two-and-a-half-foot-long stick. The three-section-staff I think is largely Chinese, though my instructor learned in Korea and knows how to use it. As far as I know, there's no rules for either of them, but I'll get started on statting them. Nice job noticing those, Cieyrin.

Any thoughts as to the balance of the styles against each other, or the balance of the class as a whole?

Te'Shen
2008-01-14, 10:56 PM
The problem doesn't lie in balance, if that's what you mean. If you look at the PHB monk, it relies heavily on ki-based and quasi-magical abilities, namely:
-Ki Strike
-Wholeness of Body
-Diamond Body
-Abundant Step
-Diamond Soul
-Quivering Palm
-Timeless Body
-Tongue of the Sun and Moon
-Empty Body
-Perfect Self
. . .
If the problem is not in balance, then reflavor them.


Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. . .
Becomes

Iron Palm (Ex)
At 4th level a monk's unarmed strikes become more potent. Through repeatedly striking harder and harder surfaces, a monk's skin toughens up, and his unarmed attacks ignore a certain amount of damage reduction. At fourth level, a monk ignores DR/magic. At tenth level, a monk ignores DR/lawful. At sixteenth level a monk ignores DR/adamantite.

Flavor is mutable.

In this case, empty body and abundant step and tongue of the sun and the moon are the only real offenders in a low/non-magic setting. And these can easily be replaced with other options... possibly up the walls (http://www.d20srd.org/srd/psionic/psionicFeats.htm#upTheWalls) as an (ex) ability and something else. Tongue of the sun and the moon could be replaced with the feat master linguist and/or the feature animal empathy.

I think monks are underpowered in standard dnd. However, if you take out magical items or make them rare... a monk stays somewhat competitive rather than falling behind the full base attack classes that will out grapple and out trip them.

That said, at first blush, your styles seem fine.

vegetalss4
2008-01-15, 05:50 AM
i want to ask why does a level 20 monk deal more damage with a balaced style than with a heavy style pr hit:smallconfused:?
EDIT: now i am on it why does a level 6 balance monk deal 1d10 and a level 7 1d8?

Eighth_Seraph
2008-01-15, 04:25 PM
Iron Palm (Ex)
At 4th level a monk's unarmed strikes become more potent. Through repeatedly striking harder and harder surfaces, a monk's skin toughens up, and his unarmed attacks ignore a certain amount of damage reduction. At fourth level, a monk ignores DR/magic. At tenth level, a monk ignores DR/lawful. At sixteenth level a monk ignores DR/adamantite.

...Except that in a non-magical world, there's no such thing as DR/magic or DR/lawful, because there's no magic and alignment-based abilities only make sense when combined with magical effects.

As for your suggestions for a quick fix; it should be fairly clear that I'm going for a major revamp of the monk class. In case it wasn't clear from my previous post, I myself am a martial artist (mostly Tae Kwon Do and kickboxing, which is why the Hand and Foot style is so detailed), and I (like a couple hundred other posters out there) would like to make a class that represents the variability of different martial fighting styles. the monk as is seems like a hodgepodge of athletic and martial arts-esque abilities drawn from Bruce Lee movies, and replacing them with non-magical equivalents would be even worse than it is now. Since when are martial artists known for speaking a verisimilitude of languages? That's a bard's job. I'm going to cut this rant off now before I go any further.


i want to ask why does a level 20 monk deal more damage with a balaced style than with a heavy style pr hit?
EDIT: now i am on it why does a level 6 balance monk deal 1d10 and a level 7 1d8? The second question is a typo, which I'm going to fix. The first question is a matter of debate, though some calculations could settle it fairly quickly. 2d10 damage for a balanced style deals between 2 and 20 damage, while the heavy style deals between 3 and 18 damage. Their average damages are 11 damage and 10.5 damage respectively. Advantage: balanced in both cases. Hm. Would bumping the heavy damage up to 3d8 damage work better? Maximum 24 damage and average 13.5 damage. I'll do that right away.

Te'Shen
2008-01-15, 11:13 PM
...Except that in a non-magical world, there's no such thing as DR/magic or DR/lawful, because there's no magic and alignment-based abilities only make sense when combined with magical effects.
Yes and no... DR/- and DR/adamanite isn't supernatural. It's just d**n tough. And two different low/no magic settings have been done. They're called Iron Kingdoms and D20 Modern. Both have some sort of martial equivalent.


As for your suggestions for a quick fix; it should be fairly clear that I'm going for a major revamp of the monk class. In case it wasn't clear from my previous post, I myself am a martial artist (mostly Tae Kwon Do and kickboxing, which is why the Hand and Foot style is so detailed), and I (like a couple hundred other posters out there) would like to make a class that represents the variability of different martial fighting styles. the monk as is seems like a hodgepodge of athletic and martial arts-esque abilities drawn from Bruce Lee movies, and replacing them with non-magical equivalents would be even worse than it is now. Since when are martial artists known for speaking a verisimilitude of languages? That's a bard's job. I'm going to cut this rant off now before I go any further.
I'm familiar with tae kwon do and muy thai. I've had a few friends that were practitioners. I've taken a little of tai chi and a little seven star kung fu (southern style, so the stances tend to be a bit deeper). I prefer soft styles to hard, but that's more of a personality thing... and you're both right and wrong with what you say about the monk. The monk mimics (poorly) a westernized concept of the shoalin monk. The tongue of the sun of the moon mimics (again poorly) being in tune with the things around you, reading body language and understanding without words... or at least this is my guess...

If you really want a non-magic version... it's called the multiclassing and feats. You want somebody that's a good grappler? Take improved grapple and slap in on a full base attack class. Good tripper? Same thing. Improved trip + full base attack. Sneak attack + improve feint = precision damage. Improved unarmed strike + Superior unarmed strike = martial artist-esque damage.

In an absolutely non-magical world, you're talking about no monsters, no abberation, dragons, outsiders, undead etc., just humans and animals. With just humans monks don't have quite the problems with grappling and tripping and keeping up with magic items as in a campaign with magic. Then I repeat my assumption that the monk is more or less balanced in a no magic setting... they may even be more powerful at higher levels... without magic to increase weapon damage or buff with, a monk winds up with one of the higher damages in the game. They have better saves, a cheaper, comparable AC to other characters, and speeds that others can't match.

Also, if you're going for a martial artist class, then you are still missing a few things. Not every style is a good fort and a good reflex. Maybe it's a good reflex and a good will. Maybe it's a good fort and a good will with some of the harder styles that step in and block force rather than redirect force. Decisive strike and flurry don't really cut it if you're trying to emulate multiple styles. Not every style is going to get a faster landspeed. Some are going to get DR/- rather than an effective dodge bonus. Maybe the style is based on techinique (intelligence) or an intuitive sense of things (wisdom) or maybe even it's just flashy and a bit egocentric in execution (charisma). Maybe the skills stressed are different, because they are...

Nevermind. You are right in that monk doesn't emulate multiple styles at all. And that is a completely different statement than 'Can the monk function with little change in a no magic setting' which it can. But in a No magic setting, you are setting out to hose the other fighting classes by making an unarmed combatant better on multiple levels.

And maybe as a bit of inspiration... one non-magic martial artist (http://forums.gleemax.com/showthread.php?t=512489) of a particular style.

May the road rise to meet you...

Eighth_Seraph
2008-01-15, 11:36 PM
...Te'Shen, in Puerto Rico, we have a word for this. It translates roughly to 'killjoy'.

When I made the class, I understood that in order to represent every possible martial art, the monk would need to have variable saves, class features, flavor and maybe even BAB. The problem is that things with that much variation are known as 'classes'. As you can tell, I have a 'skeleton' system laid down for the class' basic structure, with the rest being filled in by styles. The things that I completely agree with you on are that the Fast Movement, Flurry of Blows, and Decisive Strike do not fit every style. I also had originally planned to make a style based off of Shotokan Karate that traded its Dodge bonus for DR. I kept the dodge bonus for every style except specific exceptions because I have yet to find a martial art that does not teach how to block or avoid blows. I concluded that making all of that variable would be too clunky a mechanism, and just included it for simplicity's sake. If I get some feedback from several people saying that I should make more of the class features depend on style, then I'll do just that.

If you're worried about balance, then we're getting somewhere. You mentioned that my class was better than the other fighting classes on several levels. Which fighting classes? Just the PHB ones, or do you include splatbooks in this? How is the monk too much better than them? Is it overtly so?

If you plan to continue to stress that the PHB monk can be adapted, then I'm going to ask politely for you to please leave it out of this thread and take it up with me in PMs. This thread is for any comments or suggestions on the flavor, mechanics, or function of the class.

Anywho, I added the beginnings of the Overwhelming Attack style. Note that it's not based on any real martial art, but rather serves as a broad archetype for purely offensive arts.

EDIT: The class defense bonus (last column on the right of the second table) refers to a rule variant from Unearthed Arcana and the SRD. Just ignore it if you're not familiar with the variant.

Te'Shen
2008-01-16, 02:33 PM
...Te'Shen, in Puerto Rico, we have a word for this. It translates roughly to 'killjoy'. . .
Sorry. I'm just being straightforward with you. The monk has always been lacking as a martial artist thanks to it's inability to mimic other styles... but I'll stand by the idea that martial artists could (and should in some cases) get somewhat mystical abilities. And I do see this as different from magical. This is the real world and some can do some freaky s**t here in the real world.


. . . If you're worried about balance, then we're getting somewhere. You mentioned that my class was better than the other fighting classes on several levels. Which fighting classes? Just the PHB ones, or do you include splatbooks in this? How is the monk too much better than them? Is it overtly so?. . .
Take a look at the skeleton of the class and compare it to the PHB ranger. Both are d8, two good save, full base attack classes. Your martial artist can always make one more attack than he can at what is essentially the same base attack. If a ranger goes the two weapon route, there is nothing to prevent the martial artist from doing the same thing... and a monk's weapons are almost always light, so they have the same penalty, if any. And especial if the ranger is two weapon fighting, his damage will be the same as the monk starting out and fall behind at the levels go on. A ranger's best bet would probably be the long/short sword combination, but a scimitar/kukri might average out with the slightly better crits...

No magic equals no magical pluses to hit and damage. No magic means no extra damage from thundering or flaming weapons and means fewer crits without keen or impact. So a base weapon is what it is... and the monk gets the best one aside from the greatsword, which he will still surpass at level twelve... but before then he's been getting more strikes than a greatsword wielder could.

2nd level:
Monk +2 to hit or +0/+0, 1d6/1d6 damage
Ranger +2 to hit or +0/+0, 1d8/1d6 damage
Comparable damage...

6th level:
Monk +6/+1 or +5/+5/+0, 1d8/1d8/1d8 damage
Ranger +6/+1 or +4/+4/-1, 1d8/1d6/1d8 damage

11th level:
Monk +11/+6/+1 or +11/+11/+6/+6/+1, 1d10/1d10/1d10...
Ranger +11/+6/+1 or +9/+9/+4/+4/-1/-1, 1d8/1d6/1d8/1d6/1d8/1d6

If the monk invests in the two weapon chain he'll be will have the exact same penalties as a ranger, three extra attacks, and better weapon damage at level 11 and up. Up to that point, he'll be only one behind the ranger at levels five to ten and he'll still have better damage. He'll be a better two weapon fighter than the ranger or a fighter thanks to decreasing flurry penalties + better average weapon damage.

This guy has two stats for armor, wisdom and dexterity. Armor doesn't get any better in your game. So in this case, if he starts out with a poor wisdom score, he's got a reason to wear armor. If his wisdom + bonus is better than the ac bonus of the armor then he'll probably take it off... unless he's going with a two weapon build or needs the landspeed for some reason. And since you have no other features that require wisdom, it becomes less important... possibly reducing multiple attribute dependency.

Since you have also removed a bunch of the mystical abilities that don't synergize well, and replaced them with feats and style bonuses that do, your monk is a much stronger combatant.

I like your idea here, however I think it needs a different implementation (http://forums.gleemax.com/wotc_archive/index.php/t-219521).

Eighth_Seraph
2008-01-16, 04:36 PM
No magic equals no magical pluses to hit and damage. No magic means no extra damage from thundering or flaming weapons and means fewer crits without keen or impact.
Actually, we have a non-magical weapon and armor enhancement system (http://www.giantitp.com/forums/showthread.php?t=64755) developed by Lord Tataraus for the Avatar project, so the advantage of using weapons is still there. Monks under my system can use this advantage, too, since style weapons deal unarmed strike damage under this system. So you're saying that the class' problem lies in excessive damage dealing capacity? Hm. I'll work on a solution to that one, unless someone else already has one in mind.

I'd actually like to have a playtest of a reasonably optimized fighter against my monk class, to see how it goes. Anyone willing to play either part can PM me with a time you're available, and then we can set up the rest. I'd like to hear several people's thoughts on the power level of the class, though. When taking splatbooks into consideration, is this new monk at a proper level of balance?