Bandededed

2008-01-25, 08:39 PM

I've been slowly redoing the monk class features, hopefully to render the monk more use worthy.

I came up with three different abilities, each targeting a different save, and designed to make the monk more of a battlefield control-type.

As part of this, I did away with stunning fist as a feat completely, and instead replaced it with a nice ability that does the same thing. Why, you ask? It makes far more sense in terms of the usage costs, since I tried to base everything off of it. Instead, it costs 1 point from the monk's ki pool (which is class level + wis mod).

After those three abilities, I came up with three more, tier 2, and some power-ups, both of which are more expensive.

Edit: Usually, you can only use one strike per round, and one power-up per strike.

So, without further ado, here are the abilities:

Tier One:

Become usable around levels 2 - 5

All tier one saves are 10 + 1/2 monk level + wis mod.

Stunning fist: in PHB

Cost: 1 ki point

Nerve strike: (save = reflex : precision damage). Attack deals an extra 2d6 damage, and, in addition, subject can only take 1 standard or move action during their next turn.

Cost: 1 ki point

Disorienting strike: (save = will). Subject is confused for 1 round

Cost: 1 ki point

Tier Two:

Become usable around levels 12-15

All tier two saves are 5 + 1/2 monk level + wis mod

Paralyzing touch: (Save = fort) Subject is paralyzed

Cost: 3 ki points

Critical blow: (save = reflex : precision damage). Attack does 2d6 extra damage, and, in addition, all damage is multiplied by 2. If a Critiacal hit is confirmed while using this strike, the damage multiplier is 1 higher than the multiplier for the weapon used.

Cost: 3 ki points

Thought blocker: (save = will). Subject is affected as if by dominate monster. Caster level for the effect is monk level.

Cost: 3 ki points

Power-ups:

Two pointer's around levels 7-9, Four pointer's around levels 17-19

Extend duration: Makes strike last for 1 round / level, instead of 1 round

Cost: 2 ki points

Destroy resistance: If subject successfully saves against the strike, that subject recieves a -2 penalty on all other saves against that same strike for one minute. Multiple instances of this power-up are cumulative, but durations are tracked seperatly.

Cost: 2 ki points

Multiply attack: You can use two different strikes together, or use two different strikes (or the same strike) with two seperate attacks. You must pay the cost of both strikes in addition to the cost of Multiply attack.

Cost: 4 ki points

Double Power: You may use any two other power-ups on one strike. You must pay the cost of these two power-ups in addition to the cost of Double power and the strike costs.

Cost: 4 ki points

I'm looking mostly for comments on balance, and whether these changes would affect your take on the monks power level in comparison to other classes.

Anyone who catches wording errors, please let me know!

I came up with three different abilities, each targeting a different save, and designed to make the monk more of a battlefield control-type.

As part of this, I did away with stunning fist as a feat completely, and instead replaced it with a nice ability that does the same thing. Why, you ask? It makes far more sense in terms of the usage costs, since I tried to base everything off of it. Instead, it costs 1 point from the monk's ki pool (which is class level + wis mod).

After those three abilities, I came up with three more, tier 2, and some power-ups, both of which are more expensive.

Edit: Usually, you can only use one strike per round, and one power-up per strike.

So, without further ado, here are the abilities:

Tier One:

Become usable around levels 2 - 5

All tier one saves are 10 + 1/2 monk level + wis mod.

Stunning fist: in PHB

Cost: 1 ki point

Nerve strike: (save = reflex : precision damage). Attack deals an extra 2d6 damage, and, in addition, subject can only take 1 standard or move action during their next turn.

Cost: 1 ki point

Disorienting strike: (save = will). Subject is confused for 1 round

Cost: 1 ki point

Tier Two:

Become usable around levels 12-15

All tier two saves are 5 + 1/2 monk level + wis mod

Paralyzing touch: (Save = fort) Subject is paralyzed

Cost: 3 ki points

Critical blow: (save = reflex : precision damage). Attack does 2d6 extra damage, and, in addition, all damage is multiplied by 2. If a Critiacal hit is confirmed while using this strike, the damage multiplier is 1 higher than the multiplier for the weapon used.

Cost: 3 ki points

Thought blocker: (save = will). Subject is affected as if by dominate monster. Caster level for the effect is monk level.

Cost: 3 ki points

Power-ups:

Two pointer's around levels 7-9, Four pointer's around levels 17-19

Extend duration: Makes strike last for 1 round / level, instead of 1 round

Cost: 2 ki points

Destroy resistance: If subject successfully saves against the strike, that subject recieves a -2 penalty on all other saves against that same strike for one minute. Multiple instances of this power-up are cumulative, but durations are tracked seperatly.

Cost: 2 ki points

Multiply attack: You can use two different strikes together, or use two different strikes (or the same strike) with two seperate attacks. You must pay the cost of both strikes in addition to the cost of Multiply attack.

Cost: 4 ki points

Double Power: You may use any two other power-ups on one strike. You must pay the cost of these two power-ups in addition to the cost of Double power and the strike costs.

Cost: 4 ki points

I'm looking mostly for comments on balance, and whether these changes would affect your take on the monks power level in comparison to other classes.

Anyone who catches wording errors, please let me know!