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Thread: [3.5] The Monk Remixed

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    Default Re: [3.5] Revised Monk (finally the red-headed stepchild gets some respect and PEACH!

    Quote Originally Posted by unosarta View Post
    This class, as it is, has all of the interesting class features front loaded. I was talking about how it would hopefully soon have some interesting later on class features, since Jiriku seemed to be understanding my point.
    I've given this some serious thought in the past couple days and it looks like some of the shortcomings could be solved by just giving this revised class the swordsage's discipline access and stance/maneuver progression (and recovery).
    Along with Insightful Strikes and Defensive Stance features.

    Or better yet, create a pool of features like here for a fighting style, which can be picked over progressively. Scrap ToB maneuvers and add to the list of active abilities to choose from.

    All of the abilities past around 6-8 (probably more like 6, since Dimension Door is a really weak ability for a melee character) are either non-combat, and not very useful non-combat, or they are defensive abilities, or they are passive.
    I think all of the passive stuff could be combined under something like:
    Transcend Mortality (Ex) (from another monk-like homebrew)
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    An Ascendant slowly begins to become far more than a mere mortal. Starting at 3rd level, you no longer need to eat or drink to survive. Furthermore, your unarmed attacks are treated as magical for the purposes of overcoming damage reduction.
    Starting at 7th level, you no longer need to sleep in order to function properly. Furthermore, you gain DR 5/magic.
    Starting at 11th level, you gain immunity to all forms of poison and to all diseases, including supernatural diseases. Furthermore, your unarmed attacks are treated as lawful for the purposes of overcoming damage reduction.
    Starting at 15th level, you no longer need to breath in order to function properly. Furthermore, your damage reduction increases to 10/magic.
    Starting at 19th level, you cease to age and do not die when your time is up. You still gain mental ability score increases but gain no further physical ability score decreases.

    But I do agree that there is not enough attractive active stuff to get above 10th level.

    Here is some extra combat abilities:
    Scythe Strike
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    The character can use this ability once per round, but no more than class level per day. The character must declare she is using the scythe strike attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the character is forced to make a fortitude save (DC 15 + 1/2 class level + Wis modifier), in addition to receiving normal damage. If the saving throw fails, the attack is treated as if the character had automatically confirmed a x4 critical. Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits cannot be affected by the scythe strike.


    Reaper of Flesh
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    This supernatural ability allows the character to make a mighty spinning kick, whirling around so quickly that she resembles a mini-tornado, her feet spinning scythes.
    The character can use the Reaper of Flesh once per day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits cannot be affected. The character must perform the full attack action and make one melee attack at her full base attack bonus against each opponent within 5 feet. If the character strikes successfully and surrounding targets take damage from the blow, they die, unless a Fortitude saving throw is made (DC 15 + 1/2 class level + Wis modifier). Even if the saving throw is passed, the targets are knocked prone by the furious kick.
    Only targets of lower level than the character are affected (or have less HD than the character's level).


    Mind over Hand
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    Monk gains the ability to ignore the opponent's armor with his unarmed attacks. The monk can use this supernatural ability once per round, but no more than class levels per day.
    The character must declare she is using the scythe strike attack before making the attack roll (thus, a missed attack roll ruins the attempt). Against 'Mind over Hand' attacks, the foe uses his touch AC.


    Reverse Hand
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    The character can strike his target at the same instant his opponent strikes him. The monk can choose to make an immediate attack of opportunity against an opponent that makes a successful melee attack roll or melee touch attack against the monk, but the monk makes this attack at a -5 penalty to his base attack roll. The monk cannot make more attacks of opportunity than he is normally allowed in a round. The attack can only be used against an opponent the monk threatens.

    Looks like a better karmic strike.

    Empty Hand
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    Prerequisite: Improved Disarm.
    The monk becomes an expert at relieving his opponents of their weapons. The monk's hands are treated as a Large weapon when the monk performs a disarm special attack. Furthermore, as a result of his 'Empty Hand' training, the monk gains a +4 bonus to his opposed roll to disarm his foe.


    Dragon-Tail Slap
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    The monk gains the ability to send an opponent this is damaged by his unarmed attacks flying across the battlefield. The monk can use this supernatural ability once per round, but no more than once per class level per day. The character must declare she is using the Dragon-Tail Slap attack before making the attack roll (thus, a missed attack roll ruins the attempt). If a foe is struck by this attack, the monk automatically initiates a bull rush-like attack, except the attack modifies as follows.
    The monk and his opponent make opposed Str checks. The monk is treated as if he were one size category larger than his actual size, for the purposes of determining his category-status to the opposed Str check. In addition, the monk automatically gains a +4 bonus from his training. The monk gets a +2 charge bonus if charging. The foe gets a +4 stability bonus if she has more than two legs or is otherwise exceptionally stable, as well as +4 bonus for each size-category she is above Medium-size, or a -4 penalty for each size-category she is below Medium-size.
    If the monk beats his foe, she is knocked back 5 feet plus 1 foot for each point by which the monk exceeds the foe's check result.
    Furthermore, the foe takes an additional amount of damage from the attack equal to the number of feet she is knocked back. The monk doesn't move when his foe is knocked back. The foe may provoke attacks of opportunity when he is knocked back (though not from the monk), but the monk is not subject to attacks of opportunity because he doesn't move (unlike a standard bull rush). If the monk fails the opposed check, he suffers no deleterious effect.


    The class gains an arbitrarily large bonus to three skills, and then never does anything else with them, while still not allowing the modifiers to allow the monk to reach most epic DCs without some serious cheese.
    True, they should be used as part of new combat options to be invented. This is partially covered by ToB maneuvers.

    Also, another revision has a more simple way of wording of mechanics concerning unarmed attacks.
    Ki Strike (Su):
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    At 4th level, a monk’s unarmed attacks are empowered with ki. His unarmed attacks and attacks made with his special monk weapons are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level.
    At 10th level, his unarmed attacks and attacks made with his special monk weapons are also treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
    At 16th level, his unarmed attacks and attacks made with his special monk weapons are treated as silver and cold iron weapons for the purpose of dealing damage to creatures with damage reduction.


    Unarmed Strike Enhancement (Su):
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    A monk's unarmed strike improves as he gains higher levels. At 4th level and every four monk levels thereafter, the monk's unarmed strike gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

    At 6th level, a monk gains the ability to enhance his unarmed strike. He can add any one of the melee weapon special abilities that has an enhancement bonus value of +1, with the exception of the anarchic, throwing, and dancing special abilities.

    At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a monk can add to his unarmed strike improves to +2, +3, and +4, respectively. A monk can choose any combination of melee weapon special abilities that does not exceed the total allowed by the monk’s level.

    The weapon ability or abilities remain the same every time the monk attacks with his unarmed strike (unless he decides to reassign its abilities). A monk can reassign the ability or abilities he has added to his unarmed strike. To do so, he must first spend 8 hours in concentration. After that period, his unarmed strikes gains the new ability or abilities selected by the monk, replacing the previously selected ability or abilities.

    A monk of 10th level can also choose from the list of ranged weapon special abilities with which to enchant his unarmed strikes, with the exception of the anarchic, returning, and distance special abilities.


    Edit: I think it should be possible to combine all of the 4 sources I've got, a piece of ToB, a few scattered feats and old PrC features into 1 usable class that gradually rises in power and is well worthy of full 20 levels.

    PS: OMG, that Tome Monk has some awesomely thought-out features.
    Last edited by huyche; 2011-02-20 at 02:43 PM.