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    Barbarian in the Playground
     
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    Default Monk Fix! Again!

    Trying to Customize a Monk so it can keep up with the rest of its party. The campaign is 3.5, the campaign is medium powered, no major casters in the party. Spoilered for length

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    Monk
    Alignment: Any Lawful
    Hit Dice: 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 (arcana) (Int), 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 + Int modifier) ×4.
    Skill Points at Each Additional Level

    4 + Int modifier.

    Base attack: 1:1 (Flurry modified Accordingly)

    Saving Throws: Same

    Special Abilities:
    AC Bonus: Monk adds his wisdom modifier to his AC, some restrictions apply. Increases by +1 at level three, and then gains an additional +1 every three levels.

    Spiritual Strength: Starting at level 1, The monk adds his wisdom modifier Str, Dex, and Con as a bonus. This does not combine with spells, instead the higher bonus is used. This ability is affected by Owl's Wisdom.

    *Edited*Weapon Finesse:Level 1 bonus feat; The Monk may use her Dexterity bonus instead of her Strength bonus when making attack rolls with Monk weapons, and when making damage rolls with Monk weapons.*Edited*

    Flurry of Blows: Adjusted to fit with the new base attack bonus.

    Greater Flurry of Blows: When a monk reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at his full base attack bonus.

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

    Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He 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 spells and effects that enhance or improve either manufactured weapons or natural weapons.

    Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, he may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, he may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

    Evasion

    Fast Movement: Now stacks with haste, and doesn't crap out until heavy load, rather than medium.

    Still Mind: A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment. This bonus repeats every additional three levels.

    Hand Blade Strike, Piercing Thrust, Punch (Ex)
    - Starting at level 3 a monk can make an attack which overcomes immunities to specific weapon types (Bludgeoning, Piercing, Slashing).

    Ki Strike:
    Charged Ki- At level 5 the monk can imbue his attacks with an elemental property from Fire, Ice, or Shock, this element is chosen upon leveling and once selected cannot be changed, summoning up this ability is a move action but does not provoke and attack of opportunity. this is treated as a spell for purposes of dispelling and disjunction, there is no set duration but the monk may dispel it at will, it will also be dispelled if the monk loses consciousness.

    Penetrating Ki- At level 7 his attacks act as magic weapons to overcome damage immunities, as well as Cold Iron, or Alchemical Silver.

    Ordered Ki- At level 9, his fists gain the Axiomatic weapon enhancement.

    Super Charged Ki- Upon reaching level 10 the monk's charged Ki begins acting like a burst weapon.

    Hardened Ki- By level 11 monks are able to overcome hardness, gaining weapon properties identical to those of Adamantine.

    Slow Fall: Acts as feather fall, so long as there is a wall nearby.

    Purity of Body: Same

    Combat Dance (Ex): Starting at level four, as a standard action the monk may begin moving in a confusing flowing motion that makes them difficult to track and hit. Physical attacks against you take a 20% miss chance, which stacks with any other such bonuses. this technique is difficult to maintain though, and once the monk has been hit they are forced out of the dance and lose their special defense.

    At level 10 the monk may take a day of meditation, afterward the ability acts like a burst weapon of the same element.

    Wholeness Of Body: Acts the same.

    Disable Chakra (Ex): By level 8 the monk has learned enough about the humanoid body to disable the specific points on the ki line, which, among other things allow Spellcasting. As a touch attack the monk can disable those chakras, rendering the individual in question paralyzed, and if said individual is a spellcaster, completely incapable of drawing upon magic. These effects are permanent unless a Heal spell or Greater Restoration is cast on the target. This technique provokes attacks of opportunity, and may require a concentration saving throw if the enemy's attack lands.

    Improved Evasion: Same

    Diamond Soul: Same, may be suppressed in order to gain beneficial magical effects.

    *Edited*Heavenly Speed:The monk can move so swiftly, that he can move at impossible speed, moving up to 20 squares as a move action, becoming impossible to follow with an untrained eye. If this move ends adjacent to an enemy the monk may take an attack of opportunity against that foe, this act must be utilized after a standard attack, not before. Moving through threatened squares while moving at heavenly speed does not trigger attacks of opportunity.*edited*

    Quivering Palm: Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack only on an opponent who is unable to defend himself effectively from his attack. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level.

    Empty Body (Su) At 17th level, a monk gains the ability to assume an ethereal state for 1 minute per monk level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his monk level.

    Timeless Body (Ex) Upon attaining 19th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when his time is up.


    Give me your critiques. Especially issues with the base class you don't feel were resolved.
    Last edited by ondonaflash; 2009-08-18 at 01:45 AM.
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  2. - Top - End - #2
    Barbarian in the Playground
     
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    Default Re: Monk Fix! Again!

    Hmmm, I think a detection ability might be merited. Like blindsense or true sight, or something that will allow the monk to detect threats.
    Quote Originally Posted by themaque View Post
    If your money making scheme requires the creation of the haypenny, you may need to re-think your idea.
    “What can the harvest hope for, if not for the care of the Reaper Man?”
    ― Terry Pratchett, Reaper Man

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    Ogre in the Playground
     
    BlackDragon

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    Default Re: Monk Fix! Again!

    Yeah. Blindsense would be good.
    But one thing. A big problem of the Monk's is MAD. They need everything but charisma and on first glance this doesn't mitigate that. Give Wis to Monk Weapon Damage so Str can be dropped out.
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    Wall of text attacks! CRITS!

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    Default Re: Monk Fix! Again!

    1) Giving blindsense at low levels and an extraordinary true seeing effect at higher levels should work.

    2) The chakra touch attack that induces permanent paralysis and disables spellcasting? Too strong for level 8; you don't get heal until level 11, or greater restoration until level 13, at the earliest. Instead, I would make it paralysis/spellcasting loss for 1 round/2 class levels or something similar and add a Fort save; at level 11 you can make it permanent but with the Fort save, because at that point it can actually be healed; at level 14, drop the Fort save.

    Otherwise, I like the changes. I don't know if it's possible to keep the monk mostly as-is and have it contribute very well, but this is an excellent move in that direction.
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    Default Re: Monk Fix! Again!

    Spiritual Strength: Starting at level 1, The monk adds his wisdom modifier to his HP if it is greater than his constitution modifier.
    Not bad. Trying to get rid of MAD?

    I'd be tempted to go more meta. Something like
    Spiritual Strength (Ex): Starting at level 1, the monk adds the lower of half her monk level (rounded up) or her wisdom modifier to her Strength, Dexterity and Constitution stats as an enhancement bonus.

    At level 4, 8, 12, 16, and 20 respectively, the Monk gains a +2/+4/+6/+8/+10 enhancement bonus to Wisdom.

    This both makes Str/Con/Dex less important than Wisdom to a monk, and makes the Monk non-dependant on Owl's Wisdom items or spells (or physical buffs).

    This is made to not stack with spells on purpose. It allows the magnitude to be much larger, plus makes the Monk require less support from other party members.
    Weapon Finesse:Level 1 bonus feat; the monk adds his dexterity modifier to all attack rolls and damage with Monk Weapons, and his unarmed strike.
    Um, this is either very strong, or worded wrong.

    As written, the Monk adds both his strength and dex to damage rolls with unarmed attacks...

    I'd say "The Monk may use her Dexterity bonus instead of her Strength bonus when making attack rolls with Monk weapons, and when making damage rolls with Monk weapons."

    This makes the Monk a Wisdom primary, Dexterity secondary class.
    Ki Strike: Gained at level 3 rather than 4, overcomes immunities to specific weapon types (Bludgeoning, Piercing, Slashing). At 6 level his attacks act as magic weapons to overcome damage immunities, as well as Cold Iron, or Alchemical Silver. At level 9, his fists gain the Axiomatic weapon enhancement. At 12 level they are able to overcome hardness, gaining properties like adamantine.
    No flaming fists? :)


    Combat Dance (Ex): Starting at level four, as a standard action the monk may begin moving in a confusing flowing motion that makes them difficult to track and hit. Physical attacks against you take a 20% miss chance, which stacks with any other such bonuses. this technique is difficult to maintain though, and once the monk has been hit they are forced out of the dance and lose their special defense.
    Seems heavy on the bookwork?

    Mystic Fist (Sp): Certain monks train to convert their spirit into elemental form and wrap it around their hands. At level 5 as a standard action (which triggers an attack of opportunity, and may require a concentration check) the monk may cause his hands to become wrapped in either fire, ice, or electricity, doing 1d6 additional damage with that element. The element is chosen upon ability selection and cannot be changed. It takes minimal concentration to maintain the effect, though it may be dispelled if the monk loses consciousness, or decides to dismiss the effect.
    Aha, flaming fists.

    I'd be tempted to roll Ki Strike and Mystic Fist into the same collection of powers. Give the monk a collection of Ki Strikes which the Monk can switch between. Each Ki Strike would have a "magic item plus budget".

    This allows the Monk to have an Axiomatic Ki strike, a Flaming Ki strike, etc.

    I'm big on systems. :)
    Disable Chakra (Ex): By level 8 the monk has learned enough about the humanoid body to disable the specific points on the ki line, which, among other things allow Spellcasting. As a touch attack the monk can disable those chakras, rendering the individual in question paralyzed, and if said individual is a spellcaster, completely incapable of drawing upon magic. These effects are permanent unless a Heal spell or Greater Restoration is cast on the target. This technique provokes attacks of opportunity, and may require a concentration saving throw if the attack lands.
    You need to detail the mechanics of this much more.

    I'd be tempted to have a collection of Chakra touches that do various things. Ie, make it a system. Have the monk learn Chakra touches as the monk gains levels. Require a standard action meditation to 'refresh' a used Chakra touch, to allow for more power in a given touch, and encourage the monk to not just spam the most effective one.
    Abundant Step: Three times per day
    Honestly, by this point, Abundant Step should be far less restricted. Look at what spellcasting classes are getting.

    I mean, it is merely 4th level spell effect, gained when a caster is getting 5th level spell slots. I suppose 3 times per day is a start.
    Quivering Palm:
    So now it is a way to take someone you could already kill, and ... kill them later?

    I'd roll Quivering Palm into a Chackra touch system, and balance it like it was a spell. In this case, a 7th level spell.

    Empty Body (Su)
    This now emulates the 9th level Wizard/Cleric spell, except it doesn't bring along other party members.

    Fast Movement: Now stacks with haste, and doesn't crap out until heavy load, rather than medium.
    Instead of making it stack with haste, I'd be tempted to make it bigger.

    And similarly, improve Flurry of Blows and make it not stack with haste.

    In effect, include Haste in Flurry of Blows and Fast Movement. Ie:

    Monk Speed Bonus: Enhancement bonus of +5 ft per level. This applies to all movement modes.

    For the purposes of this ability, the effective level of the Monk is halved if the Monk is wearing armor. The effective level of the Monk is halved (again possibly) if the Monk is carrying a medium or heavy load. Round down in both cases.

    (And yes, a level 20 Monk has an enhancement bonus to speed of +100 ft/round.)

    Flurry of Blows:
    Level 1: Before making an attack action, take a -2 penalty to all attacks (including the bonus attacks) and make an extra monk attack at full BaB. This does not stack with Haste and other similar bonus attack effects.
    Level 3: Reduce the penalty to -1.
    Level 5: Gain two extra monk attacks at full BaB instead of one.
    Level 7: Remove the penalty.
    Level 9: Gain three extra monk attacks at full BaB instead of two.

    (Note that the above is worded so that the Monk can make multiple attacks as a standard action.)

    A "monk attack" above refers to an attack with a monk weapon or an unarmed attack.

    Wholeness Of Body: Acts the same.
    A 7th level ability should be compared to a 4th level spell. A 4th level healing spell is 18+1/L.

    This ability is 2*L.

    The difference is that the ability to cast 4th level Cleric spells also gives bonus spells (2 spells plus more from high wisdom), and more uses of 4th level spells as the Cleric gains levels.

    Starting out as written makes sense. Then maybe fold some new abilities into it, like Lessor Restoration, Restoration, Heal.

    Ie:
    Wholeness of Body: You gain a number of Wholeness points equal to twice your monk level, plus your wisdom modifier, per day. As a swift action, you may heal yourself up to your wisdom modifier by using 1 Wholeness point per point healed. As a standard action, you can expend as many as you wish to heal 1 HP per Wholeness point expended. You can also remove other afflictions. For 5 Wholeness points, as a standard action you can remove 1 point of perminant ability damage, or 2 points of temporary ability damage. For 10 Wholeness points, you can remove a negative level, or cure fatigue or exhastion effects on yourself as a standard action. For 20 Wholeness points as a non-action, you can remove confusion, dazed, dazzled, diseased, feebleminded, insanity, nauseated, sickened, fatigue or exhastion effects, all ability damage to a single attribute, negative levels, stunned or poisoned effects from yourself. Each effect must be removed individually.

    (These effects where lifted from various clerical cure spells.)

    I left Blindness and Deafness as being something a monk cannot cure. Because the blind monk is such a stereotype. :)

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    Barbarian in the Playground
     
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    Default Re: Monk Fix! Again!

    Alright! That's some great feedback, let me get back to work and I'll see what I can easily fix. (I'd like to thank Nobushiro Watsuki for inspiring many of these techniques, and providing much of the terminology used.)
    Last edited by ondonaflash; 2009-06-23 at 06:42 PM.
    Quote Originally Posted by themaque View Post
    If your money making scheme requires the creation of the haypenny, you may need to re-think your idea.
    “What can the harvest hope for, if not for the care of the Reaper Man?”
    ― Terry Pratchett, Reaper Man

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    Barbarian in the Playground
     
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    Default Re: Monk Fix! Again!

    Bump: Can someone post me the base attack ratios in a single chart?
    Quote Originally Posted by themaque View Post
    If your money making scheme requires the creation of the haypenny, you may need to re-think your idea.
    “What can the harvest hope for, if not for the care of the Reaper Man?”
    ― Terry Pratchett, Reaper Man

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    Firbolg in the Playground
     
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    Default Re: Monk Fix! Again!

    Quote Originally Posted by ondonaflash View Post
    Bump: Can someone post me the base attack ratios in a single chart?
    They're 1*HD, 3/4*HD, and 1/2*HD, so they should be easy to calculate. If not, though:

    {table=head]Level|Full|3/4|Half
    1|+1|+0|+0
    2|+2|+1|+1
    3|+3|+2|+1
    4|+4|+3|+2
    5|+5|+3|+2
    6|+6|+4|+3
    7|+7|+5|+3
    8|+8|+6|+4
    9|+9|+6|+4
    10|+10|+7|+5
    11|+11|+8|+5
    12|+12|+9|+6
    13|+13|+9|+6
    14|+14|+10|+7
    15|+15|+11|+7
    16|+16|+12|+8
    17|+17|+12|+8
    18|+18|+13|+9
    19|+19|+14|+9
    20|+20|+15|+10[/table]
    Last edited by PairO'Dice Lost; 2009-07-05 at 12:05 PM.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
    Quote Originally Posted by MaxiDuRaritry View Post
    Quote Originally Posted by PairO'DiceLost View Post
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