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    Default [3.5/Heroic]Monk Revision

    Disclaimer: I've grown increasingly dissatisfied with all of the Heroic classes. Use them if you wish but I think they all need to be taken back to formula.



    Monk


    Note: This class revision is intended for balance within D&D Heroic Edition but it is hoped that it will be playable in regular D&D.

    The monk is a mystical warrior. He focuses his inner Ki magic through meditation and contemplation, transforming his body into a living weapon, capable of astounding feats of athleticism and channeling his spiritual energy to transcend the restrictions of the mortal world.

    Changes to the Monk.

    There are a number of key changes. A monk gains a soulknife style ability to enchant his unarmed strikes and special monk weapons. The monk can deal his unarmed strike damage with his special monk weapons. He can run up walls or trees and fight in the branches, soar through the air in quick bursts and even mystically throw the energy of his kicks and punches at opponents at range. Flurry of Blows is now a standard action that allows the monk to make a gradually increasing number of attacks with no attack penalty. Adept & Master abilities let the player customize the monk's abilities further. All of the standard monk abilities are retained, though some are at different levels and may function differently.

    Alignment: any lawful
    HD: standard
    BAB: changed to Full BAB progression.
    Skills: all classes receive an additional 2 skill points per level.
    Saves: standard
    Weapon & Armor Proficiencies: standard.
    Removed: Flurry of Blows BAB progression.

    {table=head]Level|Special Ability|Unarmed Strike
    1| Unarmed Strike, Mystical Insight,<br /> Special Weapon Training, Flurry of Blows|
    2| Evasion, Skilled, Agile Warrior, Adept Ability|
    3| Fast movement, Fast tumble, Still Mind, Adept ability|
    4| Ki strike (lawful), Slow Fall| +1 Unarmed Strike
    5| Purity of Body, Adept Ability|
    6| Mystical Insight, Improved Flurry, Adept ability| Unarmed Strike Enhancement +1
    7| Wholeness of Body, Adept ability|
    8| Up the Wall, Blindsense| +2 Unarmed Strike
    9| Improved Evasion, Tongue of Sun and Moon, Adept ability|
    10| Ki strike (adamantine), Strike through the Air| Unarmed Strike Enhancement +2
    11| Diamond Body, Climb the Air, Master ability|
    12| Abundant Step, Greater Flurry| +3 Unarmed Strike
    13| Diamond Soul, Master ability|
    14| Empty Body| Unarmed Strike Enhancement +3
    15| Master ability|
    16| Ki strike (silver & cold iron), Supreme Flurry, Blindsight| +4 Unarmed Strike
    17| Timeless Body, Master Ability|
    18| Diamond Mind|Unarmed Strike Enhancement +4
    19| Quivering Palm, Master Ability|
    20| Perfect Self, Lightning Strikes|+5 Unarmed Strike[/table]

    Unarmed 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 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.

    A monk also deals more damage with his unarmed strikes than a normal person would, as per the standard monk progression. Small and Large size monks deal different damage, according to the table.

    As a free action the monk may decide for his unarmed strikes to deal bludgeoning, piercing, or slashing damage. The monk may change the type of damage between each attack he makes.

    In addition a monk may deal his unarmed strike damage when wielding a special monk weapon if his unarmed strike damage is higher than the weapons base damage. He may also apply his unarmed strike enhancement bonuses and speical abilities to any special monk weapon he wields. Any enhancement bonus or special abilities the weapon already has are surpressed while the monk uses his unarmed strike enhancements through the weapon.


    Mystical Insight (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition the monk gains a +1 dodge bonus to armor class. This bonus increases by +1 for every 4 monk levels, to a maximum of +6 at 20th level.

    These bonuses to AC apply even against touch attacks or when the monk is flat-footed. he loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

    A monk of 4th level and higher adds his Wisdom modifier as a bonus (min +1) on all saving throws.
    Ability Removed.

    A monk of 6th level and higher adds his Wisdom modifier as a bonus on attack and damage rolls.

    Special Weapon Training (Ex): The monk's knowledge of unique and exotic weapons is unriveled. At 1st level the monk chooses three weapons (from the simple, martial, & exotic lists) and gains the appropriate Weapon Proficiency feat for each of those weapons. Those three weapons are added to the list of special monk weapons.

    Flurry of Blows (Ex):
    Spoiler
    Show
    When armored a monk may lash out and attack with great speed. As a standard action the monk may make a full attack action, either at the same opponent or at different opponents. All attacks made during a flurry of blows use the monk's regular progression of base attack bonuses and suffer a -2 attack penalty.

    When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons. He may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies his Strength bonus (not Str bonus × 1½ or ×½) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk 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 he has enough attacks in his flurry of blows routine to do so.

    At 6th level the monks flurry of blows improves and the attack penalty on his flurry of blows attacks lessens to -1.

    At 12th level the monk gains greater flurry of blows and he suffers no attack penalty when making a flurry of blows.

    At 16th level the monk may use his skill with fast attacks when making an attack of opportunity. Any time the monk is granted an attack of opportunity he may make two attacks instead of one. Each attack is made at the monk's highest base attack bonus.

    In addition when making a flurry of blows attack on his turn he may move 10ft between each attack. This movement provokes attacks of opportunity as normal, though the monk may use the Tumble skill to avoid provoking attacks of opportunity.

    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, he 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.

    Skilled (Ex): The monk excels at learning useful tricks and ploys to confuse and confound his opponents. At 2nd level and every 2 monk levels later the monk gains 2 skill points that may only be used to purchase a skill trick.

    Agile Warrior (Ex): The monk focuses his Ki through his body, allowing his to perform amazaing feats of athelticism that verge on the supernatural. he gains a +5 insight bonus on Balance, Climb, Escape Artist, Jump, Swim & Tumble checks. This bonus increases by +5 for every other monk level gained.


    Adept ability: At 2nd, 3rd, 5th, 7th, & 9th level a monk may choose a special ability from the list below. Each ability may only be chosen once with the exception of the bonus feat ability which may be chosen any number of times.
    Spoiler
    Show

    Bonus Feat (Ex): The monk may choose any feat for which he meets the prerequisites.

    Close Quarters Fighting (Ex): As the feat, except the monk does not need to threaten the enemy that attempts to grapple his in order to make his attack of opportunity. The monk strikes at whatever appendage the enemy is using to grapple the monk with. Requires BAB +3.

    Finesse Warrior (Ex): Whenever making or resisting the disarm, trip, and sunder special attacks the monk does not take the -4 penalty for wielding a light weapon if he is using one. Instead he gains the +4 bonus for wielding a two-handed weapon, even if he is not wielding one.

    Light Step (Ex): The monk may move through difficult terrain at his normal speed.

    Quick Step (Ex): The monk may take a 10ft step as a 5ft step.

    Pain Touch (Ex): The monk gains Pain Touch as a bonus feat, except that creatures that are more than one size category larger than his do not ignore the effect. Requires: Stunning Fist

    Power Attack (Ex): The monk gains Power Attack as a bonus feat, except that any unarmed strike he makes is treated as a two-handed weapon for the purpose of dealing damage with Power Attack.

    Springing Strike (Ex): The monk gains the Spring Attack feat, except that instead of a single attack the monk may use his flurry of blows ability.

    Stunning Fist (Ex): The monk must declare that he is using this ability before the attack roll is made (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by the monk's unarmed attack or attack with a special monk's weapon to make a Fortitude saving throw (DC 10 + ½ monk level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before the monk's next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. A monk may attempt a stunning attack once per encounter for every monk level you have attained, plus one more time per encounter for every four levels he has in classes other than monk, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

    Tactical Expert (Ex): Whenever the monk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the monk is treated as one size larger if doing so is advantageous to his. A monk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. This ability does not allow the monk to wield weapons one size larger without penalty.


    Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his speed of +20ft. This increases by +5 per additional monk level. A monk in armor or carrying a medium or heavy load loses this extra speed.

    Fast Tumble (Ex): A monk may use the tumble skill at full speed without taking the -10 penalty on his tumble check.

    Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

    Ki Strike (Su): 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): 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.

    Purity of Body (Ex): The monk gains immunity to all diseases, including supernatrual and magical diseases.

    Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level times his Wisdom modifier each day, and he can spread this healing out among several uses.

    Up the Wall (Su): A monk may move normally on any surface that would otherwise require a climb check to traverse. he may move on this surface normally at his full speed but if at the end of his turn he is not on a horizontal surface he falls, taking falling damage though his slow fall ability applies. Alternatively the monk may make a climb check at the end of his turn to remain on the surface, with a DC appropriate for the surface. See the Climb and Epic Climb descriptions for the appropriate DC. The monk retains his dexterity bonus to armor class when using the Climb skill in this manner. Passing from horizontal to vertical or vertical to horizontal costs no extra moevemnt; the monk may change surfaces freely. Opponents that threaten the monk may make attacks of opportunity normally, though the monk may use the Tumble skill to avoid them.

    Blindsense (Ex): At 8th level the monks sense expand beyond what he can see or hear. He gains the blindsense ability, effective up to 30ft.

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

    Tongue of the Sun and Moon (Ex): A monk of 9th level or higher can speak with any living creature.

    Strike through the Air (Su): The monk develops his mystical powers to allow his to use his unarmed strikes at range. By focusing his Ki energy he can strike out at his enemies as if they were standing next to his. The monk may attack with his natural attack, unarmed strike, or special monk melee weapon at any targets within 20ft. The monk executes the attack normally but the attack effects a target within the range. The monk's reach does not increase because of this ability and this ability does not allow his to threaten beyond his normal reach. The monk uses his normal attack and damage bonuses, though the target may benefit from cover or concealment.

    At level 15 the range of this ability increases to 40ft.

    Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

    Climb the Air (Su): A monk may walk on air as easily as he can walk on the ground. During his turn he may move through the air at his normal speed, though the monk is not actually flying. he may ascend at his full speed and descend at double speed and is considered to have perfect maneuverability. If at the end of his turn the monk is not on a stable surface, either horizontal or vertical due to his Up the Wall ability, he takes the appropriate amount of falling damage, though his slow fall ability applies if there is a wall within arms reach.

    This ability allows the monk to qualify for feats and other abilities that require a fly speed. For abilities that require a specific fly speed, treat the monk's land speed, including his speed enhancement bonus, as his fly speed.

    Master abilities: At 11th, 13th, 15th, 17th, & 19th level the monk may choose a special ability from the list below. Each ability may only be chosen once. If he chooses the monk may take a special ability from the Adept list instead of a Master ability.
    Spoiler
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    Camouflage (Ex): The monk can use his Hide skill without needing cover or concealment.

    Crippling Strike (Ex) A monk with this ability can stun opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his stunning fist attacks also takes 4 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

    Hide in Plain Sight (Ex): The monk gains the ability to use the Hide skill even while being observed. Requires Camouflage.

    Mystical Strike (Ex): The monk knows how attack quickly, snapping out with a lethal strike from beyond his apparent reach. The monk increases his reach by +5ft when making an unarmed strike or attacking with a special monk weapon.

    Opportunist (Ex): Once per round, the monk can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the monk’s attack of opportunity for that round. Even a monk with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

    Silent Running (Ex): The monk takes no penalty on Hide and Move Silently checks for moving his normal speed, and may run while Hiding and Moving Silently at no penalty.


    Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. he may use this ability at will and his caster level for this effect is equal to his monk level.

    Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell-like ability, a character must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.

    Empty Body (Su) At 14th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. As a swift action 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.

    Blindsight (Ex): At 16th level the monk can pinpoint a falling leaf as it passes by without even looking at it. He gains the blindsight ability, effective up to 30ft. His blindsense ability increases to 60ft.

    Timeless Body (Ex): Upon attaining 17th 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.

    Diamond Mind (Su): The monk has trained his mind and body to accomplish incredile feats, and as a result the monk's mind becomes strengthened and he is able to resist any attack on his psyche. He becomes immune to mind-affecting effects.

    Quivering Palm (Su): Starting at 19th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once a day, and he must announce hir intent before making his attack roll. Ff 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 years equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target takes 20d6 points of damage and the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

    Perfect Self (Su): The monks meditations and mystical arts have allowed him to transcend, reaching a higher state of consciousness. He is treated as a native outsider for the purpose of spells and magical effects, though he no longer needs to eat, sleep, or breath.

    Lightning Strikes (Ex): At 20th level the monk may make five attacks as a standard action, including any number of extra attacks that may be granted to him as the result of a spell, such as haste, or a feat, such as snap kick. All of these attacks are at made at his highest base attack bonus. Extra attacks must follow the normal rules for gaining extra attacks (Haste not stacking with a Speed weapon, for example).

    In addition the monk may use his flurry of blows ability any time he makes an attack of opportunity, though he may not move 10ft between each attack.

    Final Notes: I'm fairly satisfied with the revision, though I want to add a few more Master abilities.
    Last edited by Chambers; 2013-07-24 at 11:48 AM.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    Dwarf in the Playground
     
    AssassinGuy

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    Default Re: [3.5/Heroic]Monk Revision

    Seems pretty good. Very powerful and fits the feel of a kung fu master from the movies very well! I would play it above any other class, IF my DM would okay it... That might be the hard part...

    Edit: Of course, as a taekwondo instructor I'm not exactly a neutral party for monk class types
    Last edited by Abaddon87; 2010-07-31 at 11:26 AM.
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    Pixie in the Playground
     
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    Default Re: [3.5/Heroic]Monk Revision

    seems pretty rad - what are the other classes like that would exist in a world with this guy?

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    Default Re: [3.5/Heroic]Monk Revision

    My overall impression is that the numbers are somewhat too large for good balance. Since you're overhauling the entire system, it's difficult to speak to the concept of "good balance" because I can't make assumptions about other classes that you haven't overhauled yet, but here's an overview of my main points of concern:

    Mystical Insight:
    1. Full base attack + Wis + Str to hit + no flurry penalty + many extra attacks per round puts the monk ahead of all other martial classes in accuracy and volume of attacks.
    2. Full unarmed damage + Wis + Str + improved Power Attack + inherent enhancement bonuses to damage + multiple attacks as a standard action puts the monk ahead of all other martial classes in total damage output per round.
    3. All good saves + Wis to saves puts the monk ahead of every class in the game for saving throws.
    4. +6 dodge to AC plus Wis to AC is better than full plate and heavy shield and lacks ACP or move penalties, which puts the monk ahead of all other armor-wearing martial class in AC.

    Given these numbers plus the formidable array of new class features, it's hard to see how the monk could fail to overshadow other martial classes, even strong ones such as ToB classes. I appreciate that you're attempting to match casters and non-casters more closely in power, but non-casting classes generally do NOT suffer from "my numbers are too small", so boosting the numbers to this scale may be an attempt to fix something that isn't broken.

    The other features are decent overall, although quivering palm is excessively complicated (years per level? really? you're going to make people count that up?).

    Agile Warrior: If you're seeking wuxia-style monks, these bonuses, large as they are, are too small.

    Master Ability: You have some copy-pasta errors - the word "rogue" appears in the description twice.
    Last edited by jiriku; 2010-07-31 at 05:36 PM.
    3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
    Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


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    Default Re: [3.5/Heroic]Monk Revision

    Abaddon87 Thanks! I was concerned a little about it being over powerful, and jiriku makes some good points about that.

    BumblingDM All of the classes listed on the Heroic Edition homepost. Or in other words, your average D&D classes, revised by eliminating spells per day.

    jiriku This was actually a concern of mine - in an effort to not make the monk suck, I worried about making it too powerful. I'll probably go back and revise a lot of it (flurry & wisdom to everything, mostly). Any suggestions are welcome.

    Quivering Palm was more of a flavor thing. Most monks would probably use it fairly soon, but I wanted to give the option to wait a long time, for interesting story opportunities. I'll probably revise it and remove the time limit entirely.

    Agile Warrior: Probably right. I didn't want to scare people away with really huge numbers, though it seems that might be needed.

    And thanks for the spot check on the typo.

    ---

    Edit:

    One thing I thought of today at work was the Monk doesn't gain any type of new senses. So expect to see Blindsense and Blindsight worked in there somewhere.
    Last edited by Chambers; 2010-07-31 at 09:39 PM.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    Default Re: [3.5/Heroic]Monk Revision

    Well, if you haven't already looked at my revised monk class, check the link in my signature. Feel free to raid it for whatever parts you find useful.

    My overall take on the "bigger numbers" issue was about like so:

    1. Monks do suck at hitting. +Wis to hit and enhancement bonuses on fists are pretty much all you need to fix this.
    2. Monks already have a pretty good attack rate, and TWF or Snap Kick can improve this further. The TWF feat chain needs to be compressed into fewer feats (I compress the entire chain into one feat), but that's not specifically a monk fix.
    3. Monks need more mobility to fulfill their striker role properly, and making flurry a standard action like you did is a smart plan.
    4. Monks do suck at damage. +Wis to damage and enhancement bonuses on fists are pretty much all you need to fix this. I also adjust the monk unarmed strike damage progression to match the progression for increasing damage from size, but that's more to simplify the rules than to improve damage.
    5. Monks have great saves and really don't need any help in that regard.
    6. The AC issue is probably the most minor nitpick I had. It's only really significant for the "adding insult to injury" component when the monk is already outperforming melee in every other area. I just used a slightly smaller number than you're using, but on considering, it's NBD, because while the monk gets more free AC up front, he has to spend more on enhancements. (But with inherent enhancements in his fists, he has got that money to spend.)
    3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
    Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


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    Default Re: [3.5/Heroic]Monk Revision

    jiriku

    I've prepared a comparison between a 20th level Monk and 20th level Fighter. These numbers represent values given from the class and standard magic items.


    Each character uses the Elite Array stats (15, 14, 13, 12, 10, 8).

    Monk Str 12, Dex 14, Con 13, Int 10, Wis 15, Cha 8
    Fighter Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8

    Monk's level up ability score increases go to Wisdom, the Fighter's to Strength. Each has a +6 Strength and +6 Dexterity Magic Item, and the Fighter has a +6 Constitution Magic Item while the Monk has a +6 Wisdom Magic Item.

    The Fighter has a +5 greatsword and +5 mithral breastplate armor.

    Monk Str 18 (+4), Dex 20 (+5), Wis 25 (+7)
    Fighter Str 25 (+7), Dex 20 (+5)

    Attack

    Monk +36
    Bab (+20) +Str (+4) +Wis (+7) +Magic (+5)

    Fighter +42
    Bab (+20) +Str (+7) +Weapon Focus (+10) +Magic (+5)


    Damage

    (Assume 1 size increase for the Monk, and a greatsword for the Fighter).

    Monk 4d8+16 (Average 32)
    Base (4d8) +Str (+4) +Wis (+7) +Magic (+5)

    Fighter 2d6+29 (Average 35)
    Base (2d6) +Str (10) +Weapon Specialization (+14) +Magic (+5)

    The Fighter gets one special attack a round, his Precision Strike that deals an extra 10d8 damage. After 17th level he can maximize the damage with a swift action, so if he takes his standard action attack, it deals 2d6+29+80 damage, average of 115 for the standard action attack.

    If he does a full attack with haste, probably only 3 attacks have a good chance of hitting (Full bab, hasted full bab, and bab -5). So 3 attacks deal 6d6+87, average of 105.

    The Monk gets Flurry of Blows and we will assume at least 1 source of extra attacks (Haste, for example). So for each attack that hits, the monk deals an average of 32 damage. If all 5 attacks hit then he deals a total of 20d8+80, average 160.

    ---
    Commentary
    ---
    Looking at those numbers, I'm considering imposing a bab penalty (full, -5, -10, -15) for the monks flurry of blows. The monk's full attack is better than the fighters, because the fighters full attack takes bab penalties, while all of the monk's flurry of blows attacks are at highest bab.

    I think the damage for the monk can stay the same, because since we'll be lowering the number of times the monk is expected to hit we'll be lowering the damage output significantly. I estimate that with the bab penalty two attacks won't hit, so that cuts out a little over 60 damage, which brings the monks flurry to a little less than the fighter's standard action. That sounds good.

    ---

    Armor Class

    Both are assumed to have +5 natural and +5 deflection from magic items. The fighter has +5 mithral breastplate and no shield (wielding a greatsword).

    Monk 38
    10 +Wis (+7) +Dex (+5) +Dodge (+6) +Natural (+5) +Deflection (+5)

    Fighter 41
    10 +Armor (+10) +Dex (+5) +Dodge (+6) +Natural (+5) +Deflection (+5)

    There are a number of magic items that will apply the armor bonus and/or enhancement armor bonus against various touch attacks, so the touch AC will be similar as well. In addition the Fighter can have a shield even if he's using a two handed weapon, via an Animated Shield. At 20th level an Animated Shield's cost is negligible.

    The fighter still has good mobility, moving at his full movement rate and no armor check penalty.

    ---
    Commentary
    ---
    The monk is actually lower than the Fighter, because the Fighter can wear armor. In addition the Fighter can benefit from the various Armor and Shield special ability enhancements.

    ---

    So overall, I think the main thing that needs to be changed is to institute that the attacks made during the Flurry of Blows suffer normal Bab penalties. Also, will probably adjust the Agile Warrior skill boost up. +5 every other level? At 6th level that's +15, at 12th level it's +30, 20th would be +50. I think those numbers look okay, considering what I want the class to be able to do.
    Last edited by Chambers; 2010-08-08 at 11:32 PM.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    Bugbear in the Playground
     
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    Default Re: [3.5/Heroic]Monk Revision

    Awesome. Cool. Et cetera. [color=white]Ten-character rule.[/color}
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    Ogre in the Playground
     
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    Default Re: [3.5/Heroic]Monk Revision

    I simplified Flurry of Blows. Now it allows the monk to make a full attack action as a standard attack. Each attack uses the monk's regular bab, but each attack suffers a -2 penalty. The penalty lessens to -1 at 6th and goes away at 12th.

    I changed how Flurry works on AoO. Instead of full Flurry on an AoO, the monk may make two attacks instead of one.

    Edit:

    Finally updated the Monk with the Blindsense/Blindsight abilities.
    Last edited by Chambers; 2010-09-07 at 08:11 PM.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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