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Old 07-21-2011, 08:00 AM   Top  -  End  -  #1
Cipherthe3vil
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Default [3.5] The Elemental Slayer (Kinda like a Monk...)


Top 5


















Elemental Slayer


Table 1: The Elemental Slayer
LevelBABFortRefWill
Special
Flurry of Blows, Full
Flurry of Blows, Standard
Unarmed Damage
Speed Boost
Slow Fall
AC bonus
Ki Element
1st+1+2+2+0 Bonus Feat, Stunning Fist, Road to Perfection
+1/-1
-2/-2 1d6 +10ft Slow Fall 10ft +1 1
2nd+2+3+3+0 Bonus Feat, Evasion
+2/+0
-1/-1 1d6 +10ft - +1 2
3rd+3+3+3+1 Courageous Example
+3/+1
-0/-0 1d8 +20ft - +2 4
4th+4+4+4+1 Ki-Strike (magic), Stunning Recovery (1 for 5)
+4/+2
+1/+1 1d8 +20ft Slow Fall 20ft +2 6
5th+5+4+4+1 Purity of Body, Dodging Maneuver
+5/+4
+2/+2 1d8 +30ft - +3 8
6th+6/+1+5+5+2 Bonus Feat
+6/+5/+1
+3/+3/+3 1d10 +30ft Slow Fall 30ft +3 10
7th+7/+2+5+5+2 Wholeness of Body
+7/+6/+2
+4/+4/+4 1d10 +40ft - +4 12
8th+8/+3+6+6+2 Weightless Step
+8/+7/+3
+5/+5/+5 1d10 +40ft Slow Fall 40ft +4 14
9th+9/+4+6+6+3 Improved Evasion, Tiger's Assault
+9/+8/+4
+6/+6/+6 1d10 +50ft - +5 16
10th+10/+5+7+7+3 Ki-Strike (alignment), Dual Elemental
+10/+10/+5
+7/+7/+7 +2d6 +50ft Slow Fall 50ft +5 18
11th+11/+6/+1+7+7+3 Diamond Body
+11/+11/+11/+6/+1
+8/+8/+8/+8 2d6 +60ft - +6 24
12th+12/+7/+2+8+8+4 Abundant Step
+12/+12/+12/+7/+2
+9/+9/+9/+9 2d6 +60ft Slow Fall 60ft +6 24
13th+13/+8/+3+8+8+4 Diamond Soul
+13/+13/+13/+8/+3
+10/+10/+10/+10 2d6 +70ft - +7 28
            
14th+14/+9/+4+9+9+4 Bonus Feat, Thousand Fists, Stunning Recovery (1/2)
+14/+14/+14/+9/+4
+11/+11/+11/+11 2d8 +70ft Slow Fall 70ft +7 28
15th+15/+10/+5+9+9+5 Quivering Palm
+15/+15/+15/+10/+5
+12/+12/+12/+12 2d8 +80ft - +8 36
16th+16/+11/+6/+1+10+10+5 Ki-Strike (adamantine), Spirit of Wind
+16/+16/+16/+11/+6/+1
+13/+13/+13/+13/+13 2d8 +80ft Slow Fall 80ft +8 36
17th+17/+12/+7/+2+10+10+5 Timeless Body, Tongue of the Sun and Moon
+17/+17/+17/+12/+7/+2
+14/+14/+14/+14/+14 2d8 +90ft - +9 36
18th+18/+13/+8/+3+11+11+6 -
+18/+18/+18/+13/+8/+3
+15/+15/+15/+15/+15 2d10 +90ft Slow Fall 90ft +9 44
19th+19/+14/+9/+4+11+11+6 Empty Body, Fist of the Tempest
+19/+19/+19/+14/+9/+4
+15/+15/+15/+15/+15 2d10 +100ft - +10 44
20th+20/+15/+10/+5+12+12+6 Perfect Self, Forbidden Sequence, Tri Elemental
+20/+20/+20/+15/+15/+10/+5
+15/+15/+15/+15/+15 2d10 +100ft Slow Fall -any- +10 44
Alignment: Elemental Slayers aren't like the standard "Slayer" or the "Battle Dancer" they do not lean towards any particular alignment in general.
Hit Die: 1d10
Starting Age: As Rogue
Starting Wealth: As Monk

Class Skills:
The Elemental Slayer’s (Refereed here after as simply the Slayer) 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: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

__________________________________________________ _________
Class Features:

Weapon and Armor Proficiency

Slayers are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, katana, wakizashi, and sling.

Slayers are not proficient with any shields, but are proficient with light armor.

When wearing heavier then light armor, using a shield, or carrying a medium or heavy load, a Slayer loses her AC bonus, as well as her fast movement and flurry of blows abilities.
An Elemental Slayer who wears Medium armor made to count as light still retains features. Should the Slayer gain Proficiency in Heavy armors, she can instead benefit normally from medium armor, meanwhile Heavy armor still restricts class features.

AC Bonus (Ex)

When in light armor and unencumbered, the Slayer gains the listed bonus to her AC, they don't however get Cha to AC like the CORE Slayer, instead they get Cha to they're Saves similar to a Paladin.

These bonuses to AC apply even against touch attacks or when the Slayer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor greater then light, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex)

When in light armor or less, or otherwise unencumbered, a Slayer may strike with a flurry of blows with her fists or select Slayer weapons. When doing so, she may make one extra attack in a round at her highest base attack bonus, catch is the restriction. Only select Slayer weapons can be used with a Flurry of Blows, including (But not limited to) Unarmed, the Shuriken, or the Sai. A Slayer must has two Flurries. One is usable as a Standard Action, the other as a Full Attack action, differences displayed on Table 1: The Elemental Slayer.

When using flurry of blows, a Slayer may attack only with unarmed strikes or with special Slayer weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special Slayer weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Slayer 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 Slayer can’t use any weapon other than a special Slayer 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 Slayer may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Greater Flurry

When a Slayer 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 full base attack bonus.
Greatest Flurry

When a Slayer reaches 10th level, her flurry of blows ability improves. In addition to two standard extra attacks she gets from flurry of blows, she gets a third extra attack at her full base attack bonus.

Unarmed Strike

At 1st level, a Slayer gains Improved Unarmed Strike as a bonus feat. A Slayer’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Slayer may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Slayer striking unarmed. A Slayer may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a Slayer’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 Slayer’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 Slayer also deals more damage with her unarmed strikes than a normal person would, as shown in the table. The unarmed damage given in the table is for Medium or smaller Slayers. A Small or smaller Slayer does not deal less damage than the amount given there with her unarmed attacks, while a Large Slayer still deals more damage this is due to the nature of how the Slayer goes about channeling inner power to deliver the blow, as such they are never penalized for small size on the unarmed damage (However, they're likely to have poor STR scores). In addition, the Slayer uses Charisma in place of wisdom for Slayer feats, or feats based off Stunning Fist.

Speed Boost (Ex):

Personal mastery and refinement of self lead to a purer, clean, smooth and most of all faster step. The table lists the Total boost to speed, which is untyped.

Bonus Feats:

At first level, then again at second, sixth, and fourteenth levels, the Slayer gets a bonus feat taken from Fighter bonus feats or any feat mentioning Monk effects but may not be a fighter bonus feat. Meaning if Stunning Fist was not a Fighter Bonus feat, you could still obtain it.
You may take Slayer-specific feats regardless of BAB prerequisites. Monk Specific feats means any feat that has a special feature for a Monk.
In addition, to all Slayer-specific or Stunning fist related feats you replace Wis with Cha, and gains stunning fist uses equal to Twice they're class levels (rather then once, making it a more valid ability)
If Exalted feats are allowed in the game, a Slayer can take them for her bonus feats as well.

Road to Perfection (Ex)

Choose four abilities, at first level and every five levels thereafter (1st, 5th, 10th, 15th, 20th, and so on) the Slayer gains a +2 untyped bonus to the lowest of these four scores. If there is a tie, the Slayer chooses one. Alternatively, the Slayer can instead to give a +1 to two of the lowest scores instead of +2 to one.

Courageous Example (Ex)

A Slayer of 3rd level or higher gains immunity to fear and gets the Slippery Mind feature of similar to a rogue, allowing them to make a second save against a failed will save one round later at the same DC as the original effect.
In addition, a Slayer with 5 ranks in Tumble gains the ability to inspire bravery in her allies. All of the Slayer's allies within 30ft of her gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + the Slayers charisma modifier. The Slayer can only use this ability, as a movement equivalent action, when she is within an opponents threatened area.

Stunning Recovery (Su):

At level 4, a Slayer can regenerate one stunning fist use every five rounds, or 30 seconds. She also gains Fast Healing 1, which doesn't stack with that gained later from Wholeness of Body as this is a lesser version of it.
Stunning Recovery lv 14: At level fourteen, this increases to regenerate one every two round.

Ki Strike (Su)

At 4th level, a Slayer’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic +1 weapons including when dealing damage to creatures with damage reduction. Ki strike improves with the character’s Slayer level.
At 10th level, her unarmed attacks are also treated as one of her alignments for the purpose of dealing damage to creatures with damage reduction (choose one, such as lawful or good for a lawful good Slayer) as well as being treated as a +2 weapon.
At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness as well as being treated as a +4 weapon and being aligned.
Note: This bonus is an actual +x, and adds its benefit accordingly to attack and damage rolls.

Slow Fall (Ex)

At 1th level and higher, a Slayer can slow her descent by focusing her ki to balance herself against the very air. When first using this ability, she takes damage as if the fall were 10 feet shorter than it actually is. The Slayer’s ability to slow her fall (that is, to reduce the effective distance of the fall) improves with her Slayer level until at 20th level she can slow her fall by any amount, even coming to a stand still at any point along the fall (she cannot however, move up, just move back down by releasing control)

Purity of Body (Ex)

At 5th level, a Slayer gains immunity to all diseases except for supernatural and magical diseases. She regenerates ability damage five times as fast, and can recover one point of ability drain per week.

Dodging Maneuver (Ex):

A 5th-level Slayer with 8 ranks in Tumble gains the ability to dodge her opponent's attacks with ease and finesse. She can use the Tumble skill to move at her normal speed without penalty, she can Tumble a distance up to her current speed.


Wholeness of Body (Ex)

At 7th level or higher, a Slayer gains fast healing 5 which stacks with other sources of fast healing as this is more of an amplification of natural healing rather then development of a new ability, as such if the Slayer already has, or again develops natural healing this amplification would carry through to stack.
The Elemental Slayer can forgo they're own healing to pass it on to another as long as she remains in contact with them by a touch. Each round the Slayer maintains this ki-healing she takes 5 points of nonlethal damage while the recipient gains 5 points of health back. Initiating this transfer costs a Stunning Fist use, should the connection break (By letting go, or getting separated) It costs another Stunning Fist to restart.

Weightless Step (Ex):

At level eight the Slayer moves with such grace, balance, and speed that she can run across the surface of liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The Slayer must being her movement on a stable, firm surface and have at least 11 ranks in Tumble.

Improved Evasion (Ex)

At 9th level, a Slayer’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 Slayer does not gain the benefit of improved evasion.

Tigers Assault (Ex):

A ninth level Slayer with 14 ranks in Tumble can assault her opponent with the ferocity of a tiger. When charging, may make a full attack rather then a standard attack as part of her charge, including use her flurry of blows.

Diamond Body (Su)

At 11th level, a Slayer gains immunity to poisons of all kinds, and is also immune to magical diseases or otherwise unnatural sicknesses. She also gains DR 5/magic, and natural armor bonus of 5.

Abundant Step (Su)

At 12th level or higher, a Slayer can slip magically between spaces. Usable 1/2 her charisma modifier times, and recoverable with but a 5minute rest, the Elemental Slayer can teleport to any empty spot within 400 ft. + 40 ft./level.

Diamond Soul (Ex)

At 13th level, a Slayer gains spell resistance equal to her current Slayer level + 11. In order to affect the Slayer with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Slayer’s spell resistance. She becomes immune to soul based effects, such as trap soul or magic jar. She can suppress or reactivate this resistance at will as a free action.

Thousand Fists (Su):

The Slayer's speed and mighty unarmed strikes combine to make her a fearsome opponent. She can step into an opponent's reach and confuse it with a series of feints and her flurry of blows, distracting it from other threats and capturing they're attention. A 14th-level Slayer with 17 ranks in Tumble can rain a series of false blows upon a foe hidden in with her Flurry of Blows attack. She must use the Tumble skill to enter her opponent's space without provoking an attack of opportunity. If she succeeds, she may then attack her opponent while in its space with her flurry. If at least one attack hits, her opponent takes a -5 penalty to AC and it cannot make attacks of opportunity until the start of the Slayer's next action. After the Slayer completes her attack, she enters a square of her choice adjacent to the target. Using Thousand Fists is a full attack action.

Quivering Palm (Su)

Starting at 15th level, a Slayer can set up vibrations within the body of another creature that can thereafter be fatal if the Slayer so desires. She can use this quivering palm attack once a day equal to the Slayers charisma modifier or by spending five stunning fist uses, and she must announce her intent before making her attack roll. Incorporeal creatures cannot be affected. Otherwise, if the Slayer strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the Slayer 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 Slayer level. To make such an attempt, the Slayer merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the Slayer’s level + the Slayer’s cha modifier), it dies. If the saving throw is successful, 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. Constructs, Plants, Oozes, and undead do not die instantly, they instead take 1d12 points of damage for every two Slayer levels.

Spirit of Wind (Su):

A 16th-level Slayer with 19 ranks in Tumble gains a fly speed equal to twice her base land speed with perfect maneuverability. If a flying Slayer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging. She may use her Tiger's Assault in conjunction with an aerial charge. She can maintain this flight only in fleeting moments, she must end the movement on some solid surface or fall, but she can gather enough Ki to push herself again in mid air, not needing to start the movement on a solid surface.
Redundant, but available none the less, the Slayer can now perform a Jump check any time in the middle of another jump check for a double jump. Essentially, use the first jump check to determine first height, then add the height from the second jump check to the total height reached.

Timeless Body (Ex)

Upon attaining 17th level, a Slayer no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Unfortunately, she does not naturally gain benefits either. She needs not fear death by old age.


Tongue of the Sun and Moon (Ex)

A Slayer of 17th level or higher can speak with any living creature, gains the See in Dark ability as a devil.

Empty Body (Su)

At 19th level, a Slayer gains the ability to assume an ethereal state for 1 round per Slayer level per day, as though using the spell etherealness. She 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 her Slayer level.

Perfect Self

At 20th level, a Slayer becomes a magical creature. She is treated as an outsider rather than as a humanoid (or whatever the Slayer’s creature type was) when ever it will be beneficial to her.
Additionally, the Slayer gains damage reduction 10/epic, which allows her to ignore the first 10 points of damage from any attack made by an attack with less then an epic bonus. Unlike other outsiders, the Slayer can still be brought back from the dead as if she were a member of her previous creature type.

Forbidden Sequence (Su):

A 20th-level Slayer with 23 ranks in Tumble can perform a vicious, deadly sequence of maneuvers around her opponent. Before using this sequence, the Slayers selects a single target within 30 feet. As a standard action, the Slayer performs an elaborate sequence of precise forms that requires a DC 35 Tumble check to complete. If she succeeds, any time she makes a successful attack against her designated target she deals +5d6 points of damage, +5 to attack, +5 to her own dodge AC against said target. and In addition, any critical threat the Slayer makes against her designated target is automatically confirmed as a critical hit even as her threat range doubles.

Stunning Fist

The Slayer gains Stunning Fist for free at first level. Stunning fist is changed to provide 10 + Slayer level = uses per day + bonus uses per day if you have a high Charisma score, using the same table used by psions to determine they're bonus power points per day.
Stunning Fist uses are recoverable with an hour of meditation, or an eight hour rest.

Ki Element

The Slayer gains Ki Element, the ability to focus Ki power into potent energy. Choose one of the four main energy types: Electric, Acid, Fire, or Cold. The Slayer can add the damage listed on the Table of the chosen energy damage to her melee attacks made with a Slayer weapon listed in Weapon Proficiency, if she chooses to include it (Free action). You can only add the damage once per round unless amplified, as shown in the upcoming options, but it ignores a number of energy resistance equal to one half your class levels.
Below are a list of options you have to Augment your Ki Element, multiple augmentations can be used at once but only one of each.

By spending one Stunning Fist use you can change the damage to 1d12 for every 8 damage listed,
or change total Ki Element damage to a single d6 for one round (useful at low levels)
or spend one stunning fist use to apply your energy resistance to an alternate energy of an incoming attack as an immediate action. If it has multiple energies you need to be resistant to, add one extra stunning fist cost per energy you wish to resist.
or deal your Ki Element damage at a range of 50ft +25ft/level, including unarmed damage in the form of concentrated force derived from your ki. Making this ranged attack is a standard action.

By spending two Stunning Fist uses the Slayer can deal 1d12 damage for every 8 damage listed at a range of 60ft +5ft for every point of Charisma modifier.
or add your character level to Ki Element damage.
or change the damage to 1d6 for every four damage listed.
or add Ki Element damage to a weapon not listed as a Slayer weapon for 5 rounds.
or by spending two stunning fist uses, you can add 1/2 your energy resistance again for one round.
or by spending two stunning fist uses, you can add your full Ki Element once more time per round. Can only use this trick once a round at most.

By spending Five stunning fist uses you can completely negate an attack your naturally resistant through by Ki Element's energy resistance, but not that from spending an extra point to gain temporary resistance against an incoming attack. To do that would cost Ten stunning fist uses.
Or you can make a normal Standard Action flurry as a Full Attack action, however it uses only Ki Element damage and not weapons, or unarmed damage, at a range of 60ft
Or you can attune a weapon that is not a Slayer Weapon to work with your Ki Element for 24 hours.
By spending five Stunning Fist uses, you can deal half your Ki Element damage with a ranged attack roll as if using your Standard Action flurry of blows. This is only your Ki Element damage, nothing extra. Range is 50ft +25ft/level.
These two can only be used once per day.

By expending at least half your remaining Stunning Fist uses you can deal a extra damage as if each point starts from level 1, and each point raises that level by another one to a maximum of your level + 5.
So a twentieth level Slayer who expends all her Stunning Fist uses when she had ten left would deal her base of 44 damage + 18 damage (The damage of a tenth level Slayer's Ki Element), or she could have only spent five and anywhere between.
By spending half your Stunning Fist uses, you can add your Ki Element damage to each attack made with a Flurry of Blows. You can make this at ranged, and you do not need a ranged weapon. Just the pure concentrated force of your element without any weapon bonuses. This does not mean that you cannot use a weapon, just if you have no ranged weapons and need to hit at range, you can go without. Range is 50ft +25ft/level.


Your Ki Element never damages you, and grants resistances to the same element equal to your character level + your constitution modifier.

Dual Elemental
At this level, the Slayer can choose a new Energy Type for they're Ki Element, they must choose which to use at any given time, and cannot use both at the same time. however, switching is a free action. They may now also choose from: Sonic, Force.

Tri Elemental
At this level, the Slayer can choose a new Energy Type for they're Ki Element, they must choose which to use at any given time, and cannot use both at the same time. however, switching is a free action. They may now also choose from: Positive, Negative.
Note: Yes, Negative will heal undead and Positive will heal most others. However, the few that are effected by Positive as damage take x1.5 extra damage. (44 becoming 66)

fist of the tempest
The Slayer sends out a force of elemental energy. It deals 1d12 + 1d12 for every five points of damage your Ki Element deals round up, so at twentieth you would deal 10d12 damage.
Each die can be split up into any type from the following:
Fire, Cold, Electric, Acid, Sonic, Force, and even Bludgeoning and Slashing damages.
Using Fist of the Tempest takes a 1 round action to focus the energies and counts as a ninth level spell for determining Concentration saves. At the start of your next turn you release the Tempest which deals damage in a 60ft cone. Reflex save DC 19+Your Charisma modifier for half damage. Fist of the Tempest is usable a number of times per day equal to your Slayer level.

__________________________________________________ ____

Alternate Class Features:



Durable Slayer:
Replace the Armor Class bonus for Damage reduction as follows:
Table 2: Durable Slayer
Level
Reduction
Level
Reduction
1 1/magic 11 6/epic
2 1/magic 12 6/-
3 2/magic 13 7/-
4 2/+2 14 7/-
5 3/+2 15 8/-
6 3/+3 16 8/-
7 4/+3 17 9/-
8 4/+4 18 9/-
9 5/+4 19 10/-
10 5/epic 20 10/-


Ki-Healing:
You manipulation over Ki, Chakra, and general Life essence itself is stronger in its connection to life, vitality, and healing.
Replaces: Ki Elements and Fist of the Tempest.
Benefit: gain healing and generally positive abilities.
Table 3: Ki-Healing
Level Effect Level Effect
2 Ki-Cure 10 Ki-Raise
4 Ki-Light 15 Ki-Heal
7 Ki-Restoration 20 Ki-Resurrection
Cure: Cure wounds equal to 1d6/level.
Light: Create light cha mod x10 radius. Cha: 10-13, dim light. cha 14-16: average joe light. Cha 17-19: bright light Cha: 20+ blinding light.
You can willingly lessen the Radius or Intensity to a previous stage.
Restoration: You can recover 1 point of ability damage per point of cha mod you possess per day.
Raise: As Raise Dead. Full round action. 1/day per class levels hereafter (Previous levels don't count).
Heal: As Heal. Standard action. 1/day per class levels hereafter.
Resurrection: As True Resurrection. 10 minutes time, 1/day.



Thunder Fist
Rather then many attacks, you prefer solid, singular blows.
Replaces: Flurry of Blows, Unarmed damage
Benefit: your unarmed damage is much higher.
Table 4: The Thunder Fist
Level Unarmed Damage
1-3 1d6
4-6 2d8
7-10 2d12
11-13 3d10
14-16 4d12
17-20 5d12
In addition, you may choose if you wish to deal Slashing (chop moves) Piercing (jabs) or blunt (standard punches, ect) as you now have the force and Ki-power back up to perform pierces or slashes with your fists, and for roleplaying purposes you can use your hands, feet, ect as sharp or blunt instruments (Hammers, scissors...).
Decapitations anyone?


______________________________________________

Notes/Errata

  1. You can easily trade out Charisma back for Wisdom, relying on spiritual strength and intuition rather then wild force of personality.
Nothing else of note at the moment.

Last edited by Cipherthe3vil : 11-14-2012 at 12:17 AM.
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Old 07-21-2011, 10:13 AM   Top  -  End  -  #2
NeoSeraphi
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

Your Flurry of Blows table doesn't reflect your text. (You need to apply the penalty to the BAB, so like -1/-1 at 1st level, +0/+0 at 2nd, etc). Also, you're skipping the extra attacks you're still getting from high BAB (This is why the normal monk didn't have full BAB). Your Flurry table should end like this: 20/20/20/15/10/5.

The AC bonus is fair, and the monk's light armor makes good sense, so I like that.

You forgot to mention the bonus feats in the text.

Otherwise, I like it. (Though it's probably just Tier 3)
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Old 07-21-2011, 11:35 AM   Top  -  End  -  #3
Cipherthe3vil
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

there. better?

and its still only 3? Bummer... :/

What could I do to give it another little boost? so its high 3 or low 2?

More skill points might help?


Never mind, Non caster tier 2's + would have to be blatantly overpowering with class features out the wazoo.

Its done!

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Old 07-21-2011, 12:27 PM   Top  -  End  -  #4
gkathellar
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

<rant>Why do you want a Tier 2 class? Tier 2 isn't "more powerful than Tier 3," Tier 2 is "capable of breaking the game." What possible reason would you have to design a class for a game that's explicitly designed to break said game.</rant>

EDIT: You figured it out before I could post it.

But whatever. Class:

You've increased some numbers. Okay.

Flurry of Blows still requires a full attack, and the monk still has a speed boost which it can't use because it's designed to full attack. You seem to alleviate the problem with Tiger's Assault, you explicitly disallow the monk's variation on Pounce from being used with Flurry of Blows. What? Why?

Changing the key mental stat from Wisdom to Charisma is better for multiclassing and worse for the monk, since Wisdom is a better stat. Especially since you've also dropped the Will save, so now the monk has another area it's weak in.

Tumble skill requirements for class abilities are poor design, in my opinion. The monk is going to have a high tumble skill either way, due to having class abilities that give bonuses to or rely on tumble checks. There's no reason to require the skill ranks other than to say, "Well, you actually gain 5+Int skills and maxed-out tumble."

Slow Fall is still unbelievably substandard. Its distance is still pitiful, and it still requires you to be near a wall. So Feather Fall still beats it handily. At 1st level.

Weightless step fails to indicate what level it's gained at, either in the text or on the table. I'd assume eight, by the skill rank requirement?

On that subject, Tiger's Assault requires 14 ranks at level nine, meaning you can't actually use it until level 11. Also, why not just give the monk pounce? An insignificant tumble check is just going to slow down gameplay.

Diamond Body still comes in insultingly late.

Abundant step is unclear about uses per day, and about the action it requires to perform.

Diamond Soul still needs to only apply against hostile spells.

Thousand Fists needs to specify an action type. Otherwise, it looks okay, but it should come in earlier or it should have a higher penalty, and isn't there a penalty for fighting in someone else's space? If there is, it should ignore that.

Quivering Palm is Quivering Palm.

Spirit of the Wind comes in 7-10 levels later than it should.

Tongue of the Sun and Moon is still insulting.

Perfect Self gives you DR 10/+5. Uh ... is this a 3.0 class? (BTW, that "+5" should read "Epic.")

Forbidden Sequence isn't nearly good enough for the level it comes in at, especially considering it requires a full round action to initiate.
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Old 07-21-2011, 12:30 PM   Top  -  End  -  #5
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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Originally Posted by Cipherthe3vil View Post
there. better?

and its still only 3? Bummer... :/

What could I do to give it another little boost? so its high 3 or low 2?

More skill points might help?
Of course it's only 3. You don't seem to understand what the tiers actually mean.

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This is a "fightan dude" with the tools necessary to be good at being a "fightan dude", without getting completely shoehorned into one fighting style, with a decent skill list to be useful out of combat. The main things it gains are Full BAB, a party bonus saves against fear (which needs to have its activation action clarified), larger healing pool, and Fly Speed at 16th level. You still can't flurry and move without using the tumble maneuver (which is oddly worded). So yeah. Tier 3 (I guess?). At it's core it's still got most of the monk shenanigans that are flavorful but not all that fantastic. A bit more mobile though.

In any case, editing:

AC Bonus: It states they get the bonus when in light armor, but lose it when they wear any armor. Probably a copy paste bug.
Wholeness of Body: Needs an activation action clarified.
Tiger's Assault: Requires 14 ranks in Tumble but you acquire it at level 9. Change it to 12.
Abundant Step: Should say "a number of times per day equal to his/her charisma bonus", instead of once and score. Generally abilities should never be based off the full score, and if you want more uses give a few base to add with the score.
Thousand Fists: This still feels oddly worded, but maybe it's just me. Seems to do what Tiger's Assault doesn't for a +5 DC. Odd, but works.
Spirit of Wind: Replace "Dance of the springing tiger" with "Tiger's Assault"; I'm pretty sure that's what you meant.
Forbidden Sequence: No editing, but an average of 7~ damage and crit confirmation on a weapon that only crits on 20 isn't much for a capstone.

Edit: BEEP BEEP SWORDSAGED

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Old 07-21-2011, 12:44 PM   Top  -  End  -  #6
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

Honestly, without some house rules support, I don't see how this Monk could qualify for a tier 3 class.
In any case, I don't see any foundations for a tier 2 here.
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Old 07-21-2011, 01:12 PM   Top  -  End  -  #7
Cipherthe3vil
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

Fixed whats been pointed out, I believe. do tell me if I missed anything. (there was quite a lot to fix after all)

I buffed up a a few things, such as but not limited to; Spirit of Wind, and Forbidden Sequence.

edit: to encourage unarmed combat, I'll be adding a feat chain based off stunning fist.

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Old 07-21-2011, 01:23 PM   Top  -  End  -  #8
Ziegander
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

The problem is that most people think Tier 2 is nothing more than "lots more powerful than a Warblade," which just isn't the case. At all.

Tier 2's have "as much raw power as Tier 1's," to quote the original Tier thread. They've got the bombs. The only Tier 3 class that comes anywhere close to that is Factotum for its ability to prep one-of SLAs of whatever wiz/sorc spells he wants up to 7th level. So Factotums have a handful of bombs, a few levels behind, once each per day, while Sorcerers have some more of the bombs a half dozen times or more each day as well as metamagic shenanigans and other amazingly powerful stuff open to them because they actually cast spells instead of using SLAs.

Without using spells, getting Tier 2 simply isn't possible without something just as overwhelmingly powerful to take their place.
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Old 07-21-2011, 01:32 PM   Top  -  End  -  #9
gkathellar
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

I personally say that Factotum is Tier 2 solely because it combines that limited not-very-limited-spellcasting with severe action economy abuse and nigh-infinite resources.

So yeah, those are the two ways to get up to Tier 1-2: spells and absurd numbers of actions.
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Old 07-21-2011, 01:39 PM   Top  -  End  -  #10
Cipherthe3vil
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

yea, i forfeit attempt at tier 2. but oh well.

Added the chain.
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Old 07-21-2011, 01:45 PM   Top  -  End  -  #11
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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I personally say that Factotum is Tier 2 solely because it combines that limited not-very-limited-spellcasting with severe action economy abuse and nigh-infinite resources.
It has, at most, eight total SLAs per day which can be up to 7th level. At level 10 it has four 4th level SLAs per day. At 15th it has six 6th level SLAs.

Compared to a Sorcerer who at 10th level has (not counting cantrips or bonus spells per day) 26 spells per day, five of which are 4th level and three of which are 5th; at 15th level has 40 spells per day, six of which are 6th level and four of which are 7th; at 20th level has 54 spells per day, six of which are 7th level, six of which are 8th, and six of which are 9th.

At the same levels, and counting bonus spells per day, a Sorcerer can always out cast the Factotum with spells of the Factotum's maximum spell level and will always have at least a handful of spells of one or more levels higher than the Factotum's maximum spell level. Not only that, the Factotum is stuck using spell-like abilities, while the Sorcerer casts real spells. The differences when it comes to options to optimize are astoundingly vast.

I'm not arguing that Factotums aren't at the top of Tier 3. I am arguing that they are not Tier 2.

Quote:
So yeah, those are the two ways to get up to Tier 1-2: spells and absurd numbers of actions.
Maybe with both combined, but I assure you, if you tacked amazing action abuse on to a Fighter it would be Tier 3 at best if it climbed a Tier at all.

As a matter of fact...

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Old 07-21-2011, 01:54 PM   Top  -  End  -  #12
gkathellar
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

Fair enough. Though, I was referring mostly to the fact that a factotum can bust out something like 48 spells in a round if it takes enough Font of Inspiration.

To be fair, I'm pretty sure you can apply metamagic to factotum SLAs if you have the feat.
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Old 07-21-2011, 03:01 PM   Top  -  End  -  #13
Ziegander
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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Fair enough. Though, I was referring mostly to the fact that a factotum can bust out something like 48 spells in a round if it takes enough Font of Inspiration.
The Factotum doesn't work that way. It doesn't matter how many Fonts of Inspiration you take you still only ever have, at 20th level, 8 total SLAs per day.

Quote:
To be fair, I'm pretty sure you can apply metamagic to factotum SLAs if you have the feat.
Applying metamagic is the very tippiest tip of the iceberg when it comes to the optimization options that are available to real spellcasters casting real spells but not to classes like the Factotum. SLAs cannot be subject to metamagic, period. There are the specific feats such as Quicken Spell-like Ability or Empower Spell-like Ability, but they are not only not as good as traditional metamagic, they also don't offer analogs to the more powerful metamagic feats available to real spellcasters. Real spellcasters can also use feats, items, or PrCs to improve any number of their spellcasting attributes that SLA users simply gain no benefit from.
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Old 07-21-2011, 04:23 PM   Top  -  End  -  #14
Cipherthe3vil
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

is everyone going to keep talking about the Factotum, or can I get some real comments here.

http://www.enworld.org/forum/5575953-post7.html

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Old 07-21-2011, 04:24 PM   Top  -  End  -  #15
NeoSeraphi
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

You shouldn't have both unimpeded Flurry and Full BAB at 1st level. You should put it back to -2 til level 5, then -1 til level 9. Two attacks at the highest attack bonus with no penalty at first level is just insane.
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Old 07-21-2011, 04:36 PM   Top  -  End  -  #16
Cipherthe3vil
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

current change is the lowest I care to go. and in fact I think it does look nicer.
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Old 07-21-2011, 04:49 PM   Top  -  End  -  #17
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

Alright, well, that is a little more balanced at least.
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Old 07-21-2011, 04:51 PM   Top  -  End  -  #18
Cipherthe3vil
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

Never mind, THIS new set looks better methinks. It'd look better cosmetically if I cared to add +'s in front of all the numbers, and some center tags. but oh well.
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Old 07-21-2011, 06:03 PM   Top  -  End  -  #19
Benly
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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You shouldn't have both unimpeded Flurry and Full BAB at 1st level. You should put it back to -2 til level 5, then -1 til level 9. Two attacks at the highest attack bonus with no penalty at first level is just insane.

A kobold of any class (using the ROTD web enhancement) gets two attacks at its highest BAB at level 1, since both its claws are primary attacks. So does a razorclaw shifter (although it's a per-day resource) or any other race with two claw attacks.
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Old 07-21-2011, 06:05 PM   Top  -  End  -  #20
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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A kobold of any class (using the ROTD web enhancement) gets two attacks at its highest BAB at level 1, since both its claws are primary attacks. So does a razorclaw shifter (although it's a per-day resource) or any other race with two claw attacks.
Yes, and the kobold has -4 Str. Besides, claws don't use iterative attacks, so even if you have 20 BAB, you can only make 2 claw attacks.

Most races that have 2 claw attacks are unplayable at ECL 1 anyway. Other than the kobold (who has the aforementioned -4 Str, along with their claws only dealing 1d3 damage each), the razorclaw shifter, which is both campaign specific and limited to very few rounds per day.
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Old 07-21-2011, 06:17 PM   Top  -  End  -  #21
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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Yes, and the kobold has -4 Str. Besides, claws don't use iterative attacks, so even if you have 20 BAB, you can only make 2 claw attacks.

Most races that have 2 claw attacks are unplayable at ECL 1 anyway. Other than the kobold (who has the aforementioned -4 Str, along with their claws only dealing 1d3 damage each), the razorclaw shifter, which is both campaign specific and limited to very few rounds per day.
It's true, totemists have to wait for level 2. Psychic warriors get it from level 1, but only for a few hours per day.

My point of view is that when evaluating this as a low-level ability, flurry of blows, being limited to unarmed strikes and selected weapons with not-very-good stats, is comparable to natural attacks.


(also psst the kobold can use a class with sneak attack, pass it on)
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Old 07-21-2011, 06:19 PM   Top  -  End  -  #22
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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It's true, totemists have to wait for level 2. Psychic warriors get it from level 1, but only for a few hours per day.

My point of view is that when evaluating this as a low-level ability, flurry of blows, being limited to unarmed strikes and selected weapons with not-very-good stats, is comparable to natural attacks.


(also psst the kobold can use a class with sneak attack, pass it on)

I'm comparing it to Two-Weapon Fighting, and the normal monk ability, which are both the standard options for multiple attacks at 1st level, rather than using circumstantial pseudo-magic systems subject to DM approval.
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Old 07-21-2011, 06:21 PM   Top  -  End  -  #23
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

So you're trying to say that, between these two characters:

1) Str 18, wields a Greatsword, is an NPC Warrior, attacks once at +5 to hit, deals 2d6+6 damage.

2) Str 18, wields his Unarmed Strike, is this Monk (with no flurry penalty at 1st level), attacks twice at +5/+5 to hit, deals 1d6+4 damage, or 2d6+8 if both attacks hit.

The Monk is insane because he has a class feature that allows him to, sometimes, deal 2 more damage than the Warrior (and sometimes deal substantially less because of DR)?
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Last edited by Ziegander : 07-21-2011 at 08:26 PM. Reason: Yes, I ****ed up the attack bonuses.
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Old 07-21-2011, 06:25 PM   Top  -  End  -  #24
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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I'm comparing it to Two-Weapon Fighting, and the normal monk ability, which are both the standard options for multiple attacks at 1st level, rather than using circumstantial pseudo-magic systems subject to DM approval.
Whereas I'm comparing it to other tier 3 classes (the stated target balance point), rather than using the class abilities of tier 4 and 5 classes.
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Old 07-21-2011, 06:25 PM   Top  -  End  -  #25
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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So you're trying to say that, between these two characters:

1) Str 18, wields a Greatsword, is an NPC Warrior, attacks once at +4 to hit, deals 2d6+6 damage.

2) Str 18, wields his Unarmed Strike, is this Monk (with no flurry penalty at 1st level), attacks twice at +4/+4 to hit, deals 1d6+4 damage, or 2d6+8 if both attacks hit.

The Monk is insane because he has a class feature that allows him to, sometimes, deal 2 more damage than the Warrior (and sometimes deal substantially less because of DR)?
I'm comparing it to normal two-weapon fighting, not to two-handed fighting. They're different.
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Old 07-21-2011, 06:31 PM   Top  -  End  -  #26
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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Two attacks at the highest attack bonus with no penalty at first level is just insane.
This is what you said. You are now changing the goalposts, as the internets like to put it. You are changing the goalposts because you know you have no argument to defend your statement, if I may be so bold.

As a matter of fact, here's a similarly blunt statement that I will proceed to defend with facts: "Spending a feat to gain the ability to make two attacks with a light weapon with a -2 penalty to hit and half damage with the off-hand is just insane."

Defense: Any melee-oriented character can, without spending a feat, pick up a two-handed weapon and attack at no penalty to hit to deal more damage.

For example, Dirk Diggler, a 1st level Warrior has taken the Two-Weapon Fighting feat and wields a Handaxe and a Shortsword. He has a Strength score of 18. When he attacks he may make two attacks at +3 to hit and deals 1d6+4 damage with the first and 1d6+2 with the second.

Meanwhile, Grok Smasksh, another 1st level Warrior picks up a Greataxe. He hasn't even thought about what feat he might take. He also has a Strength score of 18. When he attacks he makes one attack at +5 to hit and deals 1d12+6 damage.

Comparatively, Dirk deals 10% less damage than Grok because of his lower attack bonus. Dirk then deals an average of 11.7 damage per round, while Grok deals 12.5.

Against, say, DR 2/magic, Dirk's damage falls to 7.7 per round, while Grok deals 10.5.
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Old 07-21-2011, 06:36 PM   Top  -  End  -  #27
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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This is what you said. You are now changing the goalposts, as the internets like to put it. You are changing the goalposts because you know you have no argument to defend your statement, if I may be so bold.
As you wish. Let me be frank then.

At first level, the ability to hit twice for half damage is much better than the ability to hit once for full. After all, at first level, the dice play a much bigger "roll" in determining whether you beat an opponent's AC. To use your example (which was incorrect), two melee fighters, one a battle monk and one a fighter, attack the same opponent. They each have +5 to hit, (18 Str and +1 BAB), and the opponent has 4 HP and 14 AC.

The fighter has a 55% chance of killing the target. The monk has a 55% chance of killing the target, two times in a row. Damage isn't nearly as important at first level as hit chance is.

Edit: This is why Two-Weapon Fighting exists (And requires a feat to even use, as opposed to sword and board or two-handed). In the first few levels, extra attacks will almost guarantee you to hit and a hit is pretty much guaranteed to kill. (With high enough Str)

The monk doesn't have an off-hand, so TWF's normal -2 penalty on both attack rolls and half Str on the off-hand attack (WotC's intended balance point) do not apply. The monk is able to be twice as likely to kill as any normal warrior because he relies less on luck.
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Old 07-21-2011, 07:06 PM   Top  -  End  -  #28
Ziegander
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

Maybe what's actually insane is the common practice of fighting CR 1/4 creatures at 1st level and then using them as any kind of argument for or against balance.

Seriously, four CR 1/4 creatures are intended to equal one CR 1 creature, and one CR 1 creature isn't an appropriate challenge to a party of four 1st level characters.

But against a CR 1 creature, like a Grimlock or a Small Animated Object, the difference is 2 damage per round. In a more sane game the difference is not between one or two kills per round, it is, in fact, between 13 average damage per round and 15 damage per round. OMFG.

And again, you're comparing what is intended to be a Tier 3 class (the Battle Monk) against an un-optimized Fighter (low Tier 4). Instead, look at what any Crusader, Swordsage, or Warblade can do at 1st level.
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Old 07-21-2011, 07:28 PM   Top  -  End  -  #29
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

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As you wish. Let me be frank then.

At first level, the ability to hit twice for half damage is much better than the ability to hit once for full. After all, at first level, the dice play a much bigger "roll" in determining whether you beat an opponent's AC. To use your example (which was incorrect), two melee fighters, one a battle monk and one a fighter, attack the same opponent. They each have +5 to hit, (18 Str and +1 BAB), and the opponent has 4 HP and 14 AC.

The fighter has a 55% chance of killing the target. The monk has a 55% chance of killing the target, two times in a row. Damage isn't nearly as important at first level as hit chance is.

Edit: This is why Two-Weapon Fighting exists (And requires a feat to even use, as opposed to sword and board or two-handed). In the first few levels, extra attacks will almost guarantee you to hit and a hit is pretty much guaranteed to kill. (With high enough Str)

The monk doesn't have an off-hand, so TWF's normal -2 penalty on both attack rolls and half Str on the off-hand attack (WotC's intended balance point) do not apply. The monk is able to be twice as likely to kill as any normal warrior because he relies less on luck.
chech the warblade

now check steely strike, an ability warblades can do at level 1

The warblade is the balance point for this attempt at fixing the monk.

the warblade is, out-of-the-box, somewhat even with fighters and barbarians (and better that PHB monks) in raw damage, and way better that the aforementioned in versatility.

My point with all this is: This class is supposed to be out-of-the-box better than 2 weapon fighting fighters and PHB monks.
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Old 07-22-2011, 08:34 AM   Top  -  End  -  #30
Zale
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Default Re: [Base Class- Intended teir: 2+- 3.5] Battle Monk

Might I suggest moving this discussion to an appropriate thread?

I am horrible at balancing, but I think it looks good.

And you always manage to find the best pictures, Cipher.
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