Monk Archetype (Homebrew balance help requested)


Homebrew and House Rules


I am tinkering with a homebrewed archetype for the unchained monk. It is a healing monk that has flavor from a class I enjoyed in an old video game. Does the balance for any of this seem extremely off? We are willing to tinker with it during play, but if anything jumps out at anyone feel free to chime in.

Wound Bearer Monk Archetype

Transference:
At 1st level, the monk gains the ability to transfer wounds (hit point damage) from another being to himself, or from himself to another being. The amount of damage transferred is equal to the monk's level-based unarmed damage. The damage can be moved from a willing person to the monk an unlimited number of times per day. Damage transferred in this way is not subject to damage reduction. When done offensively, this can be done only once per round, a number of times per day equal to the monk's level + 2* WIS modifier. In order to transfer damage to a foe, the wound bearer must make an unarmed strike or touch attack. If the monk makes a full unarmed strike, the damage is transferred in addition to the regular attack damage. This ability cannot be used on constructs or elementals.

At 4th level, the monk can transfer staggered, sickened, dazzled, shaken, or fatigued instead of damage.

At 8th level, the monk can transfer a poison, disease, or 1d4 points of ability loss instead of damage.

At 12th level, the monk can transfer a curse or negative level instead of damage. This requires one of his daily uses even if done to heal an ally.

If the monk attempts to transfer a condition instead of hit points, the target gets a save with a DC equal to 10 + monk level + WIS modifier. If the target makes the save, the monk remains afflicted with the condition.

This replaces Stunning Fist.

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Restore the Flesh:
At 5th level, you can restore your body, in effect healing poison, disease, blindness, deafness, or ability damage. You can do this once a day, plus an additional time for every 5 levels after 5th. You can heal 1d4+WIS modifier ability damage.

This replaces Purity of Body.

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Improved Triage:
When using a medic kit to treat deadly wounds, it takes 10 minutes instead of an hour to do. Long term care recovers an extra hit point per level and an extra ability point.

This replaces the last two upgrades to Stunning Fist.

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At 5th level, the monk chooses a cleric domain. This cannot be one contradictory to the monk's alignment. If the monk worships a diety or ideal, the domain should not be in opposition to this either. The monk gains the ability to cast the spells provided by the domain as spell like abilities at the appropriate levels. The monk must spend a number of ki points to cast a spell equal to half of the spell's level, minimum 1.

This replaces Style Strike

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Ki Pool:
As written, except that the Wound Bearer has a ki pool equal to his monk level + WIS modifier.

This alters Ki Pool.

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The Wound Bearer can choose from these additional Ki Powers:

False Channel - You are able to project a sense of well being to your allies. This acts as channel energy but the hit points provided are temporary. It provides 1d6 hit points plus an additional 1d6 for every 3 monk levels beyond first. It also reduces exhaustion to fatigue, or removes fatigue. This costs 2 Ki points.

Greater Wholeness of Body - The monk can heal her own wounds as a standard action. This costs 1 Ki point and heals 1d8 + monk level damage. The monk can choose to instead spend 2 Ki points to perform this as either a swift action or to have it restore 2d8 + 2*monk level hit points as a standard action.

Troll's Blood - You gain regeneration 5 (fire, acid) for a number of rounds equal to half your monk level. This can be started as a free action, but all rounds must be used consecutively. You must be level 10 to take this Ki Power. This costs 3 Ki points to activate.


Seems balanced to me. My only hang up would be how much damage can be transferred ? 1D6 at first level and 2D10 at level 20 ? Also what about strength damage ?


Transerence
Is this a vampiric effect? Do I heal wounds as I transfer them to an enemy? Does the enemy get a saving throw? Does using this as part of a melee attack basically allow me to inflict double damage? If so, I think it might be too much. At 8th level, it is "ability damage" not "ability loss".

Restore the Flesh
What action does this require, or how long? Poison, disease, blindness, etc... He chooses one and it is removed? Is there any check involved? As and 8th level monk, can I automatically get rid of a disease bestowed upon me by a 15th level caster?


Thanks for the input.

I intended the damage transferred to scale with the unarmed damage, so yes starting out at 1d6 and ending up at 2d10. I had thought of adding CON as the damage bonus, but thought it might be too overpowered.

I suppose transference is sort of a vampiric effect. I didn't plan on a save because I limited the number of times per day it can be used offensively, but maybe a fort save for half?

I will update Restore the Flesh to note it is a standard action. If I add in a requirement for a caster level check to overcome the affliction being removed, should I increase the uses per day, or should it stay at once for every 5 levels?

I have a lot to ponder, much appreciated!


yeah con would be OP. also if not in combat can the monk just transfer most of his HP to another player and can this be used to grapple a zombie to death ?


Lastoutkast wrote:
yeah con would be OP. also if not in combat can the monk just transfer most of his HP to another player and can this be used to grapple a zombie to death ?

My GM and I are quibbling on number of uses. Right now I am proposing that it can only be used on a single target a certain number of times per day similar to witch hexes. Possibly with being able to use Ki points to use it again on the same target.


I could see it as a Ki ability for sure. Look at the ninja tricks, they basically cast an at will jump spell for one ki point.

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