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![]() The Wraith wrote:
Definitely need some clarification on this. Is it meant to be a get-away ability, or a combat ability...monks are already hamstringed enough without making this a worthless ability. I believe it should be self-only, move action, act afterwards. ![]()
![]() Watch the furious maelstrom of Scenario #3 on this THREAD (I'm running Grumble Grog and Elmora...many thanks to Sleepy for running these high level tests.) ![]()
![]() primemover003 wrote:
What about a Shambling mound? A roper? I'd just like a list of stuff that is immune, though with certain things, I prefer the Knowledge check for 2 reasons...1 it makes knowledge skills important, a skill that is overlooked too often. (example: The cleric makes his knowledge religion check and shouts, "Remove the zombie's heads!"). 2. It resolves what are and what AREN't immune to criticals. ![]()
![]() Agreed, great question Wraith, great answer Jason! Thanks. Now, we just need to know what creatures are actually fully immune to criticals. I do it with a knowledge check currently, to access the vulnerable point for rogues. There's no hardline definition in the box, will this be included in the Bestiary or in the Official release? ![]()
![]() ? New feat: Armored Rider ignore armor penalties for ride checks? Jason, Fighters are getting brutal, they are already passing Paladins up by a long mile, I just made a 9th level Dwarf sword and axe Fighter for Beta test and he has a 29 AC, which is pretty impressive at 9th level. The armor problem with movement was a neat idea, but it should just be dropped out of hand, and rolled into encumbrance. ![]()
![]() Jason Bulmahn wrote:
I'm one for certain maneuvers being used for AoOs, especially trips. disarm doesn't make much sense, but someone running past and being tripped it one of the most obvious maneuvers available... ![]()
![]() Jason Bulmahn wrote:
And Hopefully a few CR tweaks in the Bestiary? Notably things that have high HP and HUGE dmg being bumped up a little. ![]()
![]() ruemere wrote:
Blind fighting really helps with 3 of those problems...funny how no one takes it...precise strike as well... ![]()
![]() 10 bonus feats is a pretty nice class feature, armor and weapon training is as well... Fighters are Tabula Rasa... Use Bo9S if you want fighters with abilities... Besides Jason is going to have some extra stuff in the final edition for fighters only from what I've understood from the fighter design portion of the boards.... ![]()
![]() Knights spent 7 years as squires learning how to move in heavy armor, they had to learn to climb over walls in full plate, and not let the armor weigh them down. To me that is what Armor Proficiency: Heavy is about. Armor shouldn't cause move penalties just because it's armor. Unless of course you're not proficient in the armor. Then massive penalties should set in, a chain hauberk rests all the weight directly on the shoulders, so if you're not used to it, it will slow you down, and most likely fatigue quickly. ![]()
![]() Bagpuss wrote: Incidentally, I don't care whether or not the solution is full BAB. I just think that there's a problem that needs to be solved. Jason already said multiple times, NO Full BAB for monks, not gonna happen, I'm sure he just ignores these threads anyway. he fixed one problem from Alpha to Beta, making abundant step a move action. And obviously I think it needs to be fixed also. ![]()
![]() Kaisoku wrote:
Or better yet, my monk has no need of handwraps, his hands become magical weapons as he levels. My monk also starts with Monk's Wisdom at level 1, replacing the need for strength as a MAD score, since atk/dmg is based on Wisdom instead of Strength The CMB being set at 15 is what really hurts everyone, if you're attacking anything with a CMB score higher than you, you're pretty much screwed with a 20% of less chance to hit, I lowered it in my games to 12+ These changes mean the Monk MAD becomes WIS#1, DEX#2, CON#3, INT#4(for skills only) STR no longer needed at all, have you ever seen some of the true kung fu grandmasters, little old men, good luck touching them. I reworked my monk into a more simple version, toned down the threat range...here it is. Spoiler: Monk v2.0
1 Flurry of Blows, Unarmed Strike, Monk training, Monk's Wisdom 2 Monk training 3 Evasion 4 Monk training, Slow fall, Unarmed Strike (+1,19-20) 5 Leap of the Heavens, Monk training 6 Monk training 7 Monk training 8 Unarmed Strike (+2) 9 Improved Evasion, Monk's Stride (10ft) 10 Monk training, 11 Monk training 12 Monk training, Unarmed Strike (+3, 18-20) 13 Monk training 14 Monk training 15 Monk training 16 Monk training, Unarmed Strike (+4), Monk's Stride (15ft) 17 Monk training, Tongue of the Sun & Moon 18 Monk training 19 Empty Body 20 Perfect self, Fall from the Heavens, Unarmed Strike (+5,17-20) Monk’s Wisdom The monk uses wisdom in place of Str for attacks and Combat Maneuvers. Monk Training this replaces the monk bonus feats, by adding special monk powers in addition to feats. Ki Powers may also be chosen with Monk Training. Slow Fall safe distance 5'/level. At level 20 this increases to any distance (fall from the heavens). Unarmed Strike A monk becomes more deadly as he increases in level. His unarmed attacks gain an enhancement bonus and he becomes more accurate at delivering critical strikes. Leap of the Heavens - renamed High Jump. Monk's Stride A monk's ability to move quickly is transferred to his ability to move in combat. At level 9, a monk may make a 10ft step instead of a 5ft step, this increases to 15ft at level 16. In addition a monk has full control of his body, and is allowed to move in any direction during a charge. 1st:
Abilities: Spear Hand, Manriki Gusari Training, Tao of the Blade, Monk Spear/Staff training, Quick stand, Trap Sense. Quick stand: as rogue’s stand up ability Trap Sense: as rogue. Manriki Gusari Training:
Purity of the Body (5th) as current monk ability Spear Hand - Unarmed strikes are considered piercing weapons, in addition to blunt. Tao of the Blade - add the following weapons to the list of monk weapons. Scimitar, short sword, long sword, falchion. Monk Spear/staff Training: Add Long Spear to the list of monk weapons, in addition, you gain a +4 to disarm, trip and deflect arrows attack rolls when using quarterstaff or long spear. 6th:
Crouching Tiger Paw - The target must make a Reflex Save or have its movement restricted to 5' in all modes. (Flying creatures with maneuverability less than perfect may stall and fall and will need to make an appropriate Fly check to stay airborn).(Idea from Squirrelloid’s monk) Dragon Tail Sweep: A Strong kick to the lower leg. The attack has a chance to knock your opponent prone in addition to damage. The damage from the kick is added to the DC to resist the trip. Eagle’s Talons – Unarmed attacks considered blunt and slashing. On a critical causes 1 point bleed damage, bleeding stacks until healed. Flying Double Kick - At the end of a charge, you may make two attacks with double Wis bonus. Grappling Strike – A monk with this ability may initiate a grapple after a successful unarmed strike. Uncanny dodge: as Rogue ability 10th:
Diamond Body (11th) as current monk ability Diamond Soul(13th) as current monk ability Dragon's Claws - During a Flurry of Blows, 2 consecutive strikes allow the monk to rend his opponent, causing maximum damage. Drunken Rabbit Defense - Until the start of his next turn all attacks against him which miss cause the creature who attacked him to become fatigued. Fatigued creatures that become fatigued become exhausted as normal. This must be used as a standard action with full defense (Squirrelloid) Improved Uncanny Dodge: As Rogue ability Iron Broom Sweep: The monk is ability to make a trip attack against 3 adjacent opponents. Strike the unseen:12th level
14th: Feats: Vital Strike. Abilities: Crashing Wave Strike Crashing Wave Strike: This devastating full round action consists of two attacks, if both attacks hit, initiate a trip maneuver with CMB+dmg 18th: Feats: Improved Vital Strike.
Ki Powers Ki Pool = Monk level + wisdom (sorry 1/2 monk level was too low) Unless otherwise noted, each ki maneuver is activated as a swift action after dealing damage to a foe with an unarmed strike or monk's weapon and requires 1 ki to activate. The DC for all saves is 10 + 1/2 Character Level + Wis Mod 4th Agility of the Mantis, Coiled Viper Strike, Strength of the Bull, Ring the Bell, Rising Sun Strike, Monkey Breaks the Melon, Strength of the Tiger, Tough as the Rat, Wholeness of Body. Coiled Viper Strike - The target must make a Fortitude Save or be nauseated until the end of the Monk's next turn. Monkey Breaks the Melon- If the monk connects and deals damage with 2 or more attacks against one opponent he may activate Monkey Breaks the Melon as a swift action against that opponent at the cost of 1 ki. The opponent must make a fortitude save or be Confused until the end of the Monk's next turn. Creatures immune to criticals are immune to this extra damage. Ring the Bell - Use a Ki point to make a reach attack as a full round action. This attack has a reach of 10 @ level 6. 20 @10. 30@15 and 40@ 20. Focused Strike: 1 ki As a Standard action, make a single attack or maneuver at double wisdom bonus. Rising Sun Strike - The target must make a Reflex Save or be dazed for a number of rounds equal to the Monk's wisdom modifier. Strength of the Tiger – This allows a monk to use Ki to increase his strength for 1 round/2 monk levels. 1 ki/+2 strength. May gain +4 at level 10, and +6 at level 16. Agility of the Mantis – This allows a monk to use Ki to increase his dexterity for 1 round/2 monk levels. 1 ki/+2 dexterity. May gain +4 at level 10, and +6 at level 16. Tough as the Rat – This allows a monk to use Ki to increase his CON for 1 round/2 monk levels. 1 ki/+2 CON. May gain +4 at level 10, and +6 at level 16. Clever as the Monkey – This allows a monk to use Ki to increase his INT for 1 round/2 monk levels. 1 ki/+2 INT. May gain +4 at level 10, and +6 at level 16. Wise as the Dragon – This allows a monk to use Ki to increase his WIS for 1 round/2 monk levels. 1 ki/+2 WIS. May gain +4 at level 10, and +6 at level 16. Charming as the XXXXX-This allows a monk to use Ki to increase his CHA for 1 round/2 monk levels. 1 ki/+2 CHA. May gain +4 at level 10, and +6 at level 16. Wholeness of body: As written, it just becomes an optional choice. 12th: Abundant Step, Crippling Strike, Iron Body,
Abundant Step: As written, just becomes a Ki ability, and becomes a move action. Crippling Strike – Use Ki to cause Str or Dex dmg when you connect with an unarmed attack as a swift action. (costs 1 Ki to inflict 1d6 STR or Dex) Fort save to resist. Fist of the Elements: 12th level
15th: Adamantine Body, Deadly Venom Strike, Halves Become Whole, Quivering Palm Adamantine Body - gain DR 10/- for 1 round as a swift action using 2 Ki.
Halves Become Whole - The monk receives a second swift action each round, which may only be used to activate Ki maneuvers. The monk may never activate the same Ki maneuver more than once in a given round, but may activate two different ones. Quivering Palm: As written except it drains the monk of all Ki when he performs it. All other monk attributes remain the same.
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![]() Jason already said there probably wouldn't be one, he had to move on to the next section. Which means the next time we see the monk might be in full release, and it might suck... I did this monk build during alpha, I got some positive response, it's compatible with 3.5, if you make X, Y and Z choices. It eliminates the (adamantine, lawful and other DR eliminating ki powers) by making the fists magical in and of themselves, thus gaining the new DR eliminating capabilities of magic weapons. I never got any feedback from Jason, so hopefully by reinvigorating some interest it just might. Or maybe he'll just take some of the ideas. ![]()
![]() Jason, please at a minimum, can we have an update to the Monk, to me this is the class that needed the most work, and any changes might still need playtesting, the current one, is far outclassed by every melee combatant and caster...left as is, it will be the new bard. The bard, I liked the changes you made, I know it had a few more tweaks that needed to be done. Rogue, golden!, love em. ![]()
![]() The Full plate Helmet would actually be +1 for the Chainmail Coif, and +1 for the helm that goes over it. Each stacking perception penalties. A maximillian style full helm with just a vision slit would provide maybe +3 Armor, but the Perception penalty would be HUGE. These helms were designed for jousting...not warfare. But where do you draw the line with piecemeal armor? greaves, pauldrons, gorgets. Once you start including piecemeal systems you need a hit location chart. Or lots of special rules, gladiators had very specialized forms of armor. Imagine having a massively armored left arm, a full helmet, and light leather over the rest of you, not to mention the short leather skirt. ![]()
![]() Russ Taylor wrote: Medium armor might actually see some use by medium characters if it slowed you down 5 feet instead of 10 (perhaps not slowing smalls at all). Right now, the only reasons to use it no matter what you do the chain shirt are cost (it's a cheap way to get 1 more point of AC) and barbarian movement. In practice, you only see medium armor on low-level PCs and NPCs who don't know any better, or in its mithral-version-of-heavy-armor form. Changing the net AC of a chain shirt won't fix that problem - the same people will still dump medium the minute they can afford heavy. Drop the Movement reduction entirely. Make movement a function of Encumbrance, not armor type.(Dwarves would move normally at medium Encumbrace. I will be doing this with my game anyway. In addition make the medium level a 5 ft penalty; and heavy a 10ft penalty. Now if you don't deal with encumbrance rules, by all means KEEP the armor move the same and let people carry whatever they want. ![]()
![]() But the discussion is Conversion to Pathfinder... I would bring the Warblade in line with fighter Hit Dice wise. The Concetration ---> Martial Lore change sounds like a good idea. I would leave the recharge mechanic alone, since a Swordsage won't be able to stand against a rogue of equal level without it. Monks still need to be fixed tho. ![]()
![]() Damionte wrote:
I'm going to convert the HPs then give each psion class an at will power or 1pp power, as long as they have focus and 1pp in their pool. ![]()
![]() Actually I think changing it to Reflex might give it just the boost it needs...rogues and monks should be nearly impossible to hit with a touch attack. I would save one other mod from reflex would be reduce it by the AC penalty...a heavily armored fighter would be easier to hit even if he did have a decent relfex, that would bring it back down...size and dodge of course would still add to touch AC. (it would also make magic missiles more useful again...for those pesky rogues) This change would allow for slightly increasing Touch ACs as the characters level. Edit: It could be based on BASE reflex+dex rather than modified Reflex, as a +5 cloak of resistance would be much more valuable...however...that would be a play test idea. I might change this in my game regardless. ![]()
![]() Haldir wrote:
A creature immune to fire, that likes to grapple...while immolated in flame...MWUAHAHAHA ![]()
![]() Kamai wrote: It would make sense to me if the elven weapon was either a bow or a finesse weapon. However, the elven curveblade we have is neither. It is instead a greatsword with a x3 critical and a minor bonus to disarm. I would suggest either making this weapon 19-20/x2 critical and allowing weapon finesse to work with it, because it would make sense that an elf special weapon would be able to create a balance between power and quickness, or scrap this and make a 1h sword that can be used with finesse, so at least one kind of elven ranger can use the special weapon. I tend to agree, but would make it 1d6 (19-20/x3), since it should be more than a longsword...as a thin weighted blade would cause brutal woulds. |