New Paths #5: The Expanded Monk and Ninja (PFRPG) PDF

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Let the Ki Flow Through You—So You Can Kick Ass!

Monks and ninjas are characters of hidden depths and mystic power, balancing speed, strength, and a profound understanding of how to master any situation. The Expanded Monk and Ninja expands this field of play for these classes with new options written by Jerall Toi, and refined in the crucible of playtests with PFS players.

The Expanded Monk and Ninja includes:

  • Beast Soul, Clockwork Monk, Peerless Mountain, Paper Drake, and Six Talismans archetypes for monks
  • Elemental Ninja and Mist Stalker archetypes for ninjas
  • 25 new ki-based and style feats including One-Inch Punch, Paper Talisman, Ring the Bell, Polearm Acrobat, and Coiled Strength
  • Five new martial arts styles: Broken Mirror, Death Butterfly, Desert Scorpion, Eagle Talon, and Nightwave
  • New master tricks for the ninja
  • 7 new weapons, from the humble tamo cane and farmer's hoe to ding pa, the iron flute, and the wind and fire wheels
  • Designed by Jerall Toi

New styles, new weapons, new archetypes—to master your ki and master your foe, New Paths #5: The Expanded Monk and Ninja is the true path to enlightenment. Get The Expanded Monk and Ninja today!

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An RPG Resource Review

4/5

Properly practised, the martial arts are a way of life, not just a way to knock seven bells out of the opposition! It's good to see a supplement that reflects this... for who after all can ignore the allure of the almost-legendary unarmed warrior that is the monk, or the sneaky, skilled assassin that is the ninja?

This book sets out to provide alternative and enhanced ways in which to play such characters. It starts off with some monk archetypes: the Beast-Soul Monk (who takes the concept of animal-styles to an extreme), the Clockwork Monk (which is what you get when a gearforged - a character race unique to the Midgard setting from Kobold Press - decides to take up martial arts), the Monk of the Compliant Style Rod (who specialises in use of the bo staff), the Monk of the Glorious Endeavour (who seeks enlightenment through the mastery of but a single weapon, he won't even touch anything else), the Monk of the Peerless Mountain (who specialises in kick attacks, think savate), the Paper Drake Monk (whose philosphy is rooted in origami...), and the Six Talismans Monk (dedicated to protecting others through the use of magic items as well as martial skills). Whatever sort of monk you want to be, you'll find something of interest here.

Then attention turns to the ninja, with some new master tricks to expand on the class abilities, and of course new archetypes: the Elemental Ninja (who utilises knowledge of the elements alongside acrobatics and martial skills) and the Mist Stalker (who is exceptionally stealthy, using shadows and mists - natural or otherwise - to advantage).

Next there is a selection of new feats which could suit anyone wanting to use the martial arts, built around several new martial arts styles. Each style gives you progressive access to a list of feats to enable you to develop your skill in a particular direction. If that's not enough there are also some new exotic weapons with which to get to grips... fancy attacking with a horse tail whisk, an iron flute or a farmer's hoe?

In summary, then, this supplement provides a lot more options for monks and ninjas, a chance to develop a distinctive style and achieve renown as a legend in your own lifetime.


An Endzeitgeist.com review

3/5

This pdf is 18 pages long, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 14 pages of content, so let's take a look!

After one page of cover art sans fonts (nice if you need a hand-out!) and further reading advice, we delve right into the new content for monks:

-Beast-Soul Monks gain animal companions at the cost of flurry of blows and stunning fist and may transform into an animal as appropriate for their style - i.e. a crane-style monk would get a bird as an animal companion and could learn transforming into an animal - usually in an analogue to the beast shape spells and with the exception of the mantis-style, which would work as per vermin shape.

-Clockwork Monk: Now if the name wasn't an indicator - this particular archetype is tied to Midgard's Gearforged race of sentient constructs and thus comes with some uncommon design-choices - for example the fact that instead of still mind, they get bonus hp and that they actually are proficient in armors etc. They can also choose a utility, which is included in their rebirth as clockwork beings - and ties said mechanic to some class benefits, making this a true racial archetype, not just one that had a race slapped on. The capstone transformation into an inevitable lacks bold letters for its name, though - a minor formatting glitch.

-Monks of the Compliant Rod Style are masters of combat with quarterstaffs and Bo-Staffs and may enhance the damage the deal via ki to progressively make their weapons count as bigger sizes regarding the damage dice.

-Monks for the Glorious Endeavour get only ONE weapon proficiency which may be exotic, but can't be changed. When wielding anything but this weapon, the monk gets severely impeded and unarmored strikes don't get as fast a progression. As an upside for these detriments, these monks may call their weapons to their hand by spending ki, get some bonus feats and may e.g. mix weapon and unarmed attacks in their flurries. Their chosen weapon also becomes more resilient in their hands and starting at 9th level, they can actually use unarmed strike feats in conjunction with their weapon. Beyond these levels, the monks may spend Ki to ignore set amounts of DR. As a disturbing nod for DMs, the Darkhul Hunger Monks are mentioned - and their idea is rather cool, though the entry is missing a blank space, combining two archetypes that modify the same class features.

-One of these being the hungry ghost, the other being the Monk of the Peerless Mountain archetype, who gets a different array of monk feats and is particularly adept at cleaving foes via kicks, not incurring the usual -2 penalty to AC and have abilities centered mostly on cleave - whether more movement, ki-powered rerolls or not even requiring the foes to be cleaved being adjacent thanks to ki.

-Inspired from my favorite Drake from the Book of Drakes, the Paper Drake Monks get DR versus bludgeoning, may reduce or enlarge themselves and may spend later 4 ki to turn into A SWARM OF PAPER CRANES. Yes. You read right. And while said swarm-form is only based on the bat swarm when an original one would have imho been cooler, the idea is AWESOME.

-The final new monk archetype would be the Six talismans Monk, who may imbue his ki in paper talismans for devastating effects - and I'd commend it. If only I wouldn't vastly prefer Rite Publishing's more complex Sutra Magic from Heroes of the Jade Oath. So yeah, nothing wrong here, I just prefer a more complex and less class-tied system.

So that's it for monks - what about Ninjas? Well, they first get 4 new master tricks -gaining elemental fist, elemental arcane school benefits at 1/2 level, turning to mist for 1 round powered by Ki - the latter getting a cool follow-up that allows the ninja to let him/herself be inhaled, dealing unarmed damage if the target doesn't manage to cough up the ninja - unfortunately, the rules-language is a tad sloppy here - first of all, the ability once refers to a monk, not a ninja - which is a minor oversight. Secondly, though, and more grievous - what happens if a ninja gets partially inhaled and runs out of ki? Can the target still attack the ninja? What about casters, do they still have line of sight versus wisps of ninja-gas? The ability is so cool, but fails to specify too much to be of any use.

After that, we get a new archetype, the elemental ninja, who gets an elemental arcane school in place of ninja tricks gained at 4th, 8th, 12th etc. levels and poison use. Okay, I guess, but not too exciting. The second archetype is the Mist Stalker, who replaces poison sue with the Shadow Strike feat and may detract concealment granted by clouds etc. - to the point where they get a limited blindsense in them while having at least one point of ki. Also okay, if a bit specific for my tastes.

After these, we delve into the section on new feats and unsurprisingly, we get a lot of new styles: Broken Mirror, Death Butterfly, Desert Scorpion, Eagle and Nightwave Style - though the feats aren't limited to them, including e.g. a feat that allows the bo staff to be sued as a reach or double weapon, one to affect undead with your paper seals as if they were living - which is weird, for the damage-dealing aspects, holding them etc. should work - blindness/deafness wouldn't, but still. Not sold that this works as intended. A damage upgrade for the paper talismans is nice, but imho should not be a feat and rather part of the archetype's array of abilities, but of well - the fact that it can be taken multiple times is nice for those wishing to specialize on the talismans. Gearforged monks may deal damage while grappling by shredding foes with their gears (cool!). What should come under very close scrutiny by any DM allowing it is the Coiled Strength-feat - requiring dex 13, BAB +1 and weapon finesse, it allows the character to use dex-mod for damage rolls instead of str when using flails from the monks weapon group - the weapon-type is limiting, yes, and 2 feats are a significant investment, but I still can see potential issues arising here. Combination Finish, on the other hand, is cool - increasing the DC by +1 when using punishing kick, stunning fist or elemental fist for every preceding successful consecutive unarmed strike during that full attack. "Finish him" indeed.

Speaking of cool - using polearms as help via acrobatic fighting styles also gets a well-crafted feat-representation as does the iconic one-inch punch. While the feat's execution is nice, it's the second take on the mechanic I know after Little Red Goblin Games' Heroes of the East 3: I prefer LRGG's representation of how the attack works over this one, but this feat's results - thus I'll combine them in my home-game - the joys of brewing... High level monks may also take a feat to use multiple stunning strikes per round.

But back to the styles: The Broken Mirror Style requires Shadow Clones or Mirror Images - netting you an additional one that may exceed your maximum and impeding foes by being more varied, allowing you to feint better. Even cooler, when one of these images is destroyed, via the feats that build up the style, you may make an AoO versus the foe - and if you crit with another of the style's feats, you gain additional mirror images. Uncommon and cool idea for a style

The Death Butterfly Swarm requires the use of elemental fist and deals an additional 1d6 acid damage in the round after the hit, as larvae of shadowy butterflies feast on your foe. Additionally, it allows for the use of stunning fists and elemental fists via a select array of weapons. Aforementioned damage can be extended further and deflecting projectiles can be done while armed and finally, you may spend uses of elemental fist to have your larvae hatch and erupt, dealing more damage and potentially nauseating infected foes.

The Desert Scorpion style improves your CMD versus bull rush, drag, reposition and trip at the cost of 10 ft. of your movement (or 5 ft. if you already are slower than 30 ft.) and count as one size smaller, with all the resulting modifications to AC, damage etc. The follow-up feat allows you to not take a penalty to unarmed attacks while being grappled/grappling and even allows you to fight back at -4 when pinned. The final one offsets the decreased damage from the size-modification and allows you to follow up combat maneuvers with a free trip at -4.

Eagle Style, unsurprisingly, allows you to deal slashing damage via your attacks - and is BROKEN AS ALL HELL.: Why? because it allows you to, upon performing a dirty trick, to make a foe unable to vocalize or speak instead of the usual results of the maneuver. No save, nothing -lethal versus spellcasters. Plus, it does not specify how long that works - I assume as long as e.g. a trip-condition would last etc. - but how does one end it? Moving away? CMB? Don't know- Broken. The follow-ups allow you to follow crits with combat maneuvers and apply second dirty trick results when beating your foe's CMD by 10 or more - nice both. If only the basic feat wasn't broken.

The final new style is the Nightwave style, which adds wis to con-checks to avoid drowning and to swim-checks, can move unimpeded through watery terrain, deal slashing damage with unarmed attacks and take no penalty when fighting underwater. As follow-up, you may hold your breath longer, never run risk of inhaling a poison when holding breath and deal additional bleed damage versus foes that are unaware of your presence and use stealth to hide blood and bubbles underwater. The final one allows you to use elemental fist to hit all creatures adjacent to you with freezing cold, darkening additionally the water underwater and when used above water, it makes the air count as underwater for one round for various purposes - interesting design-choice there!

We also get 7 new monk weapons ,from sun and moon rings to wind and fire wheels and alos e.g. horse tail whisks, iron flutes, tamo canes - and even a farmer's hoe!

Conclusion:

Editing and formatting are still good, though not up to the standard we usually get to see from Kobold Press - I mentioned a couple of the minor glitches I found herein. Layout adheres to a per se beautiful two-column full-color standard that is sufficiently printer-friendly and the artworks are neat. The pdf comes fully bookmarked for your convenience.

Author Jerall Toi has created a nice array of options here - and honestly, after checking out the monk archetypes, I thought we'd be looking at a 5 or 4-star file here - while they didn't blow me all away, I liked them well enough - but alas. Then the Ninja-section began and somehow, it feels like the pdf takes a nosedive from here - from the problematic master-trick to rather bland archetypes to feats that could have used some additional balancing, the flaws accumulated. Now don't get me wrong - this isn't a bad supplement by any means - but its flaws also mean it I can't consider it for the highest honors that some cool concepts like the Nightwave or Broken Mirror Styles would warrant - hence, as much as I don't want to, I'll have to rate this down to 3 stars - an ok, but not by any means perfect supplement.

Endzeitgeist out.


Great iconic kung fu archetypes and feats, needs a sequel focused on Talismans!

4/5

This is Kobold Press's fifth book in the New Paths series. This one marks a departure from the others as it does not present a new class for the Pathfinder Game (like the Battle Scion or Shaman New Path) or present a class variant (like the Spell-Less Ranger New Path). This books contains 7 archetypes for monks and 2 for ninjas, plus a series of new feats, new weapons and new ninja master tricks.

The book is 18 pages long and has 14 pages of content when cover, credits, OGL text and add are not counted in.

Before I continue I must say that I have some archetype fatigue because they have becomed what Prestige Class were to 3.5. Too numerous, sometimes fillers, some power creeps (with combos), some are just bad and we will never be able to play them all (sad panda). I feel the same with feats and would prefere sub-systems or alternative rules to archetypes and feats. So with that being said, how well does this book do?

The first archetype for monks is called Beast-Soul Monk. Yes, this is an archetype that deals with fighting styles named after animals, but with a twist. You get a animal companion right from the start in exchange for your flurry of blows and stunning fist abilities. Difficult trade off since those are very iconic abilities. Of course, you do get a very iconic animal in exchange for it. The animal must match you fighting style (e.g. crane, monkey, mantis), so the choice is limited. The matching combat style feats are added to the list of bonus feats the archetype gets. At later levels you can spend ki points to transform into your animal, using the beastshape spell. An interesting archetype, both for PCs and NPCs that does seem balanced and adds variety to the monk.

The second monk archetype is a racial archetype (Gearforged race) specific to Midgard, the Cloakwork Monk. The Clockwork Monk is proficient with light and medium armor (!), but still takes relevent penalties from wearing the armor. The first ability the Clockwork Monk gets is that it adds all feats with gearforged as a prerequisite to his list of bonus feats. This is interesting, but it is also the weak part of this archetype. You need other books from Kobold Press to get the full potential of this archetype (of course, Gearforged fans probably already have those). The Clockwork Monk gets bonus 2 hp at level 3. He also gets +2 hp for every feat with Gearforged as a prerequisite that he has. This replaces the still mind ability. Starting at level 5, while wearing light armor gained with a Gearforged feat, the Clockwork Monk can use flurry of blows, at level 11 he does not lose fast movement while wearing armor and finally at level 17 he doesn't lose his AC bonus while wearing armor. These abilities replace purity of body, diamond body and timeless body. All very interesting and powerful ablities. The crowning touch is the new capstone ability at level 20, inevitable form. I like this archetype, it would make an interesting NPC. Althought Gearforgeds are from Midgard's campaign setting, they can be used in any setting the GM wants them to be in. I suppose that the archetype could also be adapted to Eberron's Warforged or maybe even Golarion's Android race (Inner Sea Bestiary) with some work and imagination.

The third archetype is the Monk of the Compliant Style Rod. Translation, a monk specialized in combat with a staff (either bo staff or quarter staff). This is not a super flashy archetype or very original one, but it is very much an iconic one since staff masters are very present in kung fu flicks. I can see players wanting to use this archetype. Some of the feats contain in this book help support it. I like!

The fourth is Monk of the Glorious Endeavor. This archetype is essentially a way to get a monk to be specialized in one weapon (any, even exotic), but only one weapon. An interesting idea even if already tapped (e.g. the previous archetype mentioned here), but this one gives you more freedom to build your desired character as you get to choose the weapon. The problem I have is that the abilities gained are rather generic, numerical and thus boring. This archetype was a miss for me.

We then get a short box text for Darakhul Ghoul (Midgard campaign setting) monks. Essentially you get to combine two archetypes even if you usually could not, and get the Darakhul Hunger Monk. Pretty cool, but I am bias as I love Wolfgang Baur's Darakhul Ghouls. If you are not familiar with Darakhul Ghouls, just use a Ghast, a Ghast Lord from Minotaur's Monster Focus: Ghouls, the Dread Ghoul template from Green Ronin's Advance Bestiary or the Ghul template form Super Genius Game's Simple Monster Templates. I like!

The fifth archetype is the Monk of the Peerless Mountain. Flavor wise this is a monk that focuses on kicks. Mechanic wise, this is the monk that focuses on Cleave. Maybe this will be popular with some players. It depends on the games and the usual number of monster present in fights.

The sixth archetype is the Paper Drake Monk. Origami! This is mostly a defensive archetype, comparing the monk to a sheet of paper. The monk can "fold" himself, increase or reduce is size, get DR/slashing or piercing, stuff like that. The cherry on top is that the monk can transform himself in a paper crane swarm. Not a bad archetype flavor wise, but I'm not sure a lot of players will pick this one.

The seventh archetype is the Six Talismans Monk. This is a cool one! Talismans are basically a piece of paper with words on it that have magical effects when thrown or place on a creature. Plus the monk gets to use his Wis for UMD! I like this one a lot. Very flavorful and evocative. Just this archetype is worth the price of the book. This is probably because this is almost a new class that uses a new type of magic. This should get a sequel, a New Path book expending rules for talisman magic (like can I burn it off a affected creature?). There are three feats that support this archetype, but many more would be welcomed. Some magic items too. I do have a question about the wording of Greater Paper Talisman. Does this mean the paper talisman deals 3d6 + Wis points of damage when you take the feat for the first time or that it deals 2d6 + Wis points of damage? Still great addition to a game. I can't wait to drop this one on unsuspecting players.

Next we get four new master tricks for ninjas. Empty form and smoke demon are peticularely effective. You transform into mist (Empty Form) that can be inhaled, causing unarmed strike and sneak attack damage (smoke demon)!

Elemental Ninja is the first ninja archetype. You get the abilities specilist wizards of elemental school (Advance Player's Guide) get. Interesting, but I wonder if players will choose this one.

The second ninja archetype is the Mist Stalker. This one is a simple archetype that can be used to build a ninja that is reduce his miss chance combating in mist or fog and gains blindfight. Smoke bomb ninjas rejoyce! GMs too *evil laugh*.

Now we have 25 new feats. 15 of them are style feats, 3 feats per style that means 5 new styles total. I won't go over all of them just the ones that stand out. The Broken Mirror Style is the most evocative one. It is a style for ninjas who have the shadow clone trick or PCs that can cast mirror image. It is very cool, giving you extra clones and letting you make AoOs when a clone is popped. Nightwave Style is interesting as it is the underwater combat style. It gives you slashing damage with your unarmed strike, deals bleed damage and lets you hide in the cloud of blood (!) that comes with the bleeding. It is usable outside of water environment, but not at its peak efficiancy.

One-Inch Punch is a very iconic feats for kung fu fans and I think it delivers when it comes to the mechanics. You basically combine a Stunning Fist with a bull rush maneuvre. Ring the Bell is great, it lets you use Stunning Fist twice in a round. Ashame monks can only take it a level 11. The three talisman feats are good and compliment that archetype (one for increase damage, one to affect undead as if they were living creatures and one to make the damage half divine damage). I would like to see feats that are designed to hinder outsiders, undeads, maybe feys. Maybe a feats to target objects (e.g. seal a room or chest) or expand what the taslimans do (e.g. protection from evil, remove curse, etc). Like I said, this could fill an entire New Path book. Coiled Strenght is pretty cool. You get your Dex bonus to attack and damage rolls made with flails with the monk weapon quality and staves for those with Bo Staff Master and Quarter Master Staff feats! Combination Finish is a feat that gives you a bonus to the DC of your Stunning Fist for every prior hit you made this turn. Not a great one since it really is a "gambling" feat with a reward that is just meh if you pull it off.

Finally, we get 7 new weapons from the orient.

For a book I was curious about (love monks and ninjas), but not too enthusiastic about (archetypes are sort of meh for me) and mostly bought because I trust the quality of Kobold Press books, this was overall a good read with lots of elements GMs and players will happily glean from.

This is a quality book, like we expect from Kobold Press (this is why I support their Deep Magic Kickstarter). For 3,99$ you get your money's worth. I recommand this New Path, if only for the Six Talismans Monk archetype (that needs a full book!) and the Broken Mirror Style feats. They are very iconic and flavorful, not to mention useful. I do feel like there is some filler in the book though, and the Midgard focused racial archetype limited my appreciation. I give this book 4 stars out of 5.

Enjoy!


Webstore Gninja Minion

Now available!

Shadow Lodge

Ah hell. Another thing to buy.

Liberty's Edge

Mission accomplished then!

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

A bit of a new direction with this release, revisiting existing classes. However, I think the design is going to get the ki-based players pretty excited.

Silver Crusade

Might grab this! Like the ideas


I picked this up last night, great work. Love the Midgard tie-ins. I'm going to be buying the suggested Midgard books.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

I'm glad those little notes and sidebars helped! The editor and I had some calm-but-firm discussions about what to include, how to treat setting material, and so on. I was mostly on the side of less Midgard, oddly, because I think of New Paths as not a Midgard series at its heart.

Sounds like we got it about right: the mechanics and styles and items are all setting-neutral, but there's pointers to additional monk material in Midgard for those who want to take a look.

RPG Superstar 2011 Top 4

The results of a childhood (mis)spent watching martial arts films :)


Shiny !

I really like the New Paths series, and I will definitely buy this when my bank account will agree.

I hope there will be a Hero Lab file for it at some point, though ; the Spell-Less Ranger was able to bedazzle at my table because of its HL support :-).

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

The whole New Paths series will have HL support someday, but it might be some time before this one gets full HL files.

Which, you know, might give your bank account some time to catch up. This one is definitely worth keeping in the cart until then.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Do you think it would be a good idea to mention this PDF in the infamous Monk thread, or better not to poke that hive with a stick?


Wolfgang, my friend, if you tried to post it to the monk threads, you wouldn't get anything else done until Sunday.

Plus, I think that the flurry of changes to flurry of blows thread is locked.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Perhaps for the best. My kung fu fighting skills are not what they once were.

(Seriously, I had a green belt and broke boards. It was good fun until a buddy left a tournament with a cracked rib.)

Liberty's Edge

Wolfgang Baur wrote:

Perhaps for the best. My kung fu fighting skills are not what they once were.

(Seriously, I had a green belt and broke boards. It was good fun until a buddy left a tournament with a cracked rib.)

Hey, cool! I had a brown belt in Isshin-ryū karate. Unfortunately, music and girls started taking up more and more of my time as I got into my later teens and karate kind of took a back seat :)

Oh, congrats on this hitting the Top Ten list!

Webstore Gninja Minion

2 people marked this as a favorite.
Marc Radle wrote:
Wolfgang Baur wrote:

Perhaps for the best. My kung fu fighting skills are not what they once were.

(Seriously, I had a green belt and broke boards. It was good fun until a buddy left a tournament with a cracked rib.)

Hey, cool! I had a brown belt in Isshin-ryū karate. Unfortunately, music and girls started taking up more and more of my time as I got into my later teens and karate kind of took a back seat :)

Oh, congrats on this hitting the Top Ten list!

So you were a...

*sunglasses*

...karate kid?

RPG Superstar 2011 Top 4

Marc Radle wrote:
Wolfgang Baur wrote:

Perhaps for the best. My kung fu fighting skills are not what they once were.

(Seriously, I had a green belt and broke boards. It was good fun until a buddy left a tournament with a cracked rib.)

Hey, cool! I had a brown belt in Isshin-ryū karate. Unfortunately, music and girls started taking up more and more of my time as I got into my later teens and karate kind of took a back seat :)

Wow, I didn't know that either of you had a hidden martial arts origin story. I practiced Goju Kai Karate and Judo during school, a smattering of Wing Chun and Shaolin thereafter, and got a few broken bones every now and then.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

1 person marked this as a favorite.

That is quite a range of styles!

I tried Tai Chi for a bit, found it wasn't for me, but for what it's worth, the tradition is moving to the next generation.

My daughter is learning ninjitsu.


1 person marked this as a favorite.
Wolfgang Baur wrote:
My daughter is learning ninjitsu.

I approve.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Ok, this is the #2 bestselling download this last week, but it hasn't gotten a review.

Do the Pathfinder reviewers fear the quivering palm strike? Have ninjas suppressed the truth? Surely someone must be willing to put these ki-based classes through the wringer, yes?

I await a review-sensei's words of wisdom. This adept endures and waits.

Hidden Knowledge is Hidden:
Seriously, no reviews?

This is written by a pretty sharp venture-captain with a pretty deep and encyclopedic knowledge of martial arts film. And after that giant monk thread that Would Not Die, I figured *someone* would weigh in.


I bought it on DTrpg yesterday. I like what I read so far (Broken Mirrorz for the winz!!1!).

I'll see if I can write a review tomorrow.

I do have to say that I have some archetype fatigue. They are starting to be like the PrC of 3.5. Too many of them. They are like filler.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Yeah, I hear you on archetypes, though I do love the good ones.

Fortunately, there's more styles, feats, and weapons in this one than in some past New Paths.


Reviewed!

Like I said once or twice in the review, I would love to see a New Path expending the paper talismans magic.

This deserves more attention. Maybe not a full class, but certainly more feats and some magical items, not to mention clarify a bit talismans mechanics.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Thank you for the review! I agree that the paper talismans is wonderful stuff, and Broken Mirror likewise.

We'll see whether the Expanded Monk gets further expansion. :)


Well it certainly seems like monks are popular. This book was the #3 downloaded in the Paizo store this week. SGG's Tatented Monk was #2.

People love that class. This is why there are so many rants about it being under powered.

Contributor

I'm *really* jazzed about this... More monk stuff is always good! And the price is noting to whine about, either. Well done! You have sparked my muse... I so want to write a monk character as a PFT protagonist. Maybe we can all corner Sutter at PaizoCon and buy him beer until he agrees!

RPG Superstar 2011 Top 4

goldomark wrote:
The seventh archetype is the Six Talismans Monk. This is a cool one! Talismans are basically a piece of paper with words on it that have magical effects when thrown or place on a creature. Plus the monk gets to use his Wis for UMD! I like this one a lot. Very flavorful and evocative. Just this archetype is worth the price of the book. This is probably because this is almost a new class that uses a new type of magic. This should get a sequel, a New Path book expending rules for talisman magic (like can I burn it off a affected creature?). There are three feats that support this archetype, but many more would be welcomed. Some magic items too. I do have a question about the wording of Greater Paper Talisman. Does this mean the paper talisman deals 3d6 + Wis points of damage when you take the feat for the first time or that it deals 2d6 + Wis points of damage? Still great addition to a game. I can't wait to drop this one on unsuspecting players.

I'm glad that you liked the Six Talismans Monk. If I had any concerns, it was with this archetype, since it deviated from the base monk by quite a margin. So, I'm very happy to hear some positive feedback. To answer your question, when first selecting Greater Paper Talisman, damage increases to 3d6 + Wis. When selecting it for a second time, it increases to 4d6 + Wis. Or, in other words, when selecting it n times it equals 3d6 + (n - 1)d6 + Wis.

Thanks for the review. :)

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

And I'm happy to say that new Six Talismans monk gets additional feats today on the Kobold Press blog, written by the designer Jerall Toi (jatori).

Go take a look.


Reviewed first on Endzeitgeist.com, then submitted to GMS magazine and Nerdtrek and posted here and on OBS.

RPG Superstar 2011 Top 4

Endzeitgeist wrote:
Reviewed first on Endzeitgeist.com, then submitted to GMS magazine and Nerdtrek and posted here and on OBS.

Thanks for the review Endzeitgeist!

As for your questions regarding the duration of Eagle Style's silence effect - it's meant to use the standard dirty trick mechanics regarding duration and means of removing the condition.


As always, if the file gets updated, I'll be happy to revise my review. :) By the way, since it's the first pdf you designed I've read - Kudos! Some really awesome ideas herein - I definitely will use the Broken Mirror and Nightwave styles. :)


So I am going to be 100% honest and say this doesn't hold any interest for me unless someone breaks it out in edges and talents for The Talented Rogue and The Talented Monk.

I know Owen Stevens has done tie-ins between Kobold stuff and Genius stuff before (Spell-Less Ranger). Any chance you can convince him to write an addendum on your Path stuff, so it ties into the brilliant Talented pdfs?

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

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Interesting take. And of course the kobolds enjoy working with Owen, but I have no idea whether he would be amenable to that sort of conversion.

It really works very well as it stands, especially the monk styles and items.

Liberty's Edge

Announcing the New Paths Compendium from Kobold Press!

New Paths Compendium includes:

  • 28 new archetypes for monks, ninjas, gunslingers, barbarians, fighters, clerics, and 7 Compendium classes
  • 7 tracking sheets for animal companions, favored enemies, prepared spells, summoned monsters and more
  • 20 new spells for druids, rangers, shaman, and more
  • Almost 100 new feats for new and existing classes

The seven Compendium classes each bring something new to your Pathfinder Roleplaying Game:

  • The spell-less ranger, a skilled warrior of the wilderness
  • The shaman, with otherworldly new abilities and an animal spirit guide
  • The battle scion, a master of sword and spell
  • The white necromancer, wielding death magic for the side of Good
  • The elven archer, deadly ranged fighter capable of astonishing feats of marksmanship
  • The savant, master of all trades (if only for an instant)
  • The all-new theurge class, combining arcane and divine power!

You can check out the NPC's product page right here on Paizo.com as well:
New Paths Compendium

Community / Forums / Paizo / Product Discussion / New Paths #5: The Expanded Monk and Ninja (PFRPG) PDF All Messageboards

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