| hallucitor |
Since we are heavy into the discussions of how to keep things 3.x compatible as far as playing yet make it a bit different, could we do something about monks?
The one thing that I really, really hate about this class... other than I think its way too powerful in many aspects, is that the Specials you get are too specialized, almost making it more of a prestige class than a core class.
What I am talking about is this... I imagine monks in various monasteries, all learning their own school's particular secrets... and there are claims that each is unlike the other...
The Way Of The Mantis, The House Of The Morning Tiger, Path Of The Exploding Monkey, Art Of The Fallen, Moss Encrusted Tree Branch, Order Of The Snickering Gerbil... all distinct in their approach... "Compare your Levitating Fingernail to my Vomiting Tiger's Ear! Hiyahh!"
Then, by some strange force of universal, cosmic coincidence... all monks of all disciplines learn the exact same abilities in the exact same path.... flurry of blows, still mind, wholeness of body, diamond soul, quivering palm, tongue of the sun and moon, slow fall any distance....
Ugh.
Could we, perhaps, have say.. Monk Specialties... it would make the section already longer for monks than it is as standing... yes, the major setback... but instead of choosing the exact specialty given, could we instead offer 3 or 4 different choices, all roughly similiar on a power scale to one another... and you choose the one you want?
Better yet, could some of these simply be replaced with monks gaining a spell like ability once per day? And the monks could choose amongst a small handful of spells? I could see feather falling as good, endure elements great, and charm person as allowing one's self to use a few mind tricks on others.
Yes, perhaps that might be best... spell like abilities over current Specials?
| hallucitor |
Here are some of the spells that I think would help to make better monk abilities (as spell like abilities) over the current specials....
I'm about tempted, for that matter, to create an optional monk class and post it if desired for preview of how this might work. Anyone interested?
Here's the spells so far...
Good spell like abilities to consider for a newly developed monk.
0 level spells-
Daze
Know Direction
Mage Hand
Message
Touch Of Fatigue
1st level spells-
Endure Element
Shield
Mage Armor
Obscuring Mist
Comprehend Languages
Detect Secret Doors
True Strike
Charm Person
Hypnotism
Burning Hands
Shocking Grasp
Disguise Self
Ventriloquism
Cause Fear
Chill Touch
Animate Rope
Expeditious Retreat
Jump
2nd level spells-
Protection From Arrows
Resist Energy
Fog Cloud
Glitterdust
Detect Thoughts
Locate Object
See Invisibility
Daze Monster
Hideous Laughter
Gust Of Wind
Shatter
Blur
Invisibility
Scare
Bear’s Endurance
Bull’s Strength
Cat’s Grace
Darkvision
Eagle’s Splendor
Fox’s Cunning
Knock
Levitate
Owl’s Wisdom
Pyrotechnics
Spider Climb
Whispering Wind
3rd level spells-
Nondetection
Protection From Energy
Stinking Cloud
Arcane Sight
Clairaudience/Clairvoyance
Tongues
Hold Person
Suggestion
Wind Wall
Displacement
Blink
Gaseous Form
Haste
Keen Edge
Slow
| Stephen Klauk |
Customizable monks would definately be nice - perhaps best done along the lines the Rogue gains his talents.
Here's what I was considering for my own campaign - monk "styles"
Eagle Style
Use the standard progression table for the monk for Eagle style. This is considered the standard style for monks unless otherwise specified.
Bear Style (stamina)
AC bonus is improved to +1/3 levels
Use full BAB instead of ¾ BAB
replace Flurry of Blows with the Rend ability (which won't really kick in until BAB is 6+)
replace Evasion at 2nd level with Uncanny dodge,
Bonus Feat (1st): Improved Grapple,
Bonus Feat (2nd): Stability (as dwarf ability),
Bonus Feat (6th): Improved Sunder,
loses Fast Movement ability
replace Slow Fall with DR 1/- starting at 7th level, increasing +1 every 3 levels (as per barbarian)
replace Improved Evasion with Rage (as per barbarian)
replace Abundant Step with Defensive Stance (as per Dwarven Defender)
replace Quivering Palm ability with Divine Power (as cleric spell)
replace Empty Body with Iron Body (as wizard spell)
Cheetah Style (Speed)
Bonus Feat (1st): Dash (+5 to base movement rate)
Bonus Feat (2nd):Combat Reflexes
Bonus Feat (6th): Spring Attack
Fast Movement: +10 base move every 2 1/2 levels instead of every 3
Ki Strike: Magic only
replace Purity of Body with Energy Resistance 5 (one type)
replace Diamond Body with Energy Resistance 10 (one type)
replace Quivering Palm with Flurry while spring attacking 1x/day
replace Empty Body with Blink
Crane Style (Elegance)
Bonus Feat (1st): Deflect Arrows
Bonus Feat (2nd): Combat Expertise
Bonus Feat (6th): Improved Disarm
Ki Strike: gain Magic and Lawful only, delayed one level
replace Diamond Body with constant Death Ward (as cleric spell)
replace Empty Body with Overland Flight (as wizard spell)
Dragon Style (Supernatural)
Bonus Feat (1st): Stunning Fist
Bonus Feat (2nd): Deflect Arrows
Bonus Feat (6th): Project Chi
replace Slow Fall with ability to cast Divine spells as 1/2 level caster [use Paladin spell progression] from Sun, Travel, Law and Protection domains (does not gain domain powers).
Monkey Style (defense)
Bonus Feat (1st): Dodge
Bonus Feat (2nd): Deflect Arrows
Bonus Feat (6th): Improved Disarm
replace Ki Strike with DR 2/magic. Improve DR by 2 points every 3 levels thereafter
Wholeness of Body: heal 4 hit points per level of monk, instead of 2.
lose Diamond Soul
replace Quivering Palm with ability to cast Ressurection 1x/week as a cleric of equal level
replace Empty Body with Improved Invisibility
Snake Style (Quick Strikes)
Use full BAB instead of ¾ BAB
Bonus Feat (1st): Stunning Fist
Bonus Feat (2nd): Combat Reflexes
Bonus Feat (6th): Improved Trip
replace Abundant Step with Freedom of Movement (as per Cleric spell)
replace Improved Evasion with Uncanny Dodge
replace Slow Fall with Charm Strike.
Charm Strike (Su): Declare you are using the charm strike before you make an attack roll. If you hit with a unarmed strike you do not deal damage but instead the victim must make a Will DC 10 + 1/2 monk level + Wis modifier save or fall under the effects of a Charm Person spell that lasts 1 minute/level. You can only attempt a charm strike on an individual once per day.
Tiger Style (Attack)
replace AC bonus with increase in hit die to 1d8 per level
increase Unarmed Strike by 1 die step (2d10 increases to 3d6)
Use full BAB bonus instead of ¾ BAB bonus
Bonus Feat (1st): Stunning Fist
Bonus Feat (2nd): Martial Strike
Bonus Feat (6th): Improved Trip
replace Evasion with Uncanny Dodge
gain Ki Strike (Silver) at 3rd level
gain Ki Strike (Imbue Weapon) at 7th level. This allows the monk to imbue monk weapons he uses with his Ki power while held.
lose Slow Fall ability
lose Purity of Body
replace Wholeness of Body with Diehard feat
lose Improved Evasion
replace Abundant Step with Dimensional Anchor (as per wizard spell)
replace Empty Body with Nondetection (as per wizard spell)
| hallucitor |
Stephen...
Yeah! This is the kind of stuff I like... granted, its a different approach than my idea but it works just as well.
I would like to see Monks being more optional stylish, perhaps where you choose things like Quivering Palm from a list of three or four options, rather than just having to take quivering palm.
Your ideas thus far are more true to the monks that I envision than what is currently available.
| Anry RPG Superstar 2011 Top 16 |
On a chat-based D&D site, I've been developing Fighting Styles. It followed the template of replacing the 3 bonus feats, giving a bonus to a skill check, and at 6th level if you met the prereqs you gained a special ability. I also created a pair of feats which expanded off each set of fighting styles, which further honed their skill in the style. They were available at 9th and 15th.