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Topics - erbem

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Homebrew and House Rules (D&D) / Monk of the Three Immortals (2.0)
« on: January 18, 2017, 10:20:55 AM »
It's back, my Monk rewrite (original post: http://www.minmaxboards.com/index.php?topic=11238.0 ). Nevermind that the last post was ~3 years ago. Power has been toned down somewhat, and an attempt at streamlining was made. Again, I'm trying to place the Monk in the tier 2-3 range in terms of power and versatility.


Legends tell tales of three martial arts masters, who, through deep meditation and devotion to the arts, learned the secrets of immortality. As word of their accomplishment spread, the political leaders of the surrounding realms dispatched envoys to bring these three to their courts so they could learn the Undying Secret. But the Three quickly realized that all who came in search of their discovery wanted it merely for personal gain. Every messenger was turned away, every potential pupil rejected, and every scholar seeking wisdom was denied. This rejection angered many of the political leaders, and one in particular, a powerful warlord, send his armies to forcibly capture the Three. Months passed, and the army could not be found. Finally, a small band of soldiers, all that was left of the army, returned, and reported that when the army approached and cornered the Three, they disappeared in a flash of light that felled a majority of their forces. The Three Immortals have not been seen since then, but some say that just before their disappearance, they found one worthy pupil…

Adventures: Adventures: A Monk of the Three Immortals sees adventuring as a path towards enlightenment, in hopes to one day join the founders of the style that they have dedicated themselves to as an equal.

Characteristics: A Monk of the Three Immortals is characterized both by his unarmed and unarmored fighting style and by his use of the Arts, which channel the innate energy of the universe to perform incredible tasks. Monks are also known for being incredibly resilient, able to shrug off blows and magical spells that would fell lesser beings – if you can hit them, that is.

Alignment: A Monk’s concerns go beyond the concepts of law and morality, so though they tend towards neutrality, a Monk of the Three Immortals may choose any alignment.

Religion: The Three Immortals themselves form a sort of religious icon for the Monks. However, since every path to enlightenment is unique, some Monks follow other deities that more specifically align with their morality.

Background: Nearly all Monks grow up in a monastery from a very early age. In most regions with a Three Immortals sect, the monastery is known as an orphanage and safe place for those with nowhere else to go. The monastery also serves as a repository of knowledge. Those who come to the monastery later in life are usually not suited for the physical aspect of being a fully-fledged Monk, so instead they are taught the art of reading and writing, and spend most of their days copying books or scrolls. By the time they come of age, most Monks have dedicated themselves to one of three paths, following one of the Three Immortals. Those who follow Gang Wu value strength and physical training, resulting in Monks who are “rough around the edges”. Followers of Min Li study tactics and acrobatics, and tend to be elusive and calculating. Finally, those who follow Zhi Ning seek enlightenment from meditation, valuing self-awareness above all else.
*Note: A Monk’s path has no impact on game mechanics

Races: The majority of Monks are Human, however, due to the monastery’s reputation as an orphanage, Monks of all races have been seen.

Other Classes: Due to their constant, unrelenting quest for enlightenment, Monks often come off as aloof and single-minded to other classes. However, some Monks have adopted the attitude that enlightenment does not lie within one’s self, but in the interactions between themselves and their friends and family, and these Monks have no problem fitting in to new groups.

Role: A Monk’s main purpose is to hit fast and hit hard. They typically use their speed and agility to avoid prolonged combat. Due to the variety of Arts they can learn, Monks can serve a fairly utilitarian purpose, “filling in the gaps” of a party. Depending on the path they choose, Monks can play a secondary role as a front liner, taking hits for those who can’t, or a tactician, controlling the battlefield to make things easier for their allies, or even a ranged striker, hitting foes from afar with his Ki Techniques.

Abilities: Wisdom powers most of the Monk’s class abilities. Strength allows the Monk to hit harder, and Constitution allows them to stay in the fight longer. Some Monks, however, choose to focus on Dexterity, achieving a frustratingly high level of elusiveness for their foes, and deadly accurate, finessed attacks.

Alignment: Any, though the majority are neutral along at least one axis

Level   Base    Fort    Ref     Will    Special
        Attack  Save    Save    Save
        Bonus
________________________________________________________________________________________________________
1       +1        +2      +2      +2      Monastic Training
2       +2        +3      +3      +3      Evasion, Uncanny Dodge
3       +3        +3      +3      +3      Adaptive Style
4       +4        +4      +4      +4      Ki Strike
5       +5        +4      +4      +4      Improved Uncanny Dodge
6       +6        +5      +5      +5      Indomitalbe Spirit
7       +7        +5      +5      +5      Mettle
8       +8        +6      +6      +6      Diamond Body
9       +9        +6      +6      +6      Improved Evasion
10      +10       +7      +7      +7      Improved Ki Strike
11      +11       +7      +7      +7      Greater Flurry
12      +12       +8      +8      +8      Stir in the Void
13      +13       +8      +8      +8      Quickness of Action
14      +14       +9      +9      +9      Diamond Soul
15      +15       +9      +9      +9      Greater Ki Strike
16      +16       +10     +10     +10     Wholeness of Body
17      +17       +10     +10     +10     Timeless Body
18      +18       +11     +11     +11     Sudden Fist
19      +19       +11     +11     +11     Perfect Self
20      +20       +12     +12     +12     Verge of Enlightenment

Hit Die: d10
Table for Class Features
(click to show/hide)

Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge: Arcane, Knowledge: History, Knowledge: Nature, Knowledge: Psionics, Knowledge: Religion, Listen, Martial Lore, Move Silently, Profession, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope

Weapon and Armor Proficiency: Monk’s have proficiency with no armor or shields. They are proficient with the Sickle, Quarterstaff, Spear, Sling, Kukri, Scimitar, Longbow, Shortbow, Kama, Nunchaku, Sai, Siangham, and Spiked Chain.

Starting Gold: 5d4 GP

Class Features
(click to show/hide)

Arts List, Short
(click to show/hide)

2
Homebrew and House Rules (D&D) / Monk of the Three Immortals
« on: September 02, 2013, 12:34:35 PM »
Yeah it's a Monk rewrite. What are you going to do about it? My goal here was simple: make a Monk that could compete with high tier 3 or tier 2 classes. Unfortunately the class itself turned out a bit complex (though in my opinion, no more complex than spellcasting). I'd love some constructive criticism and feedback. It may take me a while to respond though, what with my life so full of daring and adventure, so apologies in advance.


Legends tell tales of three martial arts masters, who, through deep meditation and devotion to the Arts, learned the secrets of immortality. As word of their accomplishment spread, the political leaders of the surrounding realms dispatched envoys to bring these three to their courts so they could learn the Undying Secret. But the Three quickly realized that all who came in search of their discovery wanted it merely for personal gain. Every messenger was turned away, every potential pupil rejected, and every scholar seeking wisdom was denied. This rejection angered many of the political leaders, and one in particular, a powerful warlord, send his armies to forcibly capture the Three. Months passed, and the army could not be found. Finally, a small band of soldiers, all that was left of the army, returned, and reported that when the army approached and cornered the Three, they disappeared in a flash of light that felled a majority of their forces. The Three Immortals have not been seen since then, but some say that just before their disappearance, they found one worthy pupil…

Adventures: A Monk of the Three Immortals sees adventuring as a path towards enlightenment, in hopes to one day join the founders of the style that they have dedicated themselves to as an equal.

Characteristics: A Monk of the Three Immortals is characterized both by his unarmed and unarmored fighting style and by his use of the Arts, which channel the innate energy of the universe to perform incredible tasks. Monks are also known for being incredibly resilient, able to shrug off blows and magical spells that would fell lesser men – if you can hit them, that is.

Alignment: A Monk’s concerns go beyond the concepts of law and morality, so though they tend towards neutrality, a Monk of the Three Immortals may choose any alignment.

Religion: The Three Immortals themselves form a sort of religious icon for the Monks. However, since every path to enlightenment is unique, some Monks follow other deities that more specifically align with their morality.

Background: Nearly all Monks grow up in a monastery from a very early age. In most regions with a Three Immortals sect, the monastery is known as an orphanage and safe place for those with nowhere else to go. The monastery also serves as a repository of knowledge. Those who come to the monastery later in life are usually not suited for the physical aspect of being a fully-fledged Monk, so instead they are taught the art of reading and writing, and spend many of their days copying books or scrolls. By the time they come of age, most Monks have dedicated themselves to one of three paths, following one of the Three Immortals. Those who follow Gang Wu value strength and physical training, resulting in Monks who are “rough around the edges”. Followers of Min Li study tactics and acrobatics, and tend to be elusive and calculating. Finally, those who follow Zhi Ning seek enlightenment from meditation, valuing self-awareness above all else.
*Note: A Monk’s path has no impact on game mechanics

Races: The majority of Monks are Human, however, due to the monastery’s reputation as an orphanage, Monks of all races have been seen.

Other Classes: Due to their constant, unrelenting quest for enlightenment, Monks often come off as aloof and single-minded to other classes. However, some Monks have adopted the attitude that enlightenment does not lie within one’s self, but in the interactions between themselves and their friends and family, and these Monks have no problem fitting in to new groups.

Role: A Monk’s main purpose is to hit fast and hit hard. They typically use their speed and agility to avoid prolonged combat. Due to the variety of Arts they can learn, Monks can serve a fairly utilitarian purpose, “filling in the gaps” of a party. Depending on the path they choose, Monks can play a secondary role as a front liner, taking hits for those who can’t, or a tactician, controlling the battlefield to make things easier for their allies, or even a ranged striker, hitting foes from afar with his Ki Techniques.

Abilities: Wisdom powers most of the Monk’s class abilities. Strength allows the Monk to hit harder, and Constitution allows them to stay in the fight longer. Some Monks, however, choose to focus on Dexterity, achieving a frustratingly high level of elusiveness for their foes, and deadly accurate, finessed attacks.

Alignment: Any, though the majority are neutral along at least one axis

Level   Base    Fort    Ref     Will    Special
        Attack  Save    Save    Save
        Bonus
________________________________________________________________________________________________________
1       +1      +2      +2      +2      Monastic Training
2       +2      +3      +3      +3      Evasion
3       +3      +3      +3      +3      Uncanny Dodge
4       +4      +4      +4      +4      Ki Strike
5       +5      +4      +4      +4      Sudden Fist
6       +6      +5      +5      +5      Improved Uncanny Dodge
7       +7      +5      +5      +5      Indomitable Spirit
8       +8      +6      +6      +6      Mettle
9       +9      +6      +6      +6      Improved Evasion
10      +10     +7      +7      +7      Improved Ki Strike
11      +11     +7      +7      +7      Greater Flurry
12      +12     +8      +8      +8      Flawless Shift (1/day)
13      +13     +8      +8      +8      Third Eye
14      +14     +9      +9      +9      Greater Indomitable Spirit
15      +15     +9      +9      +9      Greater Ki Strike
16      +16     +10     +10     +10     Flawless Shift (2/day)
17      +17     +10     +10     +10     Wholeness of Body
18      +18     +11     +11     +11     Timeless Body
19      +19     +11     +11     +11     Perfect Self
20      +20     +12     +12     +12     Verge of Enlightenment

Hit Die: d10
Table for Class Features
(click to show/hide)

Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge: Arcane, Knowledge: History, Knowledge: Nature, Knowledge: Psionics, Knowledge: Religion, Listen, Martial Lore, Move Silently, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope

Weapon and Armor Proficiency: Monk’s have proficiency with no armor or shields. They are proficient with the Sickle, Quarterstaff, Spear, Sling, Kukri, Scimitar, Longbow, Shortbow, Kama, Nunchaku, Sai, Siangham, and Spiked Chain.

Class Features
(click to show/hide)
*Many class features refer to a state known as "Totally Unencumbered". For a Monk to be considered Totally Unencumbered, he must be unarmed, unarmored, and carrying less than half of his light load.
Arts List, Short
(click to show/hide)

3
[D&D 3.5] Vale - The Dawn of Magic / Main Game
« on: November 14, 2011, 07:48:02 PM »
Just setting everything up. Solara, are you ready?

4
Introduce Yourself / Erbem says hi
« on: November 13, 2011, 03:03:10 PM »
Howdy folks
This is Erbem. Favorite game is DnD 3.5, of course. I usually play a Monk. Outside hobbies include Karate (surprise surprise), running, and physics.

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