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Messages - erbem

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1
Homebrew and House Rules (D&D) / Re: Monk of the Three Immortals (2.0)
« on: January 18, 2017, 10:26:11 AM »
Reserved

2
Homebrew and House Rules (D&D) / Re: Monk of the Three Immortals (2.0)
« on: January 18, 2017, 10:21:28 AM »

Level 5 Techniques
(click to show/hide)

Level 5 Stances
(click to show/hide)

Level 6 Techniques
(click to show/hide)

Level 6 Stances
(click to show/hide)

Level 7 Techniques
(click to show/hide)

Level 7 Stances
(click to show/hide)

Level 8 (epic) Techniques
(click to show/hide)

New Monk Feats
(click to show/hide)


New Monk Items
(click to show/hide)

3
Homebrew and House Rules (D&D) / Re: Monk of the Three Immortals (2.0)
« on: January 18, 2017, 10:21:18 AM »
Arts List, Long

*Techniques marked with † may only be used unarmed

Level 1 Techniques
(click to show/hide)

Level 1 Stances
(click to show/hide)

Level 2 Techniques
(click to show/hide)

Level 2 Stances
(click to show/hide)

Level 3 Techniques
(click to show/hide)

Level 3 Stances
(click to show/hide)

Level 4 Techniques
(click to show/hide)

Level 4 Stances
(click to show/hide)

4
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)

5
Homebrew and House Rules (D&D) / Re: Monk of the Three Immortals
« on: September 07, 2013, 04:56:04 PM »
Overhaul complete! Presenting Monk of the Three Immortals v. 1.7

I've gone through and standardized DCs.

I've replaced Enhancements with Mastery Abilities that function much like augments from psionics, as per everyone's excellent suggestions. Here's how they work:
1. You can only use a number of mastery abilities per round equal to your ki level
2. Mastery abilities marked with an asterisk * can be used multiple times, their effects stacking.

Example:
(click to show/hide)
I hope this makes everything a little clearer and more intuitive. Let me know what you think.

6
Homebrew and House Rules (D&D) / Re: Monk of the Three Immortals
« on: September 03, 2013, 03:56:36 PM »
Hrmm... I do like some of these ideas. Changing multiple techniques to augments would allow for more versatillity and control over power level. Also, if I'm changing things, I might as well go through and fix the save DCs. I could make the saves wisdom based, then just have a feat to change it to Int or Con (int for dex based, con for strength based), but I'm afraid it would just become a feat tax for those builds.

I'll play around with augmentations to see what I come up with, but it may take a while to get through all the techniques and stances.

BTW, to put it in perspective, I've been working on this class off and on for about 7 years. I've started over from scratch many times, making this one version 6. The current word document it's stored on is 60 pages long, so I don't expect anyone to sit down and read it in one go. All that being said, it's great to finally get some fresh perspectives on the mechanics of the class.

7
Homebrew and House Rules (D&D) / Re: Monk of the Three Immortals
« on: September 03, 2013, 12:59:11 AM »
Techniques written as DC = 8+(1/2 Monk level)+(ki level)+[2] are multiple techniques. With multiple techniques, for each time you pay their ki point cost, the quantity in brackets gets multiplied.

Example: A 19th level Monk (ki level 7) uses Quivering Palm, a level 6 technique. He multiplies it three times, paying 3*15=45 ki points. As a result, the DC of the save becomes 8+(1/2 * 19 Monk level)+(7 ki level)+[2 * 3 multiple]=30

The reason I use both ki level and monk level is that I wanted to free up ability scores for people who want to play different types of Monk. I think the reason there are so many Monk fixes out there is because everyone has their own idea of what a Monk should be. In this class, I tried to embody three archetypes of Monk: the strong brawler, the dexterous acrobat, and the wise mystic. In order to do this, I wanted lessen the dependence on wisdom, so someone wanting to play a high strength monk would still be able to use techniques. I realize there is still a slight dependence on wisdom, what with the AC bonus and bonus ki points.

I must say though, your point about "ki level being determined by Monk level, so why have them separate" hadn't occurred to me, although it seems obvious now  :banghead. I'll have to think on what to do about that. For now I suppose one could simply substitute in wisdom modifier for ki level in techniques.

Also, I'll write in somewhere that ki level always refers to the current ki level of the Monk.

8
Homebrew and House Rules (D&D) / Re: Monk of the Three Immortals
« on: September 02, 2013, 05:45:20 PM »
Fixed and toned down Immortal Figurine: only 10 ki points instead of 15, swift action instead of free, can only benefit from one figurine

Fixed AC bonus: now text and table agree

Fixed Fast movement: now has a brief description under Monastic Training

The reason I duplicated the DC's on every technique is that not all of them are the same. There are a few of them (mostly the multiple techniques) that are different, either because it has a relatively weak effect and I wanted to make it easier to hit, or because it has a relatively strong effect and I wanted to make it more difficult to hit.

As far as the class being frontloaded, that's a legitimate concern. My fiancee says she'd love to take a one level dip of this with cloistered cleric to get a couple nice stances and wisdom to AC. They do get a couple of VERY nice options later on in the class though, and high level techniques can pack a wallop.

Thanks a lot for the feedback, keep it coming!

9
Homebrew and House Rules (D&D) / Re: Monk of the Three Immortals
« on: September 02, 2013, 01:30:38 PM »
Fixed, thanks for the spot. Added just below class features. I had it in there at one point, must have been eaten by forum gremlins.

Yup. Definitely gremlins.

10
Homebrew and House Rules (D&D) / Re: Monk of the Three Immortals
« on: September 02, 2013, 12:37:34 PM »
Arts List, Long (Cont.)
Level 5 Techniques:
(click to show/hide)

Level 5 Stances:
(click to show/hide)

Level 6 Techniques:
(click to show/hide)

Level 6 Stances:
(click to show/hide)

Level 7 Techniques:
(click to show/hide)

Level 7 Stances:
(click to show/hide)

New Monk Feats
(click to show/hide)


New Monk Items
(click to show/hide)


11
Homebrew and House Rules (D&D) / Re: Monk of the Three Immortals
« on: September 02, 2013, 12:35:38 PM »
Arts List, Long


Level 1 Techniques:
(click to show/hide)

Level 1 Stances:
(click to show/hide)

Level 2 Techniques:
(click to show/hide)

Level 2 Stances:
(click to show/hide)

Level 3 Techniques:
(click to show/hide)

Level 3 Stances:
(click to show/hide)

Level 4 Techniques:
(click to show/hide)

Level 4 Stances:
(click to show/hide)

12
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)

13
[D&D 3.5] Vale - The Dawn of Magic / Re: Main Game
« on: November 24, 2011, 12:23:47 AM »
The rest of the day passes without incident. It is now around 5:30 in the afternoon, and you have completed your duties for the day. Seral is in his tent, finishing up some paperwork for tomorrow.

14
[D&D 3.5] Vale - The Dawn of Magic / Re: Main Game
« on: November 18, 2011, 03:30:26 PM »
You open the envelope and remove several sheets of paper and a small key. You unfold the paper, and on it is written the following, in the same elegant handwriting as the front of the envelope:

"Dear Madame Chorster,

     Let me begin by apologizing for the mysterious nature of this letter. My name is Orban Cornelius. I am a professor here at the Vale College of Archeological Studies. I am contacting you because I feel I have no one else to whom I can turn. Your father and I were very well acquainted until some years ago when I accepted this position at the college. He often spoke of your courage and kindness, which gives me hope that my plea will not fall on deaf ears.

     Before I continue, I must give you a brief account of events leading up to the sending of this letter. I am rather ashamed to admit that despite being a professor of archeology, I do abhor travel. I have never even left the country. Instead, I leave the travel to my younger, more able bodied students. Normally, I send them out to remote regions and they return with all manner of artifacts and documented local legends and the like. They tend to return in high spirits, perhaps a little more world-wise than when they left. However, one such student did not return in such a state.

     I first learned of his return when I received a letter from the police chief summing me to the city jail. Astonished, I headed down at once, and who should I see behind the bars but my very own student! I learned that he boarded a ship bound for Vale some number of weeks ago, and as the voyage progressed, so demented did his demeanor become that the crew demanded that he be incarcerated. I paid his bounty and freed him, taking him back to the living quarters at the college. He seemed more in a state of confusion than madness at this point. All through the night I tried to get a coherent story out of this poor soul, and by the time morning dawned, I was still no closer to ascertaining the truth. I decided next to examine his field notes, only to find that they were equally as incoherent. As I looked farther back in date however, the madness seemed to subside, until I could finally piece together a logical story. It seems the last thing he was working on was recording a local creation myth. I will not release the details to you yet, as I fear this letter may be intercepted.

     As I deciphered more and more of his notes, I felt compelled to find the source of this poor soul's insanity. What could be so aberrant as to unhinge the human mind? I decided to end my hermetic lifestyle and attempt to retrace my student's voyage. However, soon after I submitted a request for a grant to mount an expedition, I entered my office to find that all my work had been seized. When I made inquiries, I was met with dismissal and veiled threats. I can feel myself being followed on the walk home. I see eyes in the shadows and suspicion on the faces of my colleagues, and I am beginning to fear for my own safety. Please, I must meet with you. Meet me in my office at Vale College on the 3rd day after the winter solstice. Please be discrete in your travels, whomever is watching me may be watching you now. I feel horrible putting you in this kind of situation, but you are my only hope. Best of luck,

-Orban Cornelius"

15
[D&D 3.5] Vale - The Dawn of Magic / Re: Main Game
« on: November 16, 2011, 10:30:23 PM »
Sweet! Then let's start:

Chapter 1: Professor Cornelius

     Ravaella Chorster, born, raised, and educated in the city of Queensgate. Taken under the wing of Seral, Master-at-arms for all infantry stationed at Queensgate, and Vaqua, the city's head librarian, Ravaella learned history, tactics, strategy, supply, and the use of a wide variety of weaponry. At the age of 18, she graduated from her apprenticeship and began work as a full time city guard. She enjoyed this position for two years until recent events caused massive troop redeployment. With the recent death of the old monarch, the new king fears the nation will appear weak and vulnerable to attack. He plans to make a show of force by imposing strict guard on the nation's borders and ports.

     Four months have passed since the order went out sending Seral and a small company of troops to Nightshire to coordinate patrols along the countryside. Nightshire is a very small town, but its location makes it ideal as a logistic headquarters, so a small military barracks has been set up to accommodate the troops. Ravaella spends her mornings and evenings as an administrator, handling inventory and supply route information for the border patrols. Her afternoons involve training the few new recruits from Nightshire, as well as the less skilled troops transfered from Queensgate.

     One morning while pouring over a particularly dull bit of inventory, a local farm boy you know very well named Eldem bursts into your tent. Eldem typically delivers the mail to the barracks, and sure enough, he is carrying a large stack of letters and packages almost bigger than he is. He sets it down with a thud and begins to dig through the stack, tossing letters your way as he finds them. Soon he as at the bottom of the stack. He collects all the mail not addressed to you, gives you a big grin, and hurries out of your tent, blushing and shouting "Have a nice day, m'am!"

     You gather up the rather large stack of mail Eldem tossed your way and start to sort through it. You recognize bits of mail as you come to them, inventory for the 5th, orders for the 3rd, and so on, that is, until you get near the bottom of the stack. A small yellow envelope, very unlike the others, sits at the bottom of the stack. It is addressed to you, personally, and bears no return address or postage. Thanks to your own writing classes, you can tell the address was written by a person with a large amount of formal education. What do you do?

16
[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?

17
Play By Post / Re: Board requests
« on: November 13, 2011, 03:07:04 PM »
Name: [DnD 3.5] Vale - The Dawn of Magic
DM: Erbem
System: dnd 3.5
Players: solara

18
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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