Author Topic: It's a Monk  (Read 7227 times)

Offline Garryl

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It's a Monk
« on: March 18, 2013, 02:59:12 AM »
Monk base class
So, it's a monk remake. Hopefully totally cool, too. Be totally zen while you punch people to death. Or punch them to life. I'm not judging.
The new AC bonus ability lets you wear no armor or light armor without stressing about it. Either way is good, and you wind up with about the same AC.
Inspired by the serene guardian PrC from the Shattered Gates of Slaughtergarde module and the Diablo 3 monk class.
Original post in 1001 ideas here.

Hit Die: d8

Table: The Monk


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Pressure
Strikes
Known

Mantras
Known

Releases
Known
Maximum
Grade
Known
1+1+2+2+2AC Bonus, Unarmed Strike21--Novice
2+2+3+3+3Evasion31--Novice
3+3+3+3+3Still Mind42--Novice
4+4+4+4+4--52--Novice
5+5+4+4+4Purity of Body72--Novice
6+6/+1+5+5+5Resonance832Student
7+7/+2+5+5+5--933Student
8+8/+3+6+6+6--1043Student
9+9/+4+6+6+6Diamond Body1144Student
10+10/+5+7+7+7Double Mantra1344Student
11+11/+6/+1+7+7+7Resonance (2 per round)1455Master
12+12/+7/+2+8+8+8--1556Master
13+13/+8/+3+8+8+8--1666Master
14+14/+9/+4+9+9+9--1767Master
15+15/+10/+5+9+9+9--1967Master
16+16/+11/+6/+1+10+10+10Resonance (3 per round)2078Secret
17+17/+12/+7/+2+10+10+10Timeless Body2179Secret
18+18/+13/+8/+3+11+11+11--2289Secret
19+19/+14/+9/+4+11+11+11--23810Secret
20+20/+15/+10/+5+12+12+12Triple Mantra, Undying Style25810Secret

Class skills (4 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, and Tumble.

Weapon and Armor Proficiency: As a monk, you are proficient with all simple weapons, and with the handaxe, kama, nunchaku, sai, shuriken, and siangham. You do not gain proficiency with any sort of armor or shield.

AC Bonus (Ex): You are trained in a variety of defensive techniques, allowing you to block and deflect attacks directed against you almost uncannily. As long as you are armed (including while not wielding a weapon, thanks to the unarmed strike ability, below), you gain a +3 armor bonus to your Armor Class. This bonus increases by 1 per 3 class levels. As an armor bonus, this bonus does not stack with the benefits of traditional armor.

Additionally, while wearing light or no armor, your movements are free and your ability to dodge attacks is limited only by how well you can predict them. You gain an insight bonus to your Armor Class equal to your Wisdom modifier.

These Armor Class bonuses (both the armor bonus and the insight bonus) depend on your ability to move and react to attacks against you. While your training is such that you react instinctively, moving to intercept or avoid attacks even before you are consciously aware of them, you still need to be able to move to do so. As such, you lose these Armor Class bonuses while you are helpless.

Pressure Strikes: You learn a number of pressure strikes based on your level. These come in 4 grades: novice, student, master, and secret. You can apply a single pressure strike to any unarmed strike attack you make, but you can only use any given pressure strike once per round. You can only apply pressure strikes to attacks that you make during your turn. Some pressure strikes impede your enemies. Others rejuvenate and enhance your allies. Most pressure strikes are extraordinary abilities.

Much like touch spells, you can automatically hit yourself and willing allies with pressure strikes. This still counts as an attack and can generate resonance as normal, but you need not make an attack roll.

Initially, you can only learn and use novice pressure strikes. Starting at 6th level, you can learn and use student pressure strikes. At 11th level, this improves to master pressure strikes, and at 16th level you gain access to secret pressure strikes.

The save DC of your pressure strikes is equal to 10 + 1/2 your effective monk level + your Wisdom modifier.

Mantras: You learn a number of mantras based on your level. Mantras are supernatural abilities that produce continuous effects, usually either emanations or personal effects. Starting a mantra is a swift action, and ending one is a free action. Normally, you can maintain only one mantra at once, although you learn to maintain multiple mantras as you progress as a monk. Maintaining a mantra is a free action each round.

Using a mantra requires focusing on a group of sounds, syllables, or words with mystic meanings relating to the universe. Only creatures that can hear these sounds can be affected by one of your mantras. Normally, this requires chanting them out loud, but telepathy can communicate them just as well. If you do not wish for any creatures other than yourself to be affected, you can silently think of the sounds in your mind.

Initially, you can only learn and use novice mantras. Starting at 6th level, you can learn and use student mantras. At 11th level, this improves to master mantras, and at 16th level you gain access to secret mantras.

The save DC of your mantras is equal to 10 + 1/2 your effective monk level + your Wisdom modifier.

Unarmed Strike (Ex): You gain Improved Unarmed Strike and Superior Unarmed Strike feats as bonus feats at 1st level, even if you do not qualify for them. Your unarmed strikes deal damage as if you were a character of your monk level plus 4, or of your character level, whichever is better. Your unarmed attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that you may even make unarmed strikes with your hands full. Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion (Ex): Beginning at 2nd level, if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion while helpless.

Still Mind (Ex): Starting at 3rd level, you gain a +2 bonus on saving throws against all charm and compulsion effects.

Purity of Body (Ex): Beginning at 5th level, you become immune to all diseases.

Resonance (Su): Starting at 6th level, whenever you hit a creature with at least two attacks in a single round, you create one point of resonance in that creature. If you do not add to or use this resonance within 24 hours, it dissipates harmlessly. Starting at 11th level, you can create an additional point of resonance if you hit a creature three times in a single round. At 16th level, you can create a third point of resonance if you hit a creature four times in a single round. You normally need to make a full attack to create resonance, but a single attack followed by an attack of opportunity later in the round is just as effective.

While you can generate any amount of resonance in any number of creatures, the amount you can effectively maintain in a single creature is limited. You cannot generate more resonance in a single creature than your monk level at any given time. If you already have more resonance in a creature than your level, you do not remove the excess, you simply cannot generate more with this ability.

If multiple creatures create resonance in the same creature, track each resonance count separately. They don't interact with each other. Resonance can only be used by the creature that created it.

Releases: Starting at 6th level, you learn to release the resonance that you can build in your foes and your allies. You learn a number of releases based on your level. Releases are supernatural abilities that can be used as a swift action. Regardless of their effects, using a release removes all of your resonance from the target, and you can only use a release on a creature that has at least one point of resonance.

Initially, you can only learn and use novice and student releases. Starting at 11th level, you can learn and use master releases. At 16th level you gain access to secret releases.

The save DC of your releases is equal to 10 + 1/2 your effective monk level + your Wisdom modifier.

Diamond Body (Ex): Beginning at 9th level, you become immune to all poisons.

Double Mantra (Ex): Beginning at 10th level, you can maintain up to two mantras at once. This second mantra must be at least one grade lower than your maximum grade of mantras.

Timeless Body (Ex): Upon attaining 17th level, you no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken are removed. Bonuses still accrue, and you still die of old age when your time is up.

Triple Mantra (Ex): Starting at 20th level, you can maintain up to three mantras at once. This third mantra must be at least one grade lower than your maximum grade of mantras.

Undying Style (Ex): At 20th level, the Heavens themselves acknowledge you as a successor to your martial arts style, and will not let its knowledge die. If you would die of anything but natural causes, and you are not resurrected within a year and a day (or if resurrection is prevented somehow, such as by destroying your soul itself), the undying spirit of your legacy passes on to one of your descendants or relatives, however distant, so the style will live on. Treat this as a reincarnate spell, except it requires no body, there is no level loss, and the species of the target is limited to your own, or as close to original as possible (templates may be lost, at the DM's discretion). This effect cannot take place more than once a generation. The reincarnated creature retains all memories of the "original", but has lived a different life up until then for all effects and purposes.



Pressure Strikes
(click to show/hide)

Mantras
(click to show/hide)

Releases
(click to show/hide)



Change Log
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« Last Edit: January 05, 2024, 02:18:14 AM by Garryl »

Offline Garryl

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(Continued) It's a Monk
« Reply #1 on: March 18, 2013, 02:59:27 AM »
Pressure Strike Descriptions
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Mantra Descriptions
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Release Descriptions
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Change Log
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« Last Edit: January 05, 2024, 02:20:10 AM by Garryl »

Offline Garryl

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(Continued) It's a Monk
« Reply #2 on: March 18, 2013, 03:01:24 AM »
New Feats

General FeatsPrerequisitesBenefit
Distant ReleaseMaster releasesUse single-target releases regardless of target's location.
Frightening ResonanceIntimidate 9 ranks, ResonanceGenerating resonance frightens enemies.
Increased Resonance CapacityResonance+2 maximum Resonance.
Martial StrikesPressure strikesUse pressure strikes with focused weapons.
Pressure Strike MasteryStudent pressure strikesUse lower grade pressure strikes 2/round.
Pressure Strike NovitiateImproved Unarmed StrikeLearn to use a novice pressure strike.
Recycled ResonanceResonance, master releasesReleasing resonance in others generates it in you.



Distant Release [General]
Prerequisites: Ability to use master releases.
Benefits: You can use releases that target a single creature at any range and without line of sight or line of effect. You cannot use this feat with releases that affect an area or that have ranges of touch, melee attack, or less than 5 feet.



Frightening Resonance [General]
Prerequisites: Intimidate 9 ranks, ability to generate resonance.
Benefits: When you generate the first point of resonance in a creature, you must choose whether or not to make use of this feat. You cannot change your decision until all of your resonance is removed from that creature (such as if you release it or it fades due to time) and you once again begin generating resonance in them. Once you have generated at least 1 point of resonance per 4 HD of the creature, it must make a Will save (DC 10 + 1/2 your character level + your Wisdom modifier) or become shaken. If the creature failed its saving throw, once you have generated at least 1 point of resonance per 2 HD of the creature, it is instead frightened. These conditions last as long as you maintain sufficient resonance in the creature, to a maximum of 24 hours. The results of this saving throw stand for as long as the creature has resonance. This is a supernatural, mind-affecting, fear effect.



Increased Resonance Capacity [General]
Prerequisites: Ability to generate resonance.
Benefits: The maximum amount of resonance you can generate in a single creature increases by 2.
Normal: You cannot generate more resonance in a single subject than your monk level at any given time.
Special: You can select this feat multiple times. Its effects stack.



Martial Strikes [General]
Prerequisites: Ability to use pressure strikes.
Benefits: You can use pressure strikes with all special monk weapons with which you are proficient and with any weapon for which you have the Weapon Focus feat.
Normal: You only use pressure strikes with unarmed strikes.



Pressure Strike Mastery [General]
Prerequisites: Ability to use student pressure strikes.
Benefits: You can use each pressure strike you know of any grade below the maximum you can use one additional time per round.
Normal: You can only use any given pressure strike once per round.



Pressure Strike Novitiate [General]
Prerequisites: Improved Unarmed Strike.
Benefits: Choose a single novice pressure strike of your choice. You learn that pressure strike and can use it as a monk of one half your character level (minimum 1st).
Special: You can select this feat multiple times. Each time, choose a different novice pressure strike.



Recycled Resonance [General]
Prerequisites: Ability to generate resonance, ability to use master releases.
Benefits: Whenever you release resonance in a creature other than yourself, you can choose to generate resonance in yourself, up to one third the amount of resonance you released. You cannot use this ability to increase the resonance you have generated in yourself to more than one half the maximum resonance you can generate in yourself.



Change Log
(click to show/hide)

WIP
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« Last Edit: January 05, 2024, 01:38:06 AM by Garryl »

Offline Amechra

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Re: It's a Monk
« Reply #3 on: March 18, 2013, 08:23:34 AM »
I remember seeing this!

I'd link to my Monk fix, and say that you can steal from it, but there really isn't anything for you to take that you're not going to already have.

I'm going to have to inspect a bit more closely, though...
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Offline phaedrusxy

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Re: It's a Monk
« Reply #4 on: March 18, 2013, 05:37:24 PM »
Looks fun. Haven't read the specific effects yet, but noticed a typo:
Quote
At 6th level you gain access to ki releases.
I'm pretty sure that should be 16th. :P
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Offline Garryl

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Re: It's a Monk
« Reply #5 on: March 18, 2013, 06:06:23 PM »
Good catch. Fixed.

All pressure strikes, along with least and lesser mantras and releases, are up. It's still very first drafty. Also, there are only about 2/3 of the number of abilities needed given the number known.

Edit: Greater and ki mantras up. Not that there were that many to do.

Edit 2: Greater and ki releases up, too.
« Last Edit: March 18, 2013, 07:47:56 PM by Garryl »

Offline Kuroimaken

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Re: It's a Monk
« Reply #6 on: March 21, 2013, 11:17:10 AM »
Hello, Garryl.  :smirk

If I might suggest these abilities for your monk?

You're already dead (Ex? Su?): Your intimate knowledge of how to mess up with the biology of creatures is nothing short of baffling. At the onset of any physical attack (melee or ranged) you can choose to delay the damage dealt for a number of rounds equal to your Con modifier (minimum 1). If your attack holds any additional effects (such as a monk's Stunning Fist effect) these effects take hold at the same time the damage does. Should you delay damage in this fashion more than once and both "sets" of damage would occur on the same round, DR is applied only once. Once chosen, the onset cannot be changed, though it can be cancelled if you strike the target again.

Villains need no graves (Ex? Su?): You may now choose to spread the damage over a different number of onsets. If, for example, you dealt a total of 100 hitpoints worth of damage, you can choose to deal 25 points of damage immediately and 75 on the next round, or 25 points of damage over the next four rounds, or any combination of spreads that adds up to 100. In addition, for every round you choose to delay the damage, it gains an increased "pool" equal to half your level + 1, and you may choose the onset to instead work in minute, hours or daily increments. As normal, you can cancel the damage by striking your opponent again (though you cannot heal wounds that have already been sustained in this fashion by use of your ability). In the event of an additional effect, the effect takes place only once, at an onset of your choice (if there is more than one effect you may choose different onsets).

The Star of Death shines brightly above you! (Ex? Su?): If at any time you use either of the above abilities and the resulting damage would equal your opponent's total HP, the target becomes aware of its impending doom. The target must make a Will Save (DC = 10 + HD + Cha mod) or become frightened for the duration of its remaining lifetime. If you choose to spread the damage over a number of onsets, the target cannot be healed of that damage in between through any fashion. In this event, each new onset forces a new save (at a cumulative -1 penalty). Targets normally immune to fear experience a confusion effect (as the spell) in addition to the penalties inflicted by the frightened effect. No healing effect can save the creature from its doom (though Revivify may extend its lifespan temporarily and any form of contingent ressurrection will work normally, although the creature will remain scarred from the experience). The damage can be cancelled as normal for the above two abilities, but only by you. Should you cancel a target's demise, the damage already inflicted (if any) can be healed normally.

I also suggest you change terminology from Least, Lesser, Greater and Ki to Novice, Student, Master and Secret. It's just more martial artist-y.  :P

Couple of ideas that come to mind:

-Class features that provide you with a miss chance.
-A class feature that allows you to use Power Attack and/or Expertise at a lesser penalty.
-This class feature:

Undying Style (Ex): At 18th level, the Heavens themselves acknowledge you as a successor to your martial arts style, and will not let its knowledge die. If an 18th level monk would die of anything but natural causes (including rapidly accelerated aging), and he is not ressurrected within a year and a day (or if ressurrection is prevented somehow, such as by destroying the soul of the monk itself), the undying spirit of his legacy passes on to one of his descendants or relatives, however distant, so the style will live on. Treat this as a Reincarnate spell, except it requires no body, there is no level loss, and the species of the target is limited to the monk's, or as close to original as possible (templates may be lost, at the DM's discretion). This effect cannot take place more than once a year. The reincarnated creature retains all memories of the "original", but has lived a different life up until them for all effects and purposes.
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Offline Garryl

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Re: It's a Monk
« Reply #7 on: March 21, 2013, 09:56:47 PM »
Thanks for the quick response, Kuroimaken.

I love the terminology change. Much better than least/lesser/greater/ki, indeed. Undying Style is just cool and flavorful.

I'm not as keen on the damage delay abilities per se. I'm in favor of the concept, but the class already has a mechanic for that sort of thing through resonance and releases (specifically Damaging/Traumatic/Soul Release; numbers may need tweaking).

Offline Kuroimaken

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Re: It's a Monk
« Reply #8 on: March 21, 2013, 10:01:18 PM »
Thanks for the quick response, Kuroimaken.

I love the terminology change. Much better than least/lesser/greater/ki, indeed. Undying Style is just cool and flavorful.

I'm not as keen on the damage delay abilities per se. I'm in favor of the concept, but the class already has a mechanic for that sort of thing through resonance and releases (specifically Damaging/Traumatic/Soul Release; numbers may need tweaking).
Admittedly, I only took more of a cursory glance. How do you like the third one, though?
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Offline Garryl

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Re: It's a Monk
« Reply #9 on: March 22, 2013, 12:20:55 AM »
Undying Style? It's awesomely flavorful. I'm probably going to use it as the capstone. Perfect Self can go eat a toaster.

Offline Kuroimaken

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Re: It's a Monk
« Reply #10 on: March 22, 2013, 12:25:28 AM »
I meant The Star of Death Shines Brightly Upon You.  :P
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Offline Garryl

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Re: It's a Monk
« Reply #11 on: March 22, 2013, 12:46:08 AM »
Eh, it doesn't really do it for me. It seems more of a flavorful ability (if you wanted the enemy out of the fight, just doing the damage now would be easier and more effective most of the time), but the bit about confusing fear-immune enemies just seems out of left field to me. I don't quite get the connection between the fluff and the mechanics. That said, the concept behind it might make for an interesting feat. Once you generate the nth point of resonance in a foe (say, 1/4 or 1/2 HD to match with Soul Release, or something) it must make a save or be frightened while the resonance remains.

Offline Garryl

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Re: It's a Monk
« Reply #12 on: May 11, 2014, 06:34:21 PM »
It's done. I finished up the last of the planned strikes, releases, and mantras. I'm working on some feats now. How's it look?

Edit: A batch of feats are up.
« Last Edit: May 11, 2014, 07:14:07 PM by Garryl »

Offline Gazzien

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Re: It's a Monk
« Reply #13 on: May 11, 2014, 07:31:05 PM »
Distant Release, then Flurry of Blows: Congratulations, if I get one point of resonance on you, I can keep full attacking you forever.

Offline Garryl

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Re: It's a Monk
« Reply #14 on: May 11, 2014, 08:11:18 PM »
Range of melee attack is specifically excluded from Distant Release.

Offline Gazzien

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Re: It's a Monk
« Reply #15 on: May 11, 2014, 08:35:38 PM »
Range of melee attack is specifically excluded from Distant Release.
Aaaand I somehow managed to misread it as things with a range of melee.

Ignore me, then. Wow. I screwed up. xD

Offline Garryl

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Re: It's a Monk
« Reply #16 on: May 12, 2014, 12:52:55 AM »
Range of melee attack is specifically excluded from Distant Release.
Aaaand I somehow managed to misread it as things with a range of melee.

Ignore me, then. Wow. I screwed up. xD

Nah, rereading it myself, it's a bit unclear. I'll see about getting a better wording.

Edit: Done, and added another pressure strike (Leg Sweep) and another feat (Martial Strikes).
« Last Edit: May 12, 2014, 01:17:37 AM by Garryl »

Offline Garryl

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Re: It's a Monk
« Reply #17 on: December 02, 2015, 11:19:54 PM »
Hello monk lovers. I've updated the formatting to the fancier tables I'm using nowadays and added a few more pressures strikes/mantras/releases. Oh, and to confirm, it is intentional that this version of the monk has no alignment requirements.

Offline Skyrock

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Re: It's a Monk
« Reply #18 on: December 26, 2023, 09:12:28 AM »
I really like it. This is a very flavourful rework that greatly expands the things a monk can do - and the healing/buffing options also bring the reworked monks more in line with the things divine spellcasters can do, but in a different way.

I think you should be able to do pressure strikes and build up resonance through ranged attacks with special monk weapons (i.e. shuriken, thrown sai) - that would greatly improve versatility and give something relevant to do in rounds where the monk can't get into melee range.

---

Double Mantra and Triple Mantra have a table entries, but not feature description.

Quote
Healing Hands
Grade: Student Pressure Strike
Duration: Instantaneous
Saving Throw: Will half (harmless)
If your attack hits, roll for damage normally. Instead of taking damage, the subject heals that amount of damage.
Unlimited out-of-combat HP healing for free may be a bit much. Other cheap options for that either cost money (wands) or have a limit for how much HP they can heal (Dragon Shaman Vigor Aura). Maybe a percentage cap like Vigor Aura, or a daily HP pool like Lay On Hands?

Offline Garryl

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Re: It's a Monk
« Reply #19 on: December 29, 2023, 05:05:44 AM »
I really like it. This is a very flavourful rework that greatly expands the things a monk can do - and the healing/buffing options also bring the reworked monks more in line with the things divine spellcasters can do, but in a different way.

Thanks for the feedback... Egads, it's over a decade since I first posted this here!

Quote
I think you should be able to do pressure strikes and build up resonance through ranged attacks with special monk weapons (i.e. shuriken, thrown sai) - that would greatly improve versatility and give something relevant to do in rounds where the monk can't get into melee range.

That was part of what the Martial Strikes feat was for, if you were to take Weapon Focus with a ranged weapon. That said, I think I'm going to change it to apply to all monk weapons regardless of whether or not you have Weapon Focus with them.

Note that resonance already generates regardless of what you use to make the attacks. You can even use Scorching Ray to generate it.

Quote
Double Mantra and Triple Mantra have a table entries, but not feature description.

The functionality is in the Mantras description, although I think I'm going to separate them out into their own dedicated abilities. It'll be clearer that way, and it will also keep using multiple mantras as a specific monk class feature in case of any future PrCs that advance a monk's mantras like spellcaster PrCs do.

Quote
Quote
Healing Hands
Grade: Student Pressure Strike
Duration: Instantaneous
Saving Throw: Will half (harmless)
If your attack hits, roll for damage normally. Instead of taking damage, the subject heals that amount of damage.
Unlimited out-of-combat HP healing for free may be a bit much. Other cheap options for that either cost money (wands) or have a limit for how much HP they can heal (Dragon Shaman Vigor Aura). Maybe a percentage cap like Vigor Aura, or a daily HP pool like Lay On Hands?

Seems reasonable. I don't want to tie it to a limited resource, since part of this revamped monk design is that there aren't any of those, just the build-up and release of resonance. Tying it to the usual limit of 50% seems like the way to go, although I think it might merit being a little stronger than that, since it's single-target, non-passive healing, unlike the Vigor aura and similar effects, and shows up at level 6 instead of level 1. A couple of possibilities jump to mind:
- Heal up to 50% + some limit (ex: 50% + Monk level).
- Healing above 50% is converted to temporary hit points, which can't bring the subject's effective HP up to above their normal maximum, and which last for 1 hour. Any healing received that generates HP while these temp HP remain also removes a like amount of them. As per normal temporary hit points, multiple uses of this ability don't stack and only the highest temp HP total applies.

Also, speaking of healing pressure strikes and any others that turn the damage into a beneficial effect on the subject, I also had a though that a coup de grace on a willing subject should not risk death, but instead maximize the damage (and thus healing/temp HP) roll. This would just be to minimize the amount of rolling at the table, especially for the proposed temp HP generation version of Healing Hands, which provides maximum benefit from a max roll crit.

Edit: Note that a similar change will be required for the Wave of Life release, unless it just gets pushed up to Master grade.
« Last Edit: December 29, 2023, 05:58:22 AM by Garryl »