Author Topic: Base class: Monk  (Read 10601 times)

Offline Prime32

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Re: Base class: Monk
« Reply #20 on: November 30, 2012, 04:14:44 PM »
CLOCKWORK CENOBITE (conversion in progress)

I have achieved Nirvana in flesh.

Deep in the heart of Mechanus lies the Order of the Gear. The monastery is a perfectly circular tower, and the rooms within are concentric rings, with metallic walls laid out at geometrically regular intervals. Each room has exactly the same area, and though the dimensions vary, they do so in a clear progression which is both exact and aesthetic.

In the central courtyard train the Clockwork Cenobites (or Metal Monks, as some like to call them), a sect of militant meditants who have achieved the understanding that the vagaries of flesh can never truly represent the perfection of self that others of the same persuasion seek. No, to achieve true order and enlightenment, flesh must be replaced with the rigidity and constancy of metal.

Through training, meditation, and strictly-adhered-to ritual, initiates to the Order are taught to transform the outer layers of their skin into protective metal, fashioned after the perfection of Nirvana, and then (when their training is complete) to unleash their will upon the world, infusing rigid order into chaotic situations.

BECOMING A CLOCKWORK CENOBITE
To become a clockwork cenobite, a character must have training in unarmed combat, and must have the correct mindset to enter as an initiate. While non-monks can enter the class, only characters with training and background in the search for personal and physical enlightenment will unlock the full benefit of becoming a clockwork cenobite.

ENTRY REQUIREMENTS
Alignment: Lawful Neutral
Planar Essence: Lawful (you may retrain one of your existing essences to Lawful as part of entering this class)
Special: Perfect Self class feature
Special: Must undergo the Rite of Gears, supervised by a Clockwork Cenobite of at least 3rd level.

Rite of Gears
This extremely formalized ritual must be undertaken upon acquiring enough experience (and meeting the prerequisites) to take the first level in Clockwork Cenobite. It involves several days of fasting and meditation and 1000 gp in specially-prepared mineral oils. At the end of the Rite, the initiate enters the prestige class, growing the Mechanus Skin for the first time.

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

Hit Dice: d10


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+2+2Essence Attunement, Mechanus Skin, Native
2nd+2+3+3+3Infinite Gyre, Refined Musculature (+2/25%)
3rd+3+3+3+3Inevitable Strike, Initiation
4th+4+4+4+4Mechanus Motion, Synchronicity
5th+5+4+4+4Refined Musculature (+4/50%), Shift Gear
6th+6+5+5+5Great Gear of Nirvana
7th+7+5+5+5Improved Inevitable Strike
8th+8+6+6+6Refined Musculature (+6/75%), True Sight
9th+9+6+6+6Greater synchronicity
10th+10+7+7+7Perfection

Weapon and Armor Proficiencies: A clockwork cenobite gains proficiency with Mechanus Gear ArmorPlH.

Essence Attunement: A clockwork cenobite may apply the Lawful planar essence to any unarmed attack, not just Stunning Fist. The DR granted by this essence becomes DR/chaotic and adamantine.

Mechanus Skin (Ex): Upon undergoing the Rite of Gears, a clockwork cenobite learns to alter his body towards physical enlightenment, to become more than he was. He gains the ability to grow an array of cogs, gears, plates, and other metal parts on top of his skin, forming a suit of Mechanus Gear armor (Planar Handbook, pg 69-70). The suit requires 8 hours to grow, but this process can take place at night while the clockwork cenobite is sleeping. The cenobite can sleep in his Mechanus Skin without penalty. The clockwork cenobite cannot take off his Mechanus Skin, but can choose to shed it. Doing this requires 10 minutes of concentration and results in sloughing off a pile of cogs, gears, and scrap metal that crumbles to dust if handled.

While wearing his Mechanus Skin, the clockwork cenobite counts as unarmored for the purposes of his monk abilities, and his unarmed strikes are treated as adamantine weapons for overcoming damage reduction and hardness. While the armor reduces his base speed as normal, the cenobite's unarmored speed bonus is applied after the reduction (so a human monk 10/clockwork cenobite 1 with no other speed boosts would have a speed of 15 + 50 = 65 feet).

The Mechanus Skin cannot be enchanted, but it inherits any enchantments applied to his skin via the Masterwork Body class feature; likewise the base AC bonus provided by Masterwork Body (equal to his Wis modifier) stacks with the AC bonus provided by the armor.

Native: A clockwork cenobite gains the (Lawful) subtype, and is considered native to Mechanus in addition to his plane of origin. He may plane shift to Mechanus as a full-round action at will (DC = 10 + half his character level + his Wis modifier); this is a supernatural ability.

Infinite Gyre (Ex): Starting at 2nd level, a clockwork cenobite learns to move with the endless rotation of the Gears of Mechanus, which tends to cause disorientation in his opponents. Whenever a creature misses the clockwork cenobite with an attack, that creature suffers a cumulative -1 penalty to all attack rolls until the end of the encounter. In any round where the creature does not attack the clockwork cenobite, the penalty is reduced by 1 (to a minimum of no penalty).

Refined Musculature (Ex): Beginning at 2nd level, the a clockwork cenobite integrates his Mechanus Skin more closely with the underlying muscles and joints. He increases the max Dex bonus by +2 and reduces the armor check penalty of his Mechanus Skin by +3. This improves to +4/+6 at 5th level and +6/+9 at 8th level.

In addition, the clockwork cenobite gains a 25% chance to negate critical hits and precision damage while wearing his Mechanus Skin. This chance increases to 50% at 5th level and 75% at 8th level.

Inevitable Strike (Ex): At 3rd level, a clockwork cenobite achieves the next level in his training, learning to attack like an inexorable force of order, an unstoppable Inevitable. When making an unarmed strike, the clockwork cenobite can spend a daily use of Stunning Fist as a free action to make an inevitable strike. He must choose to use this ability before making his attack roll. If the attack misses, as long as the attack roll was higher than a natural 1, the target of the inevitable strike takes damage equal to the clockwork cenobite's base unarmed strike damage (not including Strength or any other damage bonuses). If the attack hits, he instead deals maximum damage. This ability can be used a maximum of once per round.

Initiation: Upon achieving 3rd level, a clockwork cenobite is considered versed enough in the Order's lore to assist new initiates in the Rite of Gears.

Mechanus Motion (Ex): Beginning at 4th level, a clockwork cenobite moves with the same regularity and immovable purpose as the gears of Mechanus, and no one else will change that without extreme effort. Whenever an effect (other than a teleportation effect) moves the cenobite against his will, reduce the distance he is moved by 60 feet.

Synchronicity (Ex): A clockwork cenobite of 4th level or higher has begun to understand that every event in the Multiverse has been planned and predetermined. By predicting the inexorable progression of events, the clockwork cenobite can place himself in the best possible position. A number of times per day equal to his Wisdom modifier, the clockwork cenobite can spend an immediate action be in the right place at the right time, intercepting an attack, targeted spell, or similar effect which was intended for an ally within 60ft. The attack or effect targets him instead, and if an attack roll is required, it must beat his AC as normal.

Shift Gear (Ex): At 5th level when a clockwork cenobite takes an action which involves movement (such as charging), he can reduce his speed to rev up his gears for 1 round, causing his attacks to inflict +1d4 damage per 5ft sacrificed (max 1d4 per class level, cannot reduce speed below 0ft).

Great Gear of Nirvana (Su): At 6th level, whenever he makes a successful unarmed strike attack, a clockwork cenobite may spend a use of Stunning Fist as an immediate action to conjure an enormous gear from Mechanus, which binds the struck opponent. The opponent must make a Reflex save (DC equal to Stunning Fist save DC) or be grappled by the gear for a number of rounds equal to the clockwork cenobite's Wisdom modifier. Each round, a grappled character can attempt to escape the grapple as a standard action with an Escape Artist check at the same DC. The gear may also be destroyed, freeing the individual inside. It has an AC of 10, hardness 20, and 100 hit points.

Unlike a normal grapple, neither the gear nor the bound opponent need make grapple checks. A bound creature can move up to half their speed with a move action by making a Strength check at the same DC.

(click to show/hide)

Improved Inevitable Strike (Ex): Beginning at 7th level, whenever a clockwork cenobite uses his Inevitable Strike ability, he may instead spend two uses of Stunning Fist to do normal damage on a missed attack (as long as the attack roll was not a natural 1) or double maximum damage on a successful attack.

True Sight (Ex): A clockwork cenobite of 8th level or higher has glimpsed the underlying mechanisms of the universe. He can see things as they truly are, as if under a true seeing effect.

Greater Synchronicity (Ex): Beginning at 9th level, a clockwork cenobite has become one with the machinery of existence, moving exactly as he has been predestined to move. The clockwork cenobite can enforce adherence to this gracefully-choreographed dance of fate and perfection. As an immediate action, the clockwork cenobite can spend two uses of his Synchronicity ability to change the target of an attack, spell, or similar effect. An effect which originally targets an ally can be redirected at any valid ally within range of the effect, while an effect which originally targets an enemy can be redirected at any enemy within range of the effect. The new target is allowed a Will save, if it wishes, at a DC of 10 + 1/2 character level + Wisdom modifier; on a successful save, the effect continues to target the originally intended subject.

The clockwork cenobite must be aware of an attack, spell, or similar effect to use this ability, and it must occur within a distance of 10 feet times the cenobite's Wisdom modifier.

Perfection: Upon reaching 10th level, a clockwork cenobite completes his transformation, becoming the most perfect possible version of himself. He is a paragon of the Order, and gains a morale bonus to Charisma-based skill checks equal to his Wisdom modifier when used against other clockwork cenobites. His type changes to Construct, with the Living Construct subtype. He also becomes immune to critical hits, precision damage, and mind-affecting spells and effects.

In addition, he can enter a state where no event, no creature or god, can mar his perfect self. While in this state, his body ignores all harmful (and helpful) effects for 1 round, during which time he is invulnerable to all attacks, spells, powers, and similar effects. He can use this ability a number of times per day equal to his Wisdom modifier, as a swift action.

PLAYING A CLOCKWORK CENOBITE
A clockwork cenobite is a mithril monk, an adamantine adept, a titanium ninja. He recalls the inevitables and other enlightened beings of Mechanus, seeking to achieve physical, mental, and magical enlightenment. Training alone or with others of the Order, he refines his mental, physical, and spiritual essence until he has reached Nirvana in all ways.
Combat: As this class is built off of a monk base, it is primarily a melee combatant. It should have significantly more potent offensive and defensive capabilities compared to a standard monk, due to increased base attack bonus, several class features using Stunning Fist, and of course the Mechanus Skin. At high level, it also gains spell resistance and a number of immunities.
Advancement: This class pairs well with monk and unarmed swordsage, and with other classes and abilities which improved unarmed fighting.
Resources: Clockwork cenobites can sometimes inspire others by leading through example, but can also have problems with folks who find their single-minded dedication to personal perfection to be overly narrow.

CLOCKWORK CENOBITE IN THE WORLD
I just don't understand... I thought it was some sort of golem, at first, but it moved so fast! It punched that dragon right in the nose, somehow avoided the fiery breath, flew into the air, and then there was this enormous gear, right around the dragon's midsection! I think I need to quit drinking before noon...

A clockwork cenobite does not seek to push others toward enlightenment -- he understands that most creatures do not possess the capacity for perfection that he does. His expectations are more internal and introspective. A cenobite will often be amused by (and sometimes condescending toward) others who do not understand their own inconstancy and imperfections. He stands as a gleaming example of what is possible, though most choose to set less lofty personal goals.
Daily Life: A clockwork cenobite's day begins with meditation and exercise, whether or not he is adventuring. He spends time polishing and maintaining his Mechanus Skin, and works through his rigorous training routine. Then, if he is in residence at the Order, he may take some time to instruct initiates and evaluate hopefuls. More meditation, along with individual and group training, follows. In contrast, an adventuring clockwork cenobite meditates on the road, and practices his clockwork style upon the bodies of his enemies.
Notables: The founder of the Order of the Gear is a being known only as Axiom, whom it is said resides deep within the gear upon which the monastery is built, in a state of perpetual meditation. Legend tells that Axiom was once a human man, but in discovering and mastering the Rite of Gears, he became something much, much more.
     The current head of the Order is Ellera Song, originally an elf maiden who forsook her people's independent and chaotic ways to achieve a unity of being unparalleled in the current generations of the Order.
Organizations: The Order of the Gear is the foremost organization of clockwork cenobites. There is at least one chapter house of the Order on most planes, though they tend to be stashed away in remote places away from prying eyes and minds. Each is architecturally styled to match the original cylindrical monastery, and built on a gear-shaped platform of metal.
     At a chapter house, a prospective can begin training in the techniques of physical enlightenment, and be evaluated for promise and dedication. The very best are sent directly to Mechanus to be taught by the foremost members of the Order.

NPC Reaction
Well, y'see, there's this metal man who comes round ever' now 'n 'gain. Puts th' hurtin' on any folk what wants ter break th' law, real graceful-like. At first I thought 'e were just wearin' armor, but 'e don't move like a knight... Never seen 'is like afore, nor heard stories. Not sure what 'e is, ter be right honest. But 'e always asks permission o' the Mayor, so 'e can't be all bad, and it ain't like we never seen stranger. Maybe some kind o' golem sheriff...? 'E's real polite, too.

CLOCKWORK CENOBITE IN THE GAME
The clockwork cenobite is that rarest of commodities, an effective monk tank. It's primarily a melee character, with greatly enhanced offensive and defensive capabilities compared to the standard monk.
Adaptation: In one campaign, the Order of the Gear could be a group of magical experiments created by infecting elite soldiers with golem-parasites which slowly take over their biological systems. In another, the Order could instead be associated with dryads, growing wooden armor and eventually becoming living plant-people. In a sci-fi setting, the clockwork cenobite can easily be refluffed as a crew of cyborg or genetically-engineered martial artists whose outer skin and flesh have been replaced with robotics or some sort of carapace, respectively.
Encounters: An NPC Clockwork Cenobite would likely belong to the local chapter house of the Order, as an initiate or full member. Alternatively, one could be traveling, to carry out a mission furthering the Order's interests as determined on Mechanus.

Sample Encounter
EL 12: Soria Gendry was raised at the Order of the Gear on Mechanus. She has spent her entire life training with the higher echelons of the Order, and is a shining (or, more appropriately, gleaming) example of their teachings. Soria is now a trusted agent and enforcer of the Order, and is sent on missions, particularly to aid chapter houses throughout the planes which are having difficulties.

The party encounters Soria as she examines the spoor of a medley of slaadi which recently ransacked the nearby Order chapter house. She's attempting to track the slaadi and mete out justice. She's willing to hire the party to aid her, since she's not much of a tracker.
« Last Edit: December 01, 2012, 08:17:17 AM by Prime32 »

Offline Prime32

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Re: Base class: Monk
« Reply #21 on: November 30, 2012, 04:14:53 PM »
Reserved for PrCs 21/28

Offline Prime32

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Re: Base class: Monk
« Reply #22 on: November 30, 2012, 04:15:02 PM »
Reserved for PrCs 22/28

Offline Prime32

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Re: Base class: Monk
« Reply #23 on: November 30, 2012, 04:15:10 PM »
Reserved for PrCs 23/28

Offline Prime32

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Re: Base class: Monk
« Reply #24 on: November 30, 2012, 04:15:24 PM »
Reserved for PrCs 24/28

Offline Prime32

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Re: Base class: Monk
« Reply #25 on: November 30, 2012, 04:15:34 PM »
Reserved for PrCs 25/28

Offline Prime32

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Re: Base class: Monk
« Reply #26 on: November 30, 2012, 04:15:41 PM »
SHADOW BLADE (WIP)

ENTRY REQUIREMENTS
Special: Perfect Self class feature
Special: Must have one or more of the following:
  • Ability to initiate Shadow Hand maneuvers
  • Ability to cast mysteries
  • Ability to cast spells with the [Shadow] descriptor

Class Skills (6+Int):

Hit Dice: d6


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+0+2+2Improved darkvision, Native, Sneak Attack +1d6, Weapon Adept
2nd+2+0+3+3Hide in plain sight, Shadowcrafting
3rd+3+1+3+3See in darkness, Shadow strike
4th+4+1+4+4Shadow blur, Sneak attack +2d6
5th+5+1+4+4Deadly fright, Shadow door
6th+6+2+5+5Shadow strike (silence)
7th+7+2+5+5Sneak attack +3d6
8th+8+2+6+6Shadow cloak
9th+9+3+6+6Shadow strike (deeper)
10th+10+3+7+7Slicing shadows, Sneak attack +4d6

Improved Darkvision (Ex): A shadow blade's darkvision increases in range by +60ft.

Native: A shadow blade is considered native to the Plane of Shadow in addition to his plane of origin. He may plane shift to the Plane of Shadow as a full-round action at will (DC = 10 + half his character level + his Wis modifier); this is a supernatural ability.

Sneak Attack (Ex):

Weapon Adept: You gain the Weapon Adept fighting style. If you already possess this fighting style from your monk levels, choose any other fighting style.

Shadowcrafting (Su): At 2nd level a shadow blade can create a temporary magic weapon as an immediate action, which lasts for as long as it remains in his grip and for 1 minute thereafter. This weapon can have any combination of enchantments as long as its total enhancement bonus does not exceed his class level (fixed price enchantments cannot be added). A shadow blade cannot be damaged by shadow weapons he created himself.

See in Darkness (Su): At 3rd level a shadow blade can see in any darkness, even magical darkness.

Shadow Strike (Su): At 3rd level a shadow blade may choose to engulf any target struck by his Stunning Fist in a darkness effect (save DC = 10 + half his character level + his Wis modifier), except that its effective spell level is equal to his class level. Alternatively, he may create a standalone darkness effect as a standard action by expending a use of Stunning Fist.
At 6th level he may also incorporate a silence effect. At 9th level he may choose to replicate deeper darkness instead of darkness.

Shadow Blur (Su): At 4th level a shadow blade is surrounded by swirling shadows which replicate a continuous blur effect.

Deadly Fright (Su): At 5th level when a creature fails their save against the shadow blade's Stunning Fist they must succeed on a Will save at the same DC or die of fright. This is a [Fear, Mind-Affecting] effect.

Shadow Door (Su): At 5th level a shadow blade may expend a use of Stunning Fist to create a gate to the Plane of Shadow within any area of shadowy illumination (travel function only). If he is on the Plane of Shadow, he may create a gate to any area of shadowy illumination on the Material Plane, as long as he in the same location on the Plane of Shadow. The shadow blade may only have one such gate in existence at a time.

? (Su): Greater Mirror Image (+1 image per turn, max 8, immediate action); activate as part of move?

Abduction (Su): Stunning Fist channels plane shift to Plane of Shadow.

Shadow Cloak (Sp): At 8th level a shadow blade may conceal the true appearance of objects and creatures by taking a standard action to wreathe them in tangible shadows (Will negates, DC = 10 + half his character level + his Wis modifier), providing a +10 bonus on Disguise or Forgery checks as applicable, as well as a deflection bonus to AC equal to half his class level. True seeing reveals only that their appearance is false, not what they really look like. This effect lasts 1 hour/character level.
Whenever a shadow blade creates an object from shadow he may target it with this effect as a free action. He may also choose for his Shadow Door to bestow a false appearance on any creature passing through it, in which case they receive no saving throw against the effect.

Slicing Shadows (Su): A 10th level shadow blade can expend a use of Stunning Fist as a swift action to create a blade barrier effect (save DC = 10 + half his character level + his Wis modifier), except that the number of damage dice is uncapped. The shadow blade may have a maximum of two blade barriers in existence at a time; creating another causes one of the previous effects to be dismissed. A shadow blade takes no damage from his own blade barrier.
« Last Edit: December 01, 2012, 10:38:43 PM by Prime32 »

Offline Prime32

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Re: Base class: Monk
« Reply #27 on: November 30, 2012, 04:15:54 PM »
Reserved for PrCs 27/28

Offline Prime32

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Re: Base class: Monk
« Reply #28 on: November 30, 2012, 04:16:04 PM »
LOST ONE (WIP)

ENTRY REQUIREMENTS
Special: Perfect Self class feature
Special: ?

Class Skills (4+Int):

Hit Dice: d8


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+0+0+2Madness, The flesh calls
2nd+2+3+0+3?
3rd+3+3+1+3?
4th+4+4+1+4Unnatural attack
5th+5+4+1+4?
6th+6+5+2+5? Crawl
7th+7+5+2+5?
8th+8+6+2+6Unnatural attack
9th+9+6+3+6?
10th+10+7+3+7Native

Madness: At 1st level a lost one switches their Wisdom and Charisma scores. His monk class features and Stunning Fist feat are based on Charisma from now on. The lost one also gains immunity to confusion and insanity effects.

The Flesh Calls: A lost one gains the pseudonatural template (Complete Arcane, pg 160-161), except that he may use its true strike ability 1/encounter. His CR and Effective Character Level do not increase, since many of the template's benefits overlap with those provided by monk levels.

?: Can create cerebrotic blots.

?: Spawns creatures when injured.

?: Cause targets to see every nearby creature as an enemy and try to kill them.

Unnatural Attack: At 4th level a lost one sprouts a distorted appendage which is not entirely under his control. As a free action once per round, he may have this appendage make a bite attack at his highest attack bonus. Treat this as an attack with the lost one's unarmed strike, except that its reach is +5ft greater. In addition, it grants the lost one a +2 circumstance bonus to Spot and Listen checks.
Due to the appendage's semi-autonomous nature, it remains alive after the lost one is dead, and will defend his corpse as if it had been commanded to do so. The appendage of a dead lost one has hp equal to half his own.
At 8th level the lost one gains a second such appendage.

Regeneration (Ex): At Xth level a lost one gains regeneration X. Even if he is slain, he will return to life after 1d6 days as long as one of his Unnatural Attacks remains intact.

? Crawl (Ex): At 6th level once per round the lost one may command his Unnatural Attack to move him up to 10ft in any direction without provoking attacks of opportunity. If the lost one dies, the appendage will attempt to move his corpse to a safe location with a land speed of 20ft.
When he gains access to a second Unnatural Attack, he may use this ability twice per round.

Fleshwarp: At ?th level whenever a creature fails their save against a lost one's Stunning Fist their flesh becomes corrupted, ?.

Abyss Mind: At ?th level a lost one is no longer considered to have an alignment, and is immune to any effect dependent on alignment.

Native: At 10th level a lost one is considered native to the Far Realm in addition to his plane of origin. He (or his Unnatural Attack) may plane shift to the Far Realm as a full-round action at will (DC = 10 + half his character level + his Cha modifier); this is a supernatural ability. Time in the Far Realm passes at any rate he wishes.

In addition, whenever a lost one brings a creature to the Far Realm (including himself) he bestows beneficial mutations on them. A creature may only have one mutation at a time, with new mutations replacing the old.
  • Blindsight: The creature gains blindsight 60ft.
  • Gelatinous Form: The creature's type changes to Ooze. It does not gain the Blind or Mindless qualities, but it does gain a +20 racial bonus to Escape Artist checks.
« Last Edit: December 02, 2012, 08:02:34 AM by Prime32 »

Offline Prime32

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Re: Base class: Monk
« Reply #29 on: November 30, 2012, 04:16:53 PM »
One more just in case.

Offline Amechra

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Re: Base class: Monk
« Reply #30 on: November 30, 2012, 06:28:51 PM »
I will be watching this monk. Yes, I shall...
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Garryl

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Re: Base class: Monk
« Reply #31 on: November 30, 2012, 08:10:00 PM »
Weapon Master Fighting Style doesn't work with Stunning Fist. Ki Blast needs to specify the maximum number of range increments (ie: is it 5 like a throw weapon, 10 like a projectile weapon, or 1 like a spell).

Masterwork Body lets you be sundered.

Unarmed damage is way too low at the first few levels. Start it at 1d6 or 1d8, and work up from there. Going all the way to 4d8 by level 10 is probably excessive, though.

You'll have to tweak the Clockwork Cenobite (that's Sirpercival's class, right?) to work with the fact that Slow Fall doesn't have a distance component to it any more.

Planar Essence should have DR/lawful or DR/chaotic (not law/chaos) for the Chaos and Law essences. Also, you have a note about the Planar Meditation feat just beneath the spoiler for some reason.

Multiple Monks with Abundant Step can effectively add their speeds together (at least for overland travel). At will move action teleportation is nice and all, but the ability to take people along with you may make this over the top.

Offline oslecamo

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Re: Base class: Monk
« Reply #32 on: November 30, 2012, 08:12:11 PM »
Hmm, very interesting take on the monk here, I'll have to keep an eye as well.

Masterwork Body lets you be sundered.
It also lets people craft their own monks. :p

Offline Garryl

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Re: Base class: Monk
« Reply #33 on: November 30, 2012, 08:28:06 PM »
Masterwork Body lets you be sundered.
It also lets people craft their own monks. :p

And if you sell yourself into slavery, you can be confident in your market value of 450g.

Offline Prime32

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Re: Base class: Monk
« Reply #34 on: November 30, 2012, 10:50:51 PM »
Updates.

Offline phaedrusxy

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Re: Base class: Monk
« Reply #35 on: November 30, 2012, 11:00:45 PM »
So... this monk could pick up a greatsword, choose Flurry of Blows and Weapon Master, and dish out 2d6+4d8 base damage, and get an extra attack (and all attacks at -2 to hit)? And this is if he stays medium sized. I don't even want to think about what happens if he gets bigger somehow.

This is making the rogue feel small in the pants, as this damage bonus is higher than his sneak attack, and applies all the time. I don't know... I mean, I know it's "just damage", but still...
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Offline Garryl

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Re: Base class: Monk
« Reply #36 on: November 30, 2012, 11:22:50 PM »
With the reduced damage at higher levels, Weapon Master is okay there, but it's too strong at lower levels, when it outshines all of the other weapon styles (higher threat ranges, crossbow for 2x damage and longer range than Ki Blast, any weapon for the damage of Flurry's 2 attacks without the attack penalty, any one-handed or two-handed weapon for twice the damage of Decisive Strike on normal attacks and 4/3 on full attacks).

For Planar Essence (+ve, -ve), shouldn't the damage be changed to nonlethal on on Stunning Fists, not all unarmed attacks?