Author Topic: Yup, It's a monk rewrite. I had to. I...I'm sorry  (Read 1473 times)

Offline xaotiq1

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Yup, It's a monk rewrite. I had to. I...I'm sorry
« on: March 01, 2013, 02:12:37 AM »
I posted this on Giant in the Playground and got some good feedback. I thought I'd tap this font of D&D know-how and see what oozes out.

MONK

MAKING A CLASS NAME
Short description of play style.
Abilities: Nearly all monk class features key off of Wisdom. Constitution would be a close second as hit points are a precious resource. The monk’s high number of skill points alleviates the need for a high Intelligence score. The monk’s class features also help alleviate the need for a higher than average Dexterity or Strength. Nothing keys off of Charisma save a couple of skills.
Races: Humans, half-humans, and elves readily take to monkdom. Many savage humanoids, dwarves, gnomes and the like tend to have extreme alignments and worldviews that are in direct conflict with the monk's practices.
Alignment: : Monks strive to keep a cool head in most all situations. Therefore, those with extreme alignments find the monk’s training frustrating. A monk must always have a neutral component to their alignment to reflect this level of mental calm.
Starting Gold: 4d4x10(80 gp)
Starting Age: As Cleric.

Class Skills
The Monk's class skills (and the key ability for each skill) are: Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local), Knowledge (History), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), , Speak Language, Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (6 + int)x4
Skill Points at Each Additional Level: 6 + int

Hit Dice: d8



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Unarmed
Damage
AC
Bonus
Katas
Known
1st+1+2+2+2AC Bonus, Katas (Apprentice), Martial Arts Training1d8+03
2nd+2+3+3+3Evasion1d8+04
3rd+3+4+3+3Quick Thinker1d8+05
4th+4+4+4+4Advanced Martial Arts Training1d10+06
5th+5+4+4+4Hard as Stone1d10+17
6th+6/+1+5+5+5Katas (Initiate), Mettle1d10+19
7th+7/+2+5+5+5Bodily Renewal (1)1d10+110
8th+8/+3+6+6+6Energy Resistance 102d8+111
9th+9/+4+6+6+6Improved Evasion2d8+112
10th+10/+5+7+7+7-2d8+213
11th+11/+8/+3+7+7+7Katas (Master)2d8+215
12th+12/+7/+2+8+8+8Inured to Elements2d10+216
13th+13/+8/+3+8+8+8Bodily Renewal (3)2d10+217
14th+14/+9/+4+9+9+9Energy Resistance 202d10+218
15th+15/+10/+5+9+9+9-2d10+319
16th+16/+11/+6/+1+10+10+10Katas (Grand Master)3d8+321
17th+17/+12/+7/+2+10+10+10-3d8+322
18th+18/+13/+8/+3+11+11+11Bodily Renewal (5)3d8+323
19th+19/+14/+9/+4+11+11+11-3d8+324
20th+20/+15/+10/+5+12+12+12Ascended Bodhisattva3d10+425
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are trained in the use of many weapons. A monk is proficient with all simple melee weapons (including unarmed strike), dart, javelin, and sling; all light and one handed martial melee weapons, glaive, guisarme, ranseur, and long and short bows (including composite versions). Monks are not proficient with any armor or shield.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
     These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Katas: The training of a monk allows them to perform feats of strength, grace, and both physical and mental endurance that transcend normal human limitations. Katas are collections of supernatural and/or extraordinary abilities that define an individual monk’s focus and training.
Kata come in four tiers: Apprentice, Initiate, Master, and Grand Master. If a kata allows a saving throw, the DC will always be 10 + Character Level + Wis Modifier. Katas are never subject to spell resistance and may always operate in an anti-magic field. A monk does not provoke an attack of opportunity when using a kata unless its description says so. Unless stated in the description, katas can be used at will.
Whenever a monk gains access to a new level of kata (at 6th, 11th, and 16th level), they automatically learn a kata of that level. This is in addition to the kata normally gained for leveling up. Also, when gaining access to a new level of kata, the monk may switch out a previously known kata for a new one. The new kata must be of a level one less than the highest the monk can access. For example, an 11th level monk may switch out any kata they know and learn a new Apprentice or Initiate level kata in its place.
A monk begins with knowledge of 3 katas of the Apprentice level; and learns additional katas as per Table: Monk.

Martial Arts Training (Ex): Monks train in various styles of combat; however they are most recognized for their ability to fight without a weapon at all. At 1st level, a monk gains the benefits of the Improved Unarmed Strike feat. A monk may use a fist, foot, elbow, knee, or even head to deliver their unarmed attacks and therefore can make an unarmed strike even if their hands are full. Monks never suffer off-hand penalties when fighting unarmed. A monk applies their full strength bonus to damage with their unarmed strikes and may use the power attack feat in conjunction with their unarmed strike.
Monks may deal lethal or non-lethal damage with their unarmed strike at no penalty.
A monk’s unarmed strike may be affected by spells, feats, and other effects that enhance both natural and manufactured weapons.
Due to a monk’s intense training, they know how to apply greater force behind their attacks. A monk’s unarmed strikes deal more damage than a non-monk as shown on the table. Monks smaller or larger than medium deal less or more damage than the listed amount; see Table: Small or Large Monk Unarmed Damage.
When wielding a weapon with which they are proficient, the monk may use their unarmed strike or their weapon damage; whichever is more advantageous.

Evasion (Ex): At 2nd level or higher if a monk makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Quick Thinker (Ex): Monks have keen intuition, not only in regard to their surroundings; but also in to the inner workings of their bodies. At 3rd level, the monk adds its Wisdom bonus as a modifier on Strength and Dexterity checks, checks involving skills biased on Strength or Dexterity, and attack rolls.

Advanced Martial Arts Training (Ex): Your training drills make special maneuvers in combat much easier. When making a skill roll or opposed roll to Bull Rush, Disarm, Feint, Overrun, Sunder, or Trip; you may take 10 on that roll. This does not pertain to the attack roll to initiate said maneuvers. Also, the monk avoids taking an attack of opportunity for using any of these maneuvers in combat.

Flesh as Stone (Ex): A monk of 5th level or higher has been conditioned to receive blows as well as they give them. This ability gives the monk DR/- equal to 1/2 their monk level.

Mettle (Ex): At 6th level and higher, a monk can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle.

Bodily Renewal (Su): Monks of 7th level and higher have learned to focus their chi energy to help them heal. At 7th level, a monk gains fast healing (1). This increases at 13th level to fast healing (3); and again at 18th level to fast healing (5).

Energy Resistance (Su): Choose two energy types from the following list: Acid, Cold, Electricity, and Fire. You gain energy resistance 10 to both types. If you have 14 levels of monk, your resistance goes up to 20. If you have 20 levels of monk, it goes up to 30.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Inured to Elements (Su): Monks have put themselves through enough training; that they are all but unaffected by inclement weather and need for rest. At 12th level, a monk is treated as being permanently affected by an endure elements spell. Additionally, the monk no longer needs to sleep.

Ascended Bodhisattva (Su): A monk who reaches 20th level has reached a zenith in their physical and mental conditioning to the point that they are no longer fully human. An Ascended Bodhisattva gains the Outsider type with the “Native” subtype. This means that the monk is no longer affected by spells, powers, or abilities that only affect humans. They can, unlike other outsiders, be affected by the Resurrection spell.
The monk gains a +2 perfection bonus to all of their ability scores, becomes immune to sleep and paralysis, no longer need to eat (though they must consume at least one quart of water per day), and no longer take penalties to ability scores for aging.

MONK KATAS
Apprentice Katas
(click to show/hide)
Wind Blows Over the Earth: Move as the wind does.

Initiate Katas
(click to show/hide)

Master Katas
(click to show/hide)

Grand Master Katas
(click to show/hide)

MONK KATAS
(click to show/hide)

Yeah, the kata names are cheesy. Couldn't help myself. So... thoughts??
« Last Edit: March 04, 2013, 11:18:05 AM by xaotiq1 »
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Offline Concerned Ninja Citizen

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Re: Yup, It's a monk rewrite. I had to. I...I'm sorry
« Reply #1 on: March 03, 2013, 11:30:25 PM »
Haven't read all the Katas but a couple of things,

Ten foot punch: The area effect option says that you "attack" the area but it gives no rules for the attack roll and offers a reflex save. If you want it to work like an AoE spell you might want to word it "you may deal your unarmed strike damage (or however you want to limit or not limit it) to..." I wouldn't be inclined to do that, though. Instead I'd go with an attack model rather than an AoE spell model. "Make a single attack roll and compare it to the AC of ..."

The abilities that give you extra attacks equal to your wis mod seem a bit odd. Things like that usually scale with level, rather than ability mod, because it's pretty easy to have an ability mod of +6 or +7 at low levels, and even an unmodified wisdom of 18 gives you 5 total attacks at lv1. Maybe keep the Wis mod thing but cap the extra attacks at 1/2 monk level?

Grasp of the Slithering Eel: So the targets of this kata are considered grappled by the monk? Is the monk considered grappled? Can the targets make attacks on the monk or try to inflict damage, or move as per the grapple rules? No penalty to the grapple check for grabbing multiple targets? Maybe put in something clarifying what happens if a target tries to attack or break the rope/chain?

Merciful Sparrow: While vastly superior to the SRD monk's slow fall ability, this sucks pretty badly compared to the other apprentice level katas. Not sure what to do to improve it, though.
« Last Edit: March 06, 2013, 03:15:48 AM by Concerned Ninja Citizen »