Revised monk

Kerrick

First Post
The monk could have been a cool class, but instead it ended up being a bunch of disparate abilities tossed together with no thought to cohesion or logic. To be fair, it was built off the foundations of the 1E monk, but still... immunity to poison and disease? Spell resistance? Ability to speak to any living creature? Come on... where are they getting this stuff?

So, here's my effort to remake the monk. First, I needed an archetype. Martial artist worked well enough, and could be divorced from the Oriental flavor/baggage that has always seemed to weigh it down (why do martial artists HAVE to be Oriental? Just because the majority of martial arts in the real world originated in the Far East doesn't mean they have to in a fantasy world...).

With that in mind, gutted the class - all the abilities except ki strike, flurry of blows, and (imp) evasion got tossed because, quite frankly, none of them made sense, nor did they fit the archetype. Timeless body got to stay because it was kind of cool (I can see the ancient martial arts master who can still open the can of whoopass) and not overly powerful. Then, I started to rebuild it. I used some ideas my DM has been using for a new campaign - monk have different fighting styles named for the four elements and the directions. Each element has a different style, and the directions are focuses within the disciplines. I also added a combination of sun and moon, which ended up becoming two separate styles - Dawn (life/positive energy) and Twiligh (death/negative energy).

Ability focus changed from Wis to Cha (although I'm not totally set on this change...). A lot of the abilities they get are manifestations of your force of will - ki strike, for instance. I standardized the AC bonus - it's still there, but based off level instead of Wis bonus (so monk/clerics or monk/druids can't boost their Wis score and get huge bonuses); it's also a dodge bonus, instead of unnamed. Speed boost is still there, as it fits their archetype of "fast, unarmed damage dealer". The extra attack from the flurry was dropped - 5 attacks/round at 2d10 each was a bit much, IMO, but the Wind style gets an extra attack as one of their abilities. After I'd filled in everything else, I had a few dead levels left, so I tossed in some bonus feats - but spread out this time, instead of all bunched up at the bottom. Additionally, they're not free - the monk has to qualify to take them.

So here's what I've got so far. Feedback, comments, and ideas are welcome. (I put it in spoiler blocks to save space. If the ability has only a name and no description, like flurry of blows or unarmed combat, it's the same as the PHB.)


The Monk
BAB: Medium
Saves: Fort low, Ref/Will high

1: Flurry of blows, unarmed combat
2: Fighting style acolyte
3: Evasion, slow fall 20 ft.
4: Ki strike (magic)
5: Bonus feat
6: Slow fall 30 ft.
7: Wholeness of body
8: Fighting style initiate
9: Bonus feat, slow fall 40 ft.
10: Ki strike (lawful)
11: Purity of body
12: Slow fall 50 ft.
13: Bonus feat
14: Fighting style mastery
15: Rapid flurry, slow fall 60 ft.
16: Ki strike (adamantine)
17: Bonus feat
18: Slow fall 70 ft.
19: Timeless body
20: Fighting style grandmastery

[sblock]Awareness of Self (Ex): When unarmored and unencumbered, the monk gains a +3 dodge bonus to AC, as she is always ready to avoid any threats to her well-being. She loses this bonus when immobilized, helpless, or unconscious, when wearing any armor or carrying a shield, or when carrying a medium or heavy load. This bonus increases at different rates different for each style, as noted below. (see Table further in the thread)

Fighting Style: All monks are taught how to fight. At first, it is just the basics, but when they reach 2nd level, they must choose a specific style. The styles are keyed to the elements (Air, Earth, Fire, Water) or a combination of the sun and moon; the comass points (North, East, West, South) dictate the style's focus – offense (attack bonus), defense (AC), damage, or duration (of abilities). Each style is thus named based on a combination of compass point and element – Northern Wind, for example, or Southern Mountains.

Once a monk has chosen a fighting style, she cannot learn a new one. She can, however, choose a different compass point in the same style any time she reaches a new rank – this is simply learning a new focus in the same fighting style.

Monks often identify themselves by name and their rank in their chosen fighting style. For instance, Jalya, a 10th level monk with the Sun (fire) style and North compass point, would be "Jalya, Initiate of the Northern Sun."

The various fighting styles are listed below.

Evasion (Ex): If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes one-quarter 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.

Slow Fall (Ex): A monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) increases by 10 feet every three levels – 30 feet at 6th, 40 feet at 9th, etc.

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Bonus Feat: At 5th, 9th, 13th, and 17th levels, a monk can choose from a list of bonus feats specific to her fighting style (if she is trained in multiple styles, she can choose from any valid list). She must fulfill the prerequisites normally.

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points equal to three times her monk level each day, and she can spread this healing out among several uses.

Purity of Body (Ex): Due to their diet and rigorous training, monks are more resistant to normal poisons and diseases than most people. They gain a +4 resistance bonus to saves vs. both.

Rapid Flurry (Ex): At 15th level, a monk can make her flurry of blows as a standard action instead of a full-round action.

Timeless Body (Ex): Upon attaining 19th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
[/sblock]
 

Attachments

  • Monk.zip
    26.9 KB · Views: 119
Last edited:

log in or register to remove this ad

Kerrick

First Post
Fighting styles

Basics, Mountains, and Sea
[sblock]
When a monk reaches 2nd level, she must choose a fighting style, a method of unarmed combat in which she has been trained.

Each time she gains a new rank, she can choose to begin training in a new style; she must spend a week training under a master in the new style, whereupon her rank in the new style is automatically set to Initiate (due to the training she has already received in her first style). Each time she gains a new rank, she can choose an ability from either style (but not both). A monk cannot train in more than two styles, nor can she train in Mountain and Wind, or Sun and Sea styles at the same time – they are sufficiently different that most monks cannot accommodate both styles in their training.

When calculating AC bonus from the Awareness of Self ability and fast movement, use the higher bonus. For example, a monk trained in both Mountain and Sun styles would use the Mountain style AC bonus and Sun Style movement rate.

Compass Points

The compass points represent different aspects of a given fighting style. A monk isn't limited to using just one; she can switch between them each round as a free action, going on offense for a few rounds, then switching to defense or concentrating on dealing more damage. Each is described below.

North: The monk is well trained in offensive maneuvers. When fighting unarmed or with monkish weapons, she gains an insight bonus to attack rolls equal to the rank she has achieved in her fighting style.

South: The monk is trained in defense - not just in combat, but at all times. She gains an insight bonus to Armor Class equal to the rank she has achieved in her fighting style.

East: The monk is trained to exploit her enemies' weaknesses and strike at vulnerable spots. She gains a bonus to damage equal to her rank in her chosen style when fighting unarmed or with monkish weapons.

West: The monk is trained to focus her inner energies to protecting herself. She gains a bonus to saves equal to her rank.


Fighting Styles
There are five main monkish fighting styles: Mountain, Sea, Shadow, Sun, and Wind. Each is described below.

Mountain
The mountains are strong and unyielding. They have existed for thousands of years, enduring wind, water, sun, and even miners, and will remain for thousands more. This style emulates the strength of the mountains, their unyielding resolve, and their ability to withstand any kind of damage.

Monks who practice this style gain the strength and resolve of the earth – they have a +2 bonus to Fort and Will saves. The earth, however, is slow and ponderous – they suffer a -2 penalty to Reflex saves. Additionally, half of the dodge bonus gained from the Awareness of Self ability (round down) is instead applied as DR /-. For example, a monk with a +4 AC bonus would instead have a +2 AC bonus and DR 2/-. The other half of the dodge bonus is rounded up and applied to Armor Class as normal.

Unless otherwise noted, all abilities are usable 3 + Con bonus times per day.

Bonus Feat List: Diehard, Endurance, Fighting Style Ability, Improved Bull Rush, Improved Overrun, Improved Sunder, Indomitable, Power Attack, Stunning Fist, Toughness.


Acolyte
???

Iron Fist (Ex): The monk can channel her ki into her unarmed strike. She can make a single attack as a standard action, but the attack, if it hits, deals +1d6 points of damage and bypasses hardness, if she is attacking an object, or DR if she is attacking a construct. If the attack misses, that use of the ability is wasted.


Initiate
Avalanche (Ex): The monk can rain down blows with her unarmed strike or staff on an opponent, driving it back under the force of her strength. Treat this as a bullrush attempt, but the monk gains a +1 bonus to her roll per her roll per rank in this style. This ability is usable only as part of the full attack action, but the monk can follow her opponent, if she drives him back, as part of the attack. It can be used any number of times per day.

Temblor (Ex): The monk can make a strike against a solid object or living being, channeling the force of the blow through the object or creature to something behind it. This requires a full-round action, as the monk must center herself and draw upon her ki; when she strikes, she must state a target and distance (which can be up to 6 inches per level); if there is an object or creature at the stated distance that is touching the first object or creature, it takes the full damage from the blow. If there is no target, the force travels the stated distance and explodes – most often, it blows a chunk out of the far side of the object or creature (it deals full damage in either case, bypassing hardness for objects). The first object or creature (the one through which the energy is being channeled) does not otherwise take any damage from the blow.

If the stated distance is wrong, the force is dissipated harmlessly and that use of the ability is wasted. For example, a monk could use this ability to break the ninth block in a stack of ten or damage a creature on the other side of a wall or door (assuming it is touching the wall or door).


Master
Rooted in the Earth (Ex): Three times per day, the monk can root herself in place, using her ki energy to attach herself to the fabric of reality. While in this stance, she gains the incredible endurance and patience of the mountains. She gains a bonus equal to half her monk level to avoid being being bullrushed, grappled, overrun, or tripped, gains DR 10/-, and is immune to pain, including spells like symbol of pain. She cannot move beyond making a 5-foot step each round, however, and she is limited to a single attack per round, but if it hits, it deals double damage.

Tremorsense (Su): The monk can sense the presence of any creatures touching the ground, if they are anywhere within 5 feet per level. She can pinpoint their location to within 5 feet, and can determine their rough size (size category). She cannot sense incorporeal or ethereal creatures, or those in liquids or in the air. If the monk is in a building or other structure, she can only sense creatures on the same floor as she is, unless they are extremely large (DM's discretion, but Huge and larger creatures, or extremely heavy/dense creatures like golems, could be sensed on other floors). No creature moving along the ground can surprise her, as she can sense it coming.


Grandmaster
Earthquake Strike (Su): 3 + Con bonus times per day, as a full-round action, the monk can summon her ki and strike the earth with a fist or foot. The resultant strike sends shockwaves through the ground around her out to a 30-foot radius. All creatures in the area of effect who are in contact with the ground take 3d6 points of damage, plus the monk's Strength bonus, and must make a Reflex save (DC 10 + 1/2 monk's level + Con bonus) or be knocked prone.


Sea
The sea is vast and everchanging, eternal and relentless. Water has little strength, but it has endurance and patience. Even the mightiest mountain can be worn down, eventually, by the constant passage of a river; the ocean surf pounds stone to sand. This style is designed to wear down an opponent's endurance by dealing small amounts of damage repeatedly over time; the monk fades away before his opponent's attacks, taking little damage in return.

Bonus Feat List: Combat Expertise, Deflect Arrows, Dodge, Fighting Style Ability, Improved Disarm, Improved Trip, Lightning Reflexes, Mobility, Spring Attack, Snatch Arrows.

Acolyte
Flowing Waters (Ex): The monk suffers no penalty for fighting while prone and can regain her feet as a free action that doesn't provoke attacks of opportunity.

Riptide (Ex): If an opponent attempts to trip or disarm the monk, she can make a counterattack, even if the opponent has the Improved Disarm or Improved Trip feats. The monk cannot be flat-footed and must be able to move to use this ability.


Initiate
Defensive Roll (Ex): The monk can roll with a potentially lethal blow to take less damage from it than she otherwise would. Three times per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. To use this ability, she must attempt a Reflex save (DC = damage dealt) using her Wis bonus instead of her Dex bonus. If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if she is flat-footed or otherwise unaware of it, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the monk’s evasion ability does not apply to the defensive roll.

Water Flows Over Rocks (Ex): The monk gains a +4 bonus to saves against spells and effects that restrict or prohibit movement – grease, entanglement, grapple, slow, trip, web, etc.; in addition, she can move through hazardous areas that restrict movement by up to half (spike stones, e.g.) without penalty, and gains a +4 bonus to saves to avoid taking damage. If the terrain restricts movement by more than half, the monk is reduced to half her movement speed.


Master
Ice Shatters Rock (Ex): A monk can, through repeated damage, actually wear down an object's hardness. When she hits with an unarmed strike and does damage that exceeds the object's hardness, the hardness is reduced by 1. She can reduce the hardness to half (round down) in this manner. Only one successful hit per round can be applied in this manner, though the monk can still make a full attack action. When used against something like a wall, the damage is inflicted on a 10-foot-square section only.

Relentless Waves (Ex): The monk's unarmed strikes can wear down her opponent's endurance, rendering it fatigued. 3 + Wis bonus times per day, she can make an attack as a standard action; if it hits and the target fails a Fort save (DC 10 + 1/2 monk's level + monk's Wis modifier), it is fatigued for 10 minutes. Successive strikes are not cumulative.


Grandmaster
Whirlpool (Ex): The monk can not only deflect an attack, but she can actually redirect it elsewhere. 3 + Wis bonus times per day, after the attack has been confirmed but before damage is rolled, she can choose to redirect it to strike somewhere else (another target she is aware of). A melee attack can strike any other creature or object within 5 feet; a ranged attack can strike anything within 10 feet (the monk can't redirect a ray attack). The attack uses its original roll -2, for being deflected (a natural 20 is not affected, nor are critical hits); if it hits, it deals damage normally. If there is no target within 5 or 10 feet, the attack is simply deflected and misses. The monk can also choose a target behind herself; in this case, she and her attacker end up switching places, as she moves into the attacker's space and he moves into hers to attack the new target.

The monk must be aware of the attack and able to react to it in order to deflect it - if she is flat-footed or otherwise unaware of it, she can’t use this ability.[/sblock]


Shadow, Sun, and Wind
[sblock]
Shadow
The shadows are dark and mysterious, and often hide things best left unknown. Many creatures of cruel mien and questionable moral outlook inhabit the dark.

This style is designed to hamper an opponent's ability to fight by reducing his ability to move or be effective in combat. Monks' use of these abilities vary depending on their ethics – good-aligned monks tend to disable opponents to avoid killing them, while evil ones cripple opponents, inflicting pain and torturing them before finishing them off. On the whole, Shadow Style monks tend toward neutrality or evil.

Unless otherwise noted, most abilities can be reversed by a monk of any style who is of equal or higher rank than the specific ability (for example, a Master can reverse the effects of a Serpent Strike). This requires a standard action and a Concentration check vs. the original Fort save DC. They cannot be used on constructs, incorporeal beings, oozes, plants, or undead.

Bonus Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Fighting Style Ability, Improved Critical, Improved Disarm, Improved Initiative, Lightning Reflexes, Stunning Fist, Weapon Finesse.

Acolyte

Pain Touch (Ex): As a standard action, the monk can make an unarmed strike against a nerve cluster, inflicting great pain upon the target. It takes a -2 penalty on all rolls for 1 minute per point of the monk's Int bonus.

Silencing Strike (Ex): 3 + Int bonus times per day, the monk can make an unarmed strike against a living opponent. If the attack hits (she must be able to reach the throat to strike in the proper place), the target is rendered mute for 1d4 rounds, +1 round per rank of the monk (another monk can reverse it).


Initiate

Dazing Blow (Ex): 3 + Int bonus times per day, the monk can make an unarmed attack against an enemy. If the attack hits and deals damage, the enemy must make a Fort save (DC 10 + 1/2 the monk's level + monk's Int bonus) or be dazed for 1d4 rounds (can't take any actions).

Shadow Strike (Ex): 3 + Int bonus times per day, the monk can make an unarmed strike against a living target. If the attack hits (she must be able to reach the head to strike in the proper place), the target is blinded for 1 round per level (a remove blindness spell, or another monk, can reverse it).


Master

Serpent Strike (Ex): 3+ Int bonus times per day, as a standard action, the monk can make an unarmed strike against a living opponent; if the target fails a Fort save (DC 10 + 1/2 the monk's level + monk's Int modifier), it suffers partial paralysis - in effect, it is slowed (as the spell) for 1 round per class level. This applies even to spellcasting (unless the spell uses no verbal, somatic, or material components) – the monk is affecting the target's muscular control, including its ability to speak. Spell-like abilities, psionics, or anything that requires only the target's mind to activate can be used normally.

If the monk hits the same target a second time while the paralysis is in effect and the target fails the save again (at -2 this time), it is fully paralyzed for 1 round per point of the monk's Int bonus. Once that effect wears off, however, the target is free to act normally.

This ability has no effect on incorporeal beings, oozes, plants, or creatures immune to slow or paralysis effects. The Sea Style ability Water Flows Over Rocks grants the normal bonus against this ability.

Scorpion Fist (Ex): As a standard action, the monk can make an unarmed strike against an opponent's nerve cluster, disabling a limb or dealing ability damage. If the opponent is up to one size larger, she can strike at a specific limb (arm, leg, wing, etc., but not the head) taking a -4 penalty; if the attack hits, the limb has been disabled for 1 minute per point of her Cha bonus.

A disabled leg reduces the creature's speed and imposes a -2 penalty to Dex-based checks (movement is reduced by half if it has two legs, or by one-quarter if it has four; creatures with more than four legs are not affected by the loss of a single leg); a disabled arm limits its ability to attack and/or defend and imposes a -2 penalty to Strength-based checks (it can't make attacks with that arm, loses the benefit of a shield if applicable); a disabled wing means the creature can't fly. Disabling another limb of the same type further inhibits ability to move or attack, but does not apply further penalties.

A monk of Master rank or higher can reverse the condition as a standard action by manipulating the nerve cluster – there is no check necessary.

This ability cannot be used on constructs, incorporeal beings, oozes, plants, or undead, or any creature two or more sizes larger than the monk.


Grandmaster

Quivering Palm (Su): The monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once per day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, and incorporeal creatures cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow and fails a Fort save (DC 10 + 1/2 the monk’s level + monk’s Int modifier), the quivering palm attack succeeds. Only one creature can be under the effect of the quivering palm at any given time. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time.

Upon being struck, the target takes 2 points of Con damage, which cannot be healed by any means unless and until the quivering palm is negated (see below). The quivering palm's effects last for 1 day per monk level; at any point during that time, the monk can inflict another 2 points of Con damage by making a successful touch attack against the target (there is no save to avoid further damage). If the target's Con score is reduced to 0, or its hit points to its negative Con score through Con loss, it dies. If the target is still alive when the quivering palm wears off, it can regain lost Con points normally.

Any monk of 18th level or higher can still the vibrations simply by touching the target and making a Concentration check vs. the initial Fort save DC.


Sun
Fire is a wild and destructive force; if left uncontrolled, if consumes all that it touches. This style centers around the use of rapid, overwhelming force – disabling and defeating an opponent before he can strike back.

Bonus Feat List: Cleave, Combat Reflexes, Dodge, Fighting Style Ability, Great Cleave, Improved Bullrush, Improved Overrun, Iron Will, Power Attack, Stunning Fist.


Acolyte
???

Soul of Fire (Ex): The monk can enter a frenzied state similar to a barbarian's rage. In this state, she temporarily gains +2 to Strength and Dexterity. Her speed increases by 10 feet, and she can choose
to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a -2 penalty on every attack .

While in a frenzy the monk cannot skills or abilities that require patience or concentration, such as moving silently or casting spells. She can use any feat she might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration). The frenzy lasts for a number of rounds equal to 3 + the monk's Constitution modifier. The monk can prematurely end the frenzy. At the end of the frenzy, the monk is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter. The monk can only enter a frenzy once per encounter, and only 3 + Cha bonus times per day. The monk can enter a frenzy as a free action, but only on her turn, not in response to somebody else's action.


Initiate
Rushing Flames (Ex): The monk can rain down blows with her unarmed strike or weapon on an opponent, driving it back under the force of her strength. Treat this as a bull rush attempt, but she makes a check after each attack with a +1 bonus per 5 points of damage inflicted; a successful check drives the opponent back 5 feet. This ability is usable only as part of the full attack action, but the monk can follow her opponent, if she drives him back, as part of the attack.

Improved Flurry (Ex): The monk's flurry of blows ability improves. In addition to the standard extra single attack she gets from her flurry, she gains a second extra attack at her full base attack bonus.


Master

Explosive Fury (Ex): 3 + Cha bonus times per day, as a standard action, the monk can make an unarmed attack against an opponent up to one size larger. If the attack hits, it deals double damage and the target must make a Strength check (DC 12 + the monk's CMB + monk's Str modifier) as if defending against a bull rush attack. If the check fails, it is knocked back 10 feet and falls prone (if it hits a solid object before reaching the distance, it strikes that and takes 1d6 damage before falling prone). Amorphous or incorporeal beings are immune to being knocked back. At Grandmaster rank, she can knock her opponent back 15 feet.

The monk can also use this ability as the last attack in a flurry; it otherwise works as described above, but the monk doesn't gain the +2 bonus (base DC is 10 instead of 12).

Reflect Attack (Ex): 3 + Cha bonus times per day, a monk of this style can actually cause a melee attack to bounce back on its source with no loss of momentum. In order to use this ability, the monk must be aware of the attack and able to react to it – he can't be flat-footed, helpless, or otherwise immobilized. Doing so uses up one of his attacks (the one using the lowest base attack bonus) for the next round.


Grandmaster

Fireburst (Su): 3 + Cha bonus times per day as a standard action, the monk can unleash a massive burst of ki energy that drives all her opponents back 5 feet and staggers them for one round (can't take any actions, but suffer no other penalties).


Wind
The Wind style focuses around speed, mobility, and rapid attacks. Followers of the Wind fighting style can make a greater number of attacks, but at the cost of accuracy and power. Monks with this style have a high Reflex save.

Monks of this fighting style focus more on speed and evasion over dealing damage; as a consequence, they suffer a -1 penalty to all damage rolls (minimum 1 point per die), but the AC bonus they gain from the Awareness of Self ability is increased by +2 (see Table ##).

Bonus Feat List: Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Fighting Style Ability, Improved Initative, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse.


Acolyte

??? (Ex): The monk can give herself a burst of speed, which lasts for 1 round per class level. The speed increase is equal to 10 feet per rank she has achieved in this style, and can be split up as the monk sees fit (i.e., she could move faster for 1 round, then later for 5 rounds, etc., as long as the total time doesn't exceed her class level).

Leap of the Clouds (Ex): A monk's jumping distance (vertical or horizontal) is not limited by her height.


Initiate
Improved Evasion (Ex): The monk’s evasion ability improves. She still takes one-quarter 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.

Rushing Wind (Ex): Three times per day, the monk can attempt to avoid an attack before it lands. She must declare her intent to use this ability before the attack is made; if she makes a Reflex save (DC = opponent's attack roll) the attack misses her as she dodges out of the way, but she uses up her move action for the round (or the next round, if she has already taken her actions this round). She can move up to 10 feet in any direction as part of the action. She must be able to see the opponent and not be flat-footed or otherwise prohibited from moving in order to avoid the attack.


Master
Cloudwalk (Ex): As long as the monk is running (move x4 or greater), she can move over areas that wouldn't normally support her weight – rotten boards, thin tree branches, even water (but not clouds or fog). She can move thus for up to 5 feet per class level.

Whirlwind (Ex): 3 + Dex bonus times per day, the monk can make a single attack at her highest base attack bonus against all opponents within her reach. She can make a 5-foot step before or during this attack. She does not gain the benefit of extra attacks from feats like Cleave or spells like haste.


Grandmaster
Aspect of the Wind (Su): Three times per day, as a standard action, the monk can assume the aspect of the Wind – her form blurs and becomes misty (she gains concealment). She must remain moving while using this ability – if she stops or is stopped for any reason, she loses her concealment, but the ability's duration doesn't end; if she starts moving again, she regains her concealment (if she is moving or has made a move at the end of her turn, she is considered to be in motion until her next turn; if she moves again at the beginning of her next turn, she retains her concealement). She cannot make a full attack action, but she can make a single attack or any other action that requires a standard or move action.

The monk can remain in this form for a number of rounds equal to 3 + her Dex bonus.[/sblock]
 
Last edited:

Sylrae

First Post
I definitely think the idea of a less mystical monk(martial artist) is a good one.

I know alot of DMs who just flat out don't allow them.

I've made house rules specifically to limit certain monk prestige class combinations.

the monk could definitely use some tweakage.

I like it so far. I'll look at it closer when I get a chance this weekend.
 

Shadow Dweller

First Post
The only problem with switching from Wis to Cha is you now upen up easy Sorc/Monk multiclassing. Granted, I don't know what's worse, Cleric/Monk or Sorc/Monk...but it's still an issue to consider. :)
 

StreamOfTheSky

Adventurer
There is a single feat to make your monk stat charisma (Asthetic Mage, spelling's alomst certainly off) or intelligence (Kung Fu Genious, and apparantly some other one too), in each case requiring levels in the respective mage class (sorcor wiz). So it's not a big issue, all it saves the monk/sorc is one feat over the current rules.
 


Dagredhel

Explorer
Kerrick--- I haven't had the opportunity for a detailed look yet, but plan to when I get the chance...

Quick question: What did you want to balance this class against? Core, core + splatbooks, other custom (homebrewed) classes, etc? It makes a big difference.

At first glance, it's got great flavor and elegant organization of abilities... very nice!

I'd have to say that you definitely accomplished one of your primary objectives. The class does seem suitable to different settings without seeming "generic"--- too bland--- at the same time. Good job. ;)
 

Sylrae

First Post
I want to use it in an upcoming game, but it needs to be finished first :p

Otherwise I'll have to make up my own martial artist class.
 

Kerrick

First Post
The only problem with switching from Wis to Cha is you now upen up easy Sorc/Monk multiclassing. Granted, I don't know what's worse, Cleric/Monk or Sorc/Monk...but it's still an issue to consider.
Oh, I know. I don't think monk/sorcerer is that bad... certainly not as bad as monk/cleric or monk/druid. Ever seen a monk/cleric with Zen archery? Scary. I'm still undecided on using Cha vs. Wis as the main stat, though... I mean, I can see Wisdom being about awareness of self and inner discipline and what not, but Charisma is also kind of evocative of their abilities - it's force of will. I could use them both - Wis for AC bonus and Cha to modify abilities - but the monk suffers from minor MAD syndrome already.

I like it thus far. any chance you're going to fill in the missing fighting style abilities?
Working on it. That's part of the reason I posted here - I need some ideas. :)

Quick question: What did you want to balance this class against? Core, core + splatbooks, other custom (homebrewed) classes, etc? It makes a big difference.
Everything I make is balanced against the core rules only. This is technically going to be for a revised 3.5 (3.75, if you will), but I think it'll work just fine in a normal 3.5 campaign.

I want to use it in an upcoming game, but it needs to be finished first.
Ah, so impatient. Give me some ideas, and I'll get it finished! :p But seriously, I've done a little bit of work on it, and added some stuff to the first post - the Mountain style got some abilities, and I added specific weapons for each style; the Wind style is done, so you could use that for your game. :)


Oh, in case anyone was wondering - keen strike is the epic feat from the ELH; piercing strike is the same thing, but it makes the monk's attacking piercing (duh) - he crits on 20, with x3 multiplier.
 

Dagredhel

Explorer
North: The monk is well trained in offensive maneuvers. When fighting unarmed or with monkish weapons, she gains an insight bonus to attack rolls equal to her Wis bonus.

This is potentially too much for a second level character, and is still pretty sweet later on, given the bonus type. (It'll also help alot with iterative attacks with flurry of blows, too.) A progressive bonus would be better balanced.

Style Ability: Monks who practice this style gain the strength and resolve of the earth – they have a +2 bonus to Fort and Will saves. The earth, however, is slow and ponderous – they suffer a -2 penalty to Reflex saves, and their class level is treated as 3 levels lower for purposes of gaining fast movement.

Since you didn't list it with the basic class features, I was assuming that the class didn't get Fast Movement by default. Maybe you could tie Fast Movement more closely to a particular style, and the others could get something different instead?

Soul of Fire (Ex): 3 + Cha bonus times per day (but only once per encounter), the monk can enter a rage, just like a barbarian's rage.

Does giving your monk a better version of rage (more uses) than the Barbarian really seem fair?
 

Remove ads

Top