Hope everyone’s not sick of my threads on here…. Anyways, to round out my series of elemental-variant martial classes, I’ve started drafting an earth oriented monk build. As with the barbarian http://www.enworld.org/showthread.php?t=153213, the paladin http://www.enworld.org/showthread.php?t=151601, and the ranger I made http://www.enworld.org/showthread.php?t=152898, I’m looking for some balance advice from the GMs on here. These classes are for a campaign world where the Elemental Planes have partially fused with the Material plane and dominated all of the cultures there. The Earth cultures are the most regimented and ordered, so I could envision there being monk orders devoted to them. I wanted them to depict how a martial artist devoted to fighting Earth’s natural enemy, Wind, would develop. After some careful revisions, I've come up with the mechanics I wanted for this variant. I've put the full flavor text as well as class features below:
STONEFIST (EARTH VARIANT MONK):
When the Four Forces first arrived on Elementia, the dwarves with the help of the Earth Lords quickly expanded their power base and settled far from their original mountain homes. However, the Air and Water Lords quickly struck back, and the Earth Lords faced massive attrition. The towns that are now Sirroco, Thunderhold and Floodwash were first tall buttes and lush cropland that were taken from them. The dwarves would come forth to meet their enemies in the finest armor and with the grandest weapons the Earth Lords could provide them. However, weighed down like that, the wind pirates and wave-riders were able to dance around them. They’d hit and run faster then the dwarves could respond.
The battles went on like this for some time. Then the halflings tried to invade through a mountain pass guarded by an ancient monastery. The monks within had remained neutral for centuries. However, when the Air Lords forces tried to assault the monastery, the monks came forth unarmed and unafraid. The monks tumbled just as fast as the quick halflings could, and then pinned them to the cliff face and pummeled them into submission.
The halflings were sent back battered and bruised, and word spread fast of how a small group of unarmed monks held back a vast number of the air raiders through sheer concentration and training. Peasants began flocking to the monasteries to learn how to become such effective, determined warriors. Once they arrived, they brought much of the Earth Lords teachings with them. This was the start of the stonefists, or Earth variant monks.
Since then, the monasteries have spread along the cliffsides of Windbreak and Fissure. The monks have become the first line of defense should the Water or Air forces try and infiltrate the Earth Realms again. They understand the fluid nature of their enemies and use it to their advantage, combining it with the stability and strength of stone to form a pure fighting style. Word of them has spread to the other Realms and few are foolish enough to come face them.
Adventures: Stonefists adventure either out of a need to test their limits or a sense of duty to the Earth Lords. They seek to push their bodies until their as solid as stone and fast as the wind. They feel a deep sense of duty to the Earth Lords and frequently are assigned as bounty hunters or bodyguards to the deacons of stone. Any enemy they can fell with their bare hands brings them renown and pride in their abilities.
Characteristics: Earth variant monk’s key features revolve around their ability to fight unarmored and unarmed. They have a repertoire of various combat maneuvers designed to maximize their mobility and use the very ground against their opponents. They can channel their lifeforce, or ki, and combine it with Earth magic to develop some powerful abilities.
Alignment: The lifestyle of a monk has always been regimented and disciplined, even more so as part of the orderly Earth cultures. Only lawful characters can undertake this class.
Religion: The stonefists hold allegiance to the Earth Lords out of a sense of community and duty. They draw much of their strength from the divine power flowing through them, but they are not pious or devout in the practice of their faith. Much of their time is spent on internal reflection and meditation, which precludes prayer to the otherworldly Earth deities.
Background: Most of the Earth variant monks come from humble backgrounds. It is rare that the wealthy feel the call to asceticism that the monasteries demand. Many peasants and farmers on the other hand are drawn to the monasteries to study to improve themselves and defend their homes. The only constant among monk characters is that they have a strong drive for self-improvement and a calling to stand against those that would harm or steal the people of the Earth Realms.
Races: Humans form the vast majority of the residents in the monasteries. Some dwarves have learned to eschew the heritage of metal and hammer and seek to forge their inner steel to perfection. Earth gnomes, even more than dwarves, feel a strong sense of community and less of a dogma to clad themselves in plate armor and battleaxes. The dull but strong half-ogres occasionally find their way to a monastery to find a sense of belonging, but find the disciplined lifestyle extremely difficult.
GAME RULE INFORMATION:
Earth variant monks have the following game statistics.
Abilities: Strength powers the stonefist’s unarmed damage as well as their ability to grapple and trip their opponents. Dexterity increases their evasive ability and is useful to many of their class skills. A high Wisdom increases their defense and powers some of their special powers.
Alignment: Any lawful.
Hit Die: (Normal) d8
Class Skills:
The stonefist’s class skills are as a normal monk’s, except that Knowledge (architecture) replaces Knowledge (arcana) as a class skill
Skill points: (Normal) 4+Int modifier
Class Features:
Weapon and Armor Proficiency: (Normal)
AC Bonus (Ex): (Normal)
Flurry of Blows (Ex): (Normal)
Unarmed Strike (Ex): (Normal)
Bonus Feat (Ex): At 1st Level the stonefist can select from Improved Sunder or Improved Grapple as a bonus feat. At 2nd level, they can select from Deflect Arrows or Improved Trip. If the monk picked Improved Sunder at 1st level, the Earth variant monk gains Eagle Claw Attack {Complete Warrior} at 6th level. If they selected Improved Grapple, they instead gain Earth’s Embrace {Complete Warrior}.
Earth Sense: At 2nd level, the stone fist gains the Earth Sense feat as from Races of Stone.
Stability (Ex): A Earth variant monk trains hard to be masters of their own movements and to control the battlespace from the ground up. At 3rd level, a stonefist receives a +4 bonus to resist being bull rushed or tripped when both feet are on the ground. This bonus stacks with any other sources of exceptional stability (such as the dwarf’s racial bonus).
Earth Adept: At 3rd level, the stonefist gains the Earth Adept feat as from Races of Stone.
Ki Strike (Su): At 4th level, the Earth variant monk’s unarmed strikes are treated as Lawful/Earth for the purposes of overcoming damage reduction. At 10th they can be treated as cold iron. At 16th they can be treated as adamantine.
Slow Fall (Ex): (Normal)
Breathless (Ex): At 5th level, the stonefist can slow their respiration down to that of stone. They can add a number of rounds to the length they can hold their breath equal to their monk level + their Wis modifier. While holding their breath they’re immune to all gas-based effects from spells or abilities (ex. Stinking Cloud).
Cliff Run (Su): At 6th level, the Earth variant monk’s travels among rocks and stone has heightened their foothold on earthen surfaces. They can use the effects of the Up the Walls feat {Expanded Psionics Handbook} when used on rock/stone surfaces, and do not need a psionic focus.
Wholeness of Body (Su): (Normal)
Earth Mastery: The Earth variant monk gains the Earth Mastery feat from Races of Stone at 9th level.
Stone Hue (Ex): At 9th level, the stonefist gains the Stone Hue special ability as the Dark Hunter {Complete Warrior}.
Power Drop (Ex): When a stonefist has fought to 11th level, they can channel their enemies’ ki downward to destructive effect. When a monk’s enemies strike the ground, the ground strikes back. For a number of times a day equal to half their monk level, the stonefist can make a special trip or overrun attack. If successful they deal their full unarmed strike damage to the enemy as it becomes prone.
Wing Cripple (Ex): Upon reaching 12th level, an Earth variant monk can make a number of attacks per day equal to his monk level that can hinder flying foes. If the attack succeeds and his opponent fails a Fort save (DC as a stunning attack), the opponent cannot fly until it receives magical healing or a DC 20 heal check and 8 hours rest. This effect can only be used on creatures that fly by means of locomotion/wings (not on djinn or air elementals for ex.)
Camouflage (Ex): At 12th level, the stonefist gains the camouflage ability as a ranger.
Grounding Stance (Ex): With the coming of 13th level, the Earth variant monk can freely flow their ki energy to and from the ground to dissipate certain effects. They gain resistance to electricity/10, and also can resist up to 10 points of [Air] damage, such as from a Whirlwind spell. The monk also gains a bonus of +4 to saving throws of spells of the [Air] subtype or to natural wind effects, including saves to avoid being moved or knocked down. These bonuses apply only when the stonefist is standing firmly with both feat on the ground.
Stone Touch (Su): With the blessing of the Earth Lords a 15th level stonefist can change their enemies’ very flesh to rock. This effect functions as the Quivering Palm ability of a normal monk, but instead the victim is transformed into solid rock as the Flesh to Stone spell.
Hide in Plain Sight (Ex): At 15th level the Earth variant monk gains the Hide in Plain Sight ability as a ranger.
Timeless Body (Ex): (Normal)
Earth Press (Ex): An elder Earth variant monk of 17th level or higher can mold the very ground around their enemies with their attacks. When they make a pin, overrun, or trip attack, the condition(immobilization or prone) lasts for a number of rounds equal to their Wis modifier without effort.
Earth Glide (Ex): At 18th level, the stonefist’s connection to the Earth Lords is near complete. They gain the Earth glide special ability as an Earth Elemental. To end the monk’s turn while still in the earth, they must have held their breath with their Breathless ability. If the earth monk runs out of breath they immediately begin suffocating.
Leap Tackle (Ex): A master monk of 19th level or higher has been fighting flying enemies for so long they develop a technique to bring them down. By pushing off of the ground the Earth variant monk can attempt a Jump check that uses the horizontal DC to cover vertical distance and can carry them up to two squares away horizontally. If this brings them within reach of a flying enemy, they can make an immediate trip attack. If they succeed, the opponent falls to the ground and takes falling damage plus the monk's power drop and earth press effects.
Earth Self: When the grand master stonefist reaches 20th level, his link to the Earth Lords is complete. They gain the Elemental type and the Earth and Native subtypes. This removes their need to eat sleep and breathe, and also become immune to critical hits and flanking.
Okay, what do we all think guys? What to keep, what to trash, how to prog this out? Ready, aim fire!
STONEFIST (EARTH VARIANT MONK):
When the Four Forces first arrived on Elementia, the dwarves with the help of the Earth Lords quickly expanded their power base and settled far from their original mountain homes. However, the Air and Water Lords quickly struck back, and the Earth Lords faced massive attrition. The towns that are now Sirroco, Thunderhold and Floodwash were first tall buttes and lush cropland that were taken from them. The dwarves would come forth to meet their enemies in the finest armor and with the grandest weapons the Earth Lords could provide them. However, weighed down like that, the wind pirates and wave-riders were able to dance around them. They’d hit and run faster then the dwarves could respond.
The battles went on like this for some time. Then the halflings tried to invade through a mountain pass guarded by an ancient monastery. The monks within had remained neutral for centuries. However, when the Air Lords forces tried to assault the monastery, the monks came forth unarmed and unafraid. The monks tumbled just as fast as the quick halflings could, and then pinned them to the cliff face and pummeled them into submission.
The halflings were sent back battered and bruised, and word spread fast of how a small group of unarmed monks held back a vast number of the air raiders through sheer concentration and training. Peasants began flocking to the monasteries to learn how to become such effective, determined warriors. Once they arrived, they brought much of the Earth Lords teachings with them. This was the start of the stonefists, or Earth variant monks.
Since then, the monasteries have spread along the cliffsides of Windbreak and Fissure. The monks have become the first line of defense should the Water or Air forces try and infiltrate the Earth Realms again. They understand the fluid nature of their enemies and use it to their advantage, combining it with the stability and strength of stone to form a pure fighting style. Word of them has spread to the other Realms and few are foolish enough to come face them.
Adventures: Stonefists adventure either out of a need to test their limits or a sense of duty to the Earth Lords. They seek to push their bodies until their as solid as stone and fast as the wind. They feel a deep sense of duty to the Earth Lords and frequently are assigned as bounty hunters or bodyguards to the deacons of stone. Any enemy they can fell with their bare hands brings them renown and pride in their abilities.
Characteristics: Earth variant monk’s key features revolve around their ability to fight unarmored and unarmed. They have a repertoire of various combat maneuvers designed to maximize their mobility and use the very ground against their opponents. They can channel their lifeforce, or ki, and combine it with Earth magic to develop some powerful abilities.
Alignment: The lifestyle of a monk has always been regimented and disciplined, even more so as part of the orderly Earth cultures. Only lawful characters can undertake this class.
Religion: The stonefists hold allegiance to the Earth Lords out of a sense of community and duty. They draw much of their strength from the divine power flowing through them, but they are not pious or devout in the practice of their faith. Much of their time is spent on internal reflection and meditation, which precludes prayer to the otherworldly Earth deities.
Background: Most of the Earth variant monks come from humble backgrounds. It is rare that the wealthy feel the call to asceticism that the monasteries demand. Many peasants and farmers on the other hand are drawn to the monasteries to study to improve themselves and defend their homes. The only constant among monk characters is that they have a strong drive for self-improvement and a calling to stand against those that would harm or steal the people of the Earth Realms.
Races: Humans form the vast majority of the residents in the monasteries. Some dwarves have learned to eschew the heritage of metal and hammer and seek to forge their inner steel to perfection. Earth gnomes, even more than dwarves, feel a strong sense of community and less of a dogma to clad themselves in plate armor and battleaxes. The dull but strong half-ogres occasionally find their way to a monastery to find a sense of belonging, but find the disciplined lifestyle extremely difficult.
GAME RULE INFORMATION:
Earth variant monks have the following game statistics.
Abilities: Strength powers the stonefist’s unarmed damage as well as their ability to grapple and trip their opponents. Dexterity increases their evasive ability and is useful to many of their class skills. A high Wisdom increases their defense and powers some of their special powers.
Alignment: Any lawful.
Hit Die: (Normal) d8
Class Skills:
The stonefist’s class skills are as a normal monk’s, except that Knowledge (architecture) replaces Knowledge (arcana) as a class skill
Skill points: (Normal) 4+Int modifier
Class Features:
Weapon and Armor Proficiency: (Normal)
AC Bonus (Ex): (Normal)
Flurry of Blows (Ex): (Normal)
Unarmed Strike (Ex): (Normal)
Bonus Feat (Ex): At 1st Level the stonefist can select from Improved Sunder or Improved Grapple as a bonus feat. At 2nd level, they can select from Deflect Arrows or Improved Trip. If the monk picked Improved Sunder at 1st level, the Earth variant monk gains Eagle Claw Attack {Complete Warrior} at 6th level. If they selected Improved Grapple, they instead gain Earth’s Embrace {Complete Warrior}.
Earth Sense: At 2nd level, the stone fist gains the Earth Sense feat as from Races of Stone.
Stability (Ex): A Earth variant monk trains hard to be masters of their own movements and to control the battlespace from the ground up. At 3rd level, a stonefist receives a +4 bonus to resist being bull rushed or tripped when both feet are on the ground. This bonus stacks with any other sources of exceptional stability (such as the dwarf’s racial bonus).
Earth Adept: At 3rd level, the stonefist gains the Earth Adept feat as from Races of Stone.
Ki Strike (Su): At 4th level, the Earth variant monk’s unarmed strikes are treated as Lawful/Earth for the purposes of overcoming damage reduction. At 10th they can be treated as cold iron. At 16th they can be treated as adamantine.
Slow Fall (Ex): (Normal)
Breathless (Ex): At 5th level, the stonefist can slow their respiration down to that of stone. They can add a number of rounds to the length they can hold their breath equal to their monk level + their Wis modifier. While holding their breath they’re immune to all gas-based effects from spells or abilities (ex. Stinking Cloud).
Cliff Run (Su): At 6th level, the Earth variant monk’s travels among rocks and stone has heightened their foothold on earthen surfaces. They can use the effects of the Up the Walls feat {Expanded Psionics Handbook} when used on rock/stone surfaces, and do not need a psionic focus.
Wholeness of Body (Su): (Normal)
Earth Mastery: The Earth variant monk gains the Earth Mastery feat from Races of Stone at 9th level.
Stone Hue (Ex): At 9th level, the stonefist gains the Stone Hue special ability as the Dark Hunter {Complete Warrior}.
Power Drop (Ex): When a stonefist has fought to 11th level, they can channel their enemies’ ki downward to destructive effect. When a monk’s enemies strike the ground, the ground strikes back. For a number of times a day equal to half their monk level, the stonefist can make a special trip or overrun attack. If successful they deal their full unarmed strike damage to the enemy as it becomes prone.
Wing Cripple (Ex): Upon reaching 12th level, an Earth variant monk can make a number of attacks per day equal to his monk level that can hinder flying foes. If the attack succeeds and his opponent fails a Fort save (DC as a stunning attack), the opponent cannot fly until it receives magical healing or a DC 20 heal check and 8 hours rest. This effect can only be used on creatures that fly by means of locomotion/wings (not on djinn or air elementals for ex.)
Camouflage (Ex): At 12th level, the stonefist gains the camouflage ability as a ranger.
Grounding Stance (Ex): With the coming of 13th level, the Earth variant monk can freely flow their ki energy to and from the ground to dissipate certain effects. They gain resistance to electricity/10, and also can resist up to 10 points of [Air] damage, such as from a Whirlwind spell. The monk also gains a bonus of +4 to saving throws of spells of the [Air] subtype or to natural wind effects, including saves to avoid being moved or knocked down. These bonuses apply only when the stonefist is standing firmly with both feat on the ground.
Stone Touch (Su): With the blessing of the Earth Lords a 15th level stonefist can change their enemies’ very flesh to rock. This effect functions as the Quivering Palm ability of a normal monk, but instead the victim is transformed into solid rock as the Flesh to Stone spell.
Hide in Plain Sight (Ex): At 15th level the Earth variant monk gains the Hide in Plain Sight ability as a ranger.
Timeless Body (Ex): (Normal)
Earth Press (Ex): An elder Earth variant monk of 17th level or higher can mold the very ground around their enemies with their attacks. When they make a pin, overrun, or trip attack, the condition(immobilization or prone) lasts for a number of rounds equal to their Wis modifier without effort.
Earth Glide (Ex): At 18th level, the stonefist’s connection to the Earth Lords is near complete. They gain the Earth glide special ability as an Earth Elemental. To end the monk’s turn while still in the earth, they must have held their breath with their Breathless ability. If the earth monk runs out of breath they immediately begin suffocating.
Leap Tackle (Ex): A master monk of 19th level or higher has been fighting flying enemies for so long they develop a technique to bring them down. By pushing off of the ground the Earth variant monk can attempt a Jump check that uses the horizontal DC to cover vertical distance and can carry them up to two squares away horizontally. If this brings them within reach of a flying enemy, they can make an immediate trip attack. If they succeed, the opponent falls to the ground and takes falling damage plus the monk's power drop and earth press effects.
Earth Self: When the grand master stonefist reaches 20th level, his link to the Earth Lords is complete. They gain the Elemental type and the Earth and Native subtypes. This removes their need to eat sleep and breathe, and also become immune to critical hits and flanking.
Okay, what do we all think guys? What to keep, what to trash, how to prog this out? Ready, aim fire!
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