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My Monk: A Poll

How balanced is this class?

  • Grossly underpowered--a member this class would not last 30 seconds out in the world.

    Votes: 2 10.5%
  • Underpowerd--you should probably think of adding more to this class before you take off the training

    Votes: 3 15.8%
  • Right on target--this class would be a good member of a team of adventurers.

    Votes: 4 21.1%
  • Overpowerd--this class outdoes other classes in a few ways; other's might feel like "also rans" with

    Votes: 1 5.3%
  • Grossly overpowered--whatever drug you were taking when you made this class should be made illegal f

    Votes: 2 10.5%
  • No opinion--I took the time to vote on in a poll that I don't really care about. Go figure.

    Votes: 7 36.8%

DreamChaser

Explorer
MONK

There are those who turn their mind’s potential toward becoming the masters of their bodies. These unusual men and women are known as monks and their arts are understood by few. Little is known of the various disciplines of training that allow a monk to focus his mind and body together to hone himself into a powerful weapon.

Adventurers: Nearly all monks spend at least a small portion of their life traveling to hone their skills in the real world. While it is unusual for a monk to crave fame or wealth as a reward for his trials, some do seek material or social greatness. Regardless, the experience a monk gains in his trials will always be more valuable to him than any other prize.

Characteristics: Monks have no skill with weapons or armor. In fact, they shun such tools. Their unarmed combat abilities are second to none, however. They can augment their other abilities with their psionics.

Alignment: Each monk must find his own path, none of which is more correct than the others. Thus a monk can be of any alignment.

Religion: To many, the path of the monk is a religion, and many are connected to a religious order of some kind. Others prefer an enlightened agnosticism. No single spiritual path is laid out for the monk.

Background: Each monk must be chosen by a master who sees within him the skill to become a master of the arts. There are many schools of training and each guards its secrets jealously. A times a single master might have two or three students but one is the most common and four or more is unheard of. A monk's training generally starts just before adolescence and generally extends into early adulthood.

Race: Humans and halflings have a particular knack for the paths of the monk although it is not barred to any.

Other Classes: The majority of adventurers are made uncomfortable by a companion who refuses to carry weapons but few can disparage the monk’s capabilities in a fight.


GAME RULE INFORMATION
A monk has the following game statistics.

Abilities: Constitution and Wisdom are perhaps the most important abilities for the monk, but Strength and Dexterity come only slightly behind. The physical abilities allow the monk to take full advantage of his unarmed combat skills as well as contributing to a number of psionic powers and abilities.
Alignment: any
Hit Dice : d8

Class Skills:
The monk’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Sielently (Dex), Profession (Wis), Stabilize Self (Con), Swim (Str), Tumble (Dex). See Chapter 4: Skills for skill descriptions.

Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at each additional level: 4 + Int mod

CLASS FEATURES:
All of the following are class features of the mystic.

Weapon and Armor Proficiency: The monk trains with no weapons nor are they trained in the use of any armor. Monks train intensely to transform their bodies into potent weapons. Monks are also trained to use all their sense is avoiding blows; because of this, a monk applies his Wisdom modifier (if positive) along with his Dexterity modifier when determining his armor class. A monk cannot use feats to gain proficiency in weapons or armor and cannot use his bonus feats or Wisdom bonus to Armor class while wielding weapons or wearing armor. Magical force effects which grant armor bonuses (e.g. Mage Armor or Bracers of Armor) do not count as armor for this restriction.

Unarmed CombatUnarmed Combat: Monks are treated as having the Improved Unarmed Combat feat, which allows them to make unarmed attacks without risking an attack of opportunity. They may also freely choose to cause normal or subdual damage on any attack with suffering a penalty to attack. In addition, a medium-size monk inflicts 1d6 points of damage on a successful unarmed strike while a small-size monk inflicts 1d4 points.

Powers: A monk manifests psionic powers a monk's selection of powers is more limited than the psion's. Your monk begins play with a single 0-level power (talent). At each level, your monk discovers one more previous latent power. These powers are chosen from the psychic warrior power list (see Chapter 5: Powers). A monk's manifester level is 1/2 his monk level (minumum 1).

To manifest a power within a particular discipline, a monk must have a key ability score of at least 10 + the power's level. The DC for saving throws to resist a monk's powers is 1d20 + the power's level + the monk's key ability modifier. The 1d20 roll is made by the attacking monk when the power is manifested.

Certain powers can be enhanced as they are manifested, at the cost of additional power points. Chapter 3: Feats describes a number of psionic power enhancing feats.

Note: A monk may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement, just as psions can.


Power Points: A monk can manifest a certain number of 1st and higher level powers per day based on her available power points, but she need not prepare her powers in advance--she just pays the power point cost of a power to manifest it. A monk also uses power points for some feats. Monk's do not gain bonus power points for exceptional ability score, and so at first-level have only 2 power point. Special rules apply to the manifestation of 0-level powers.


0-level Powers: Also called talents, 0-level powers have a special power point cost. A monk can manifest any talent she knows for free a number of times per day equal to her manifester level +1. After exhausting her daily allotment, the monk must pay 1 power point per manifestation of a 0-level power for the rest of the day. Thus, a 1st level monk can manifest 2 talents for free, then must pay 1 power point for an additional talent that day.

Bonus Feats: The hallmark of the monk are his seemingly unnatural combat abilities. At first level he gains 2 bonus feats. As he progresses a monk gains additional bonus feats. A monk's bonus feats must be chosen from the following list.

Blind-Fight, Blindsight, 5-foot radius, Choke Hold, Circle Kick, Combat Manifestation, Combat Reflexes, Defensive Strike, Deflect Arrows, Dodge, Eagle Claw Attack, Earth's Embrace, Energy Strike‡, Enhanced Strike*, Expertise, Extra Stunning Attacks, Falling Star Strike, Fists of Iron, Flurry of Blows, Flying Kick, Freezing the Lifeblood, Grappling Block, Improved Disarm, Improved Grapple, Improved Trip, Inertial Armor, Karmic Strike, Lightning Fists, Mantis Leap, Mental Leap*, Mobility, Pain Touch, Power Attack, Power Touch, Prone Attack, Psionic Charge*, Psionic Dodge*, Psionic Fist ‡, Psionic Metabolism ‡, Rapid Metabolism, Snatch Arrows, Speed of Thought, Spirit Strike*, Spring Attack, Stunning Fist, Superior Expertise, Unavoidable Strike‡, Up the Walls*, Whirlwind Attack, Stand Still*, Unbalancing Strike
* = this feat requires a power point reserve
‡ = this feat has a power point cost



MONK POWER LIST
0-LEVEL MONK POWERS (TALENTS)
Catfall. You recover well from a fall. (Dex)
Far Punch. Telekinetic punch deals 1 damage. (Int)
Know Direction. You know which way is north. (Wis)
Lesser Natural Armor. You gain +1 natural armor bonus. (Con)
Talons. Your unarmed attacks deal +1 damage. (Con)
Verve. You gain 1 temporary hit point. (Con)


1ST-LEVEL MONK POWERS
Biofeedback. Self-control allows you to take some damage as subdual damage. (Con)
Combat Precognition. You gain a +1 insight bonus to AC. (Wis)
Expanded Vision. Wider vision allows you to see more. (Wis)
Hustle. You gain one extra partial action. (Dex)
Steadfast Gaze. Gaze attacks hold no terror for you. (Wis)
Vigor. You gain 3 temporary hit points. (Con)


2ND-LEVEL MONK POWERS
Animal Affinity. You possess one ability score of a chosen animal. (Con)
Body Equilibrium. You can walk on nonsolid surfaces. (Con)
Claws of the Bear. Your anarmed attack deals 1d12 damage. (Con)
Combat Prescience. You gain a +2 insight bonus on your attack roll. (Wis)
Painful Touch. Your unarmed attacks deal an addition 1d6 subdual damage. (Con)
Vigilance. See through mist, murk, and darkness. (Wis)


3RD-LEVEL MONK POWERS
Claws of the Vampire. Your unarmed attack deals 1d8 damage. You heal the same amount. (Con)
Danger Sense. You gain a +4 bonus against traps. (Wis)
Displacement. Attacks miss you 50% of the time. (Con)
Improved Biofeedback. You take charge of your body's damage. (Con)
Prowess. You may take one extra attack of opportunity. (Wis)
Ubiquitous Vision. You have all –around vision. (Wis)


4TH-LEVEL MONK POWERS
Fate of One. You can reroll a bad roll. (Wis)
Freedom of Movement. You move normally despite impediments. (Dex)
Immovability. You are almost impossible to move. (Dex)
Natural Armor. You gain a +4 natural armor bonus. (Con)
Psychofeedback. You can use power points to boost your Str, Con, and/or Dex ability modifiers. (Con)
Steadfast Perception. You gain a +4 bonus against illusions, +2 bonus on Spot and Search checks. (Wis)

THE FEATS:
Enhanced Strike [Psionic]
Your unarmed attacks gain an enhancement bonus.
Prerequisites: Strength 13+, Psionic Fist, Power point reserve 5+
Benefit: Your unarmed attacks gain an enhancement bonus of +1. You must have a power point reserve of 5 in order to gain this benefit.
Special: You may take this feat multiple times. Each time the enhancement bonus increases by +1 and the power point reserve increases by +11. So a monk who took this feat 5 times would have a +5 when her power point reserve was 49 or more; +4 when her reserve was 38 or more, +3 when her reserve was 27 or more; +2 when her reserve was 16 or more; and +1 when her reserve was 5 or more.

Spirit Strike [Psionic]
Your unarmed attacks can affect incorporeal targets.
Prerequisites: Strength 13+, Psionic Fist, Enhanced Strike, Power point reserve 17+
Benefit: You have the ghost touch ability with your unarmed attacks. You must have a power point reserve of 17 in order to gain this benefit.

Energy Strike [Psionic]
Your unarmed attacks gain cause energy damage.
Prerequisites: Strength 13+, Psionic Fist.
Benefit: Choose 1 energy type. When you spend 5 pp, your body is charged with this energy; your next unarmed attack (including trips and grapples) deals an added +1d6 points of damage of the chosen energy type. The decision to use this ability must be made before the attack roll is made; the energy charge lasts a number of rounds equal to the your Strength modifier or until used.
Special: You may take this feat multiple times. Each time you gain another energy type that can be used.
 

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Al

First Post
This is clearly modelled on the psychic warrior, but is quite a bit weaker than the psychic warrior- which is hardly overpowered itself.

In terms of hit dice and bonus feats, the two are on a par.

However, with the exception of the monk having better skills and saves, it is all downhill from there.

The psychic warrior has psionic combat, more power points, and, perhaps most significantly, greater and quicker access to higher level powers. This makes the psychic warrior quite a bit more potent.

As tanks, the psychic warriors also wins hands down. The monk can add his Wisdom to AC, but the psychic warrior has full armour proficiencies, so unless the monk's Wisdom is into the impossibly exorbitant levels, the psychic warrior has an advantage. In terms of damage, the monk is just doing a d6: the psychic warrior has full martial weapons. Moreover, the monk has no ranged capabilities, putting him at a great disadvantage is many encounters.

Essentially, the improved saves and skills cannot compensate for inferior AC, inferior weapons, fewer power points, lack of psionic combat, weaker powers at later levels, and an abject lack of ranged capacity. It's an underpowered class as written.
 


DreamChaser

Explorer
The restriction against weapons is designed to keep them from overlapping with fighters too much and to offset the psionics, which I have weakened from the original version of the class.

Perhaps I should bump them back up or maybe give them the option of learning 1 weapon related to their style.

What do you think?
DC
 


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