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My monk--I want you to tear it up

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.

Races: 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. Gauntlets or other protective hand-wear do not count as weapons for this restriction nor do magical force effects which grant armor bonuses (e.g. Mage Armor or Bracers of Armor).

Unarmed 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.

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 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, 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, 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)


[edited to modify the monk's manifester level.]
 

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Jeph

Explorer
IMHO, this is horridly overpowered. 14 bonus feats, sheesh, that's 3 more than a fighter. All good saves, that's powerful in and of it's self. 4 skill points, extreemly versatile, especially with that kickass skill set. And then psionics, too? They have enough PP to manifest 14.8 4th level powers, and then 21 0 level powers to boot. Manifester level equals class level. Compared to a Paladin with Wisdom 26, they get 19.4 more spell/power levels, if they spend all their PP on level 4 powers, and double the caster/manifester level, and then the 21 little 0 level powers. Please see my thread on the topic of Psionic monks, I have a Psionic monk class that is being used in my campaign. It has approximately half the benefits of yours, and looks to the most powerful class.
 

Jeph

Explorer
Looking back, my Monk is actually quite balanced against yours, except in one regard: Psionics. They have much lower PP totals, lower Powers Learned, fewer 0 level powers, and a lower Manifester Level. Their Power List is much more adaptable, however, as they choose 2 disciplines from which to learn powers, instead of having a fixed list. (this represents that some monasteries may teach Kukan-Do, some may teach their students to hide and turn invisible, some may teach mobility, some telekinesis, etc.)
 

DreamChaser

Explorer
My theory behind this class:

1) they use no weapons or armor ever. The closest they can get would be enchanted gauntlets or bracers of armor. They could in theory learn to use armor but most of their abilities would cease to function. The philosophy of the monk distains the use of anything other than the body.

2) They are psionic but because of their extremely limited powers, they use their psionics almost exclusively for psionic feats.

3) They do gain more feats than a fighter. It is the only ability they gain other than their psionics. They can use no weapons or armor, cannot specialize, and don't gain as many hit points.

4) They have pretty good skills because they have to be able to achieve the skill prereqs for many of their feats.

My vision for a monk with these rules revolves around a style of fighting that relies upon their feats supplimented with psionics.


Things that I plan to change (when I get back to my computer to change them).
Their manifestor level (which has been changed above). This will be tied into the number of talents per day as well.

Saving throws: I might change this to only 2 good saves...probably reflex and will. Fort is important but not critical I think. I could go either way on this.

I will also be cutting down the number of PP. They will start with only 1 and will advance more slowly as well, probably maxing out at 75 or so.

Notice that they do not gain natural increases to their damage, armor class, or an accelerated number of attacks. They must use feats to gain any of these benefits. Thus, the large number of bonus feats.

thats all I can think of at the moment. Feedback would be much appreciated.
DC
 
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Happiest_Sadist

First Post
How is this different from allowing them to multiclass psychic warrior and monk? The monk multiclass restrictions are only for flavor, not balance.

Let them do this and abandon the class.
 

DreamChaser

Explorer
The reason I created this class is because I dislike both the psychic warrior and the monk class as they exist in the core rules. Neither is what I wanted or envisioned for the class that I have in mind.

Thus the blend.
 

Malin Genie

First Post
I like the idea of combining the Monk and Psiwar - I agree neither has quite the flavour of a mystical disciple marrying mental and martial arts. Some brief criticisms (hopefully constructive...)

Do not allow gauntlets to evade the weapon restrictions. The DnD FAQ quite deliberately sets out that gauntlets are weapons and monks using gauntlets are not considered unarmed. There are magical/psionic items/powers which enhance unarmed attacks - use those instead.

I agree that there are too many bonus feats. Remember, they are still getting their character Feats every third level, and you are giving them (albeit limited) psionic ability. The powers and feats combined will make them too powerful. Having said that, I think your choice of available powers and Feats is excellent - well-balanced and appropriate.
 

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)
 

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DreamChaser

Explorer
Changes in this last version:
* reduced the number of power points per day
* reduced the number of bonus feats
* gauntlets can no longer be used


What do you think now?
 

Kamard

First Post
I like this monk... I don't know if I would use it, I tend to dislike Psionics, but I think this monk is much more balanced against the other classes than the core monk. I say this mainly because my games tend to be low money, low magic settings and thus the core monk stands head and shoulders over the other PC's.
 

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