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Trailblazer Teasers (collected)

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[sblock]
Well after spending two days resting my leg and keeping it elevated, it was healed up enough that the wife insisted I aggravate it by walking around town with her. Grr.

Hopefully everything below is formatted correctly. I'm tired of f'ing with it. :rant: This one was a bitch to format.

Druid will wait till tomorrow.[/sblock]

MONK
Alignment: Any lawful.

Hit Die: d8.

Class Skills
The monk’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Jump (Str), Knowledge (arcana/religion) (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Points Per Level: 6 + Int modifier.

Class Features

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling, and spear (including shortspear and long spear). Monks are not proficient with any armor or shields.

Centered Bonus: When wearing armor, using a shield, carrying a medium or heavy load, or using a weapon not listed above, a monk is no longer centered. A monk who is not centered loses many of her class abilities, including her centered bonus, her reaction bonus, her fast movement, and her flurry of blows abilities.

While she is centered, the monk applies the listed centered bonus to attack rolls (including combat maneuvers).

[sblock]As with the rogue's combat tactics bonus, what this bonus does is elevate the monk's "striking" ability to compare to the full BAB classes. It does not grant the monk (nor the rogue) the complete benefits of a full 1:1 BAB progression-- specifically the benefits of combat reactions, the dodge and block bonuses thereof, iterative attack rate, etc. but it does allow the "crossover" fighting classes the same chance to hit in combat.

This creates something of a 4-tier attack progression:

Fighters, barbarians, paladins and rangers with full 1:1 BAB and all the benefits thereof;

Rogues and monks with a 3:4 BAB, but the necessary bonuses to fill their roles;

Bards, clerics and druids with a 3:4 BAB;

Wizards and sorcerers with a 1:2 BAB.

[/sblock]

Reaction Bonus (Ex): When centered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to both AC and initiative at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

The bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, and when she is not centered.

Flurry of Blows (Ex): When centered, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action.

When a monk reaches 5th level, the flurry of blows penalty lessens to –1, and at 9th level it is reduced to zero. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with any of the melee weapons with which monks are proficient. She may attack with unarmed strikes and weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-½ or x ½ ) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any prohibited weapon as part of a flurry of blows. A monk cannot combine flurry of blows with two-weapon fighting.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk deals more damage with her unarmed strikes than a normal person would, as shown on Table: Monk. (The unarmed damage on Table: Monk is for Medium monks. Adjust the damage for smaller or larger sized monks accordingly.)

A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Unbreakable: At 1st level, the monk receives a +2 bonus to her Poor saving throw. This bonus rises to +3 at 4th level, +4 at 10th level, and +5 at 16th level.

[sblock]Moving the saving throws from a class-based to a character-based system, where every character chooses two Good and one Poor save, left us with a bit of a math quandary for the monk. The Unbreakable bonus applies a bonus to achieve a "best fit" to continue the monk on her previous "All Good Saves" progression.[/sblock]

Bonus Feat: At 1st, 2nd, and 6th level, a monk may select a bonus feat from the following list of monk bonus feats: Combat Reflexes, Deflect Arrows, Dodge, Improved Disarm, Improved Grapple, Improved Trip, Stunning Fist, Toughness, or Weapon Kata. A monk need not have any of the prerequisites normally required for these feats to select them.

The weapon kata feat grants the monk proficiency with one additional Simple or Martial weapon of her choice, and adds this weapon to her list of “monk weapons.” When using this weapon, the monk remains centered. A monk cannot use this feat to gain proficiency with an exotic weapon, but if she is already proficient with an exotic weapon (for example, through the normal expenditure of a feat) she may use weapon kata to add that weapon to her list of permitted monk weapons. A monk may have only one weapon kata.

Trapfinding: At 1st level, the monk gains the trapfinding ability. She may use his Disable Device skill to disarm traps as a rogue, even those over DC20.

Evasion (Ex): (snip)

Fast Movement (Ex): (snip)

Still Mind (Ex): (snip)

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. As long as the monk is centered, her attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. (snip)

Slow Fall (Ex): (snip)

Purity of Body (Ex): (snip)

Wholeness of Body (Su): (snip)

Diamond Body (Su): (snip)

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per rest. Her caster level for this effect is equal to her base magic bonus (normally one-half her monk level, rounded down).

Diamond Soul (Ex): (snip)

Quivering Palm (Su): Starting at 15th level, a 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 rest, and she must announce her intent before making her attack roll. (snip)

Timeless Body (Ex): (snip)

Tongue of the Sun and Moon (Ex): (snip)

Empty Body (Su): (snip)

Perfect Self: (snip)

[sblock]
The 1st edition monk was arguably one of the most powerful classes in the game, so it is no surprise that the class has undergone several revisions to reign it in. However, as anyone who has tried to play a monk in 3rd edition can attest, it seems the scales were tipped a bit too far in the opposite direction.

The changes we have implemented here make the monk just a bit more useful, and hopefully restore a bit of that 1st edition badassitude:

• Monks may once again find and remove traps, as well as open locks. Although we understand the desire to protect the rogue’s niche, we feel it’s equally important to allow the monk to contribute to the party.

• Monks are once again proficient with the spear. We weren’t quite ready to give them back proficiency with polearms, but we did give them the long spear.

• Monk unarmed damage has been increased at higher levels. The unarmed damage progression now follows the standard size progression. On average, the monk gains 2-3 points of damage per attack compared to their 3e counterparts.

• Monks have an improved ability with the Deflect Arrows feat (see the Feats chapter). Just as monks are superior practitioners of the Stunning Fist, so too with Deflect Arrows. A monk who chooses the Deflect Arrows feat may automatically deflect one arrow per round per five monk levels.
[/sblock]


Code:
[size=2]

Monk							
Level	BAB	BMB	Centered	Unarmed	Reaction	Movement 	Class
			Bonus	Damage	Bonus	Bonus	Features
							
1	+0	+0	+1	1d6	+0	+0	Bonus feat, centering, 
							flurry of blows, 
							trapfinding,
							unarmed strike, 
							unbreakable +2
2	+1	+1	+1	1d6	+0	+0	Bonus feat, evasion
							
3	+2	+1	+1	1d6	+0	+10	Still mind
							
4	+3	+2	+1	1d8	+0	+10	Ki strike (magic), 
							slow fall (20 ft.),
							unbreakable +3
5	+3	+2	+2	1d8	+1	+10	Purity of body
							
6	+4	+3	+2	1d8	+1	+20	Bonus feat, 
							slow fall (30 ft.)
7	+5	+3	+2	1d8	+1	+20	Wholeness of body
							
8	+6	+4	+2	2d6	+1	+20	Slow fall (40 ft.)
							
9	+6	+4	+3	2d6	+1	+30	Improved evasion
							
10	+7	+5	+3	2d6	+2	+30	Ki strike (lawful),
							slow fall (50 ft.),
							unbreakable +4
11	+8	+5	+3	2d6	+2	+30	Diamond body,
							greater flurry
12	+9	+6	+3	2d8	+2	+40	Abundant step,
							slow fall (60 ft.)
13	+9	+6	+4	2d8	+2	+40	Diamond soul
							
14	+10	+7	+4	2d8	+2	+40	Slow fall (70 ft.)
							
15	+11	+7	+4	2d8	+3	+50	Quivering palm
							
16	+12	+8	+4	3d6	+3	+50	Ki strike (adamantine),
							slow fall (80 ft.),
							unbreakable +5
17	+12	+8	+5	3d6	+3	+50	Timeless body, 
							tongue of the sun and moon
18	+13	+9	+5	3d6	+3	+60	Slow fall (90 ft.)
							
19	+14	+9	+5	3d6	+3	+60	Empty body
							
20	+15	+10	+5	3d8	+4	+60	Perfect self, 
							slow fall (any distance)

[/size]


[sblock]
How does flurry of blows interact with the new iterative attacks?

Just add up the extra attacks and penalties as we go along.

1st level: flurry of blows adds 1 attack; -2 to all attacks
5th level: flurry of blows penalty drops to -1 to all attacks
8th level: monk hits (true) BAB +6 and gets his first iterative attack at -2 to all attacks
9th level: flurry of blows penalty drops to 0
11th level: flurry of blows gets another attack
15th level: monk hits BAB +11 and iterative penalty drops to -1
Code:
Level	BAB		Centered	Attack	Full 		Flurry
			Bonus			Attack		of Blows
					<---	while centered	--->

1	+0		+1		+1	+1		-1/-1
2	+1		+1		+2	+2		+0/+0
3	+2		+1		+3	+3		+1/+1
4	+3		+1		+4	+4		+2/+2
5	+3		+2		+5	+5		+4/+4
6	+4		+2		+6	+6		+5/+5
7	+5		+2		+7	+7		+6/+6
8	+6 (+4/+4)	+2		+8	+6/+6		+5/+5/+5
9	+6 (+4/+4)	+3		+9	+7/+7		+7/+7/+7
10	+7 (+5/+5)	+3		+10	+8/+8		+8/+8/+8
11	+8 (+6/+6)	+3		+11	+9/+9		+9/+9/+9/+9
12	+9 (+7/+7)	+3		+12	+10/+10		+10/+10/+10/+10
13	+9 (+7/+7)	+4		+13	+11/+11		+11/+11/+11/+11
14	+10 (+8/+8)	+4		+14	+12/+12		+12/+12/+12/+12
15	+11 (+10/+10)	+4		+15	+14/+14/+14	+14/+14/+14/+14
16	+12 (+11/+11)	+4		+16	+15/+15/+15	+15/+15/+15/+15
17	+12 (+11/+11)	+5		+17	+16/+16/+16	+16/+16/+16/+16
18	+13 (+12/+12)	+5		+18	+17/+17/+17	+17/+17/+17/+17
19	+14 (+13/+13)	+5		+19	+18/+18/+18	+18/+18/+18/+18
20	+15 (+14/+14)	+5		+20	+19/+19/+19	+19/+19/+19/+19
[/sblock]
 




Why is weapon kata limited to one? Doesn't seem like a power thing.

It really is.

It's meant to allow the monk to use a cool weapon outside his normal proficiencies if he finds one. Operative word: one.

It's not meant to allow the monk to use all the same weapons as a fighter (because remember, he'll be at the same BAB as the fighter if he's centered).

You could certainly experiment with allowing more, but I think even allowing two weapon katas makes it a false choice.

But by all means, allow more if that's what you want for your campaign!
 

Hi Wulf,

Just glanced through the list, impressed by your idea of a unified spell progression.

Just wanted to check if you are looking into saving throws, as I was brainstorming about a unified saving throw progression as well. Problem with saving throws is that either they tend to become irrelevant or useless with the 3.5 rules.

I was thinking something along this line:

All monsters and PCs have their base saving throws listed out as such:

PC Saving
Level Throws (Separate out for For, Ref, Wil)
1 +0
2 +1
3 +1
4 +2
5 +2
6 +3
7 +3
8 +4
9 +4
10 +5
11 +5
12 +6
13 +6
14 +7
15 +7
16 +8
17 +8
18 +9
19 +9
20 +10

1. Certain classes have a bonus to their good saves. They get a +2 to their good saves.
E.g fighter has good Fort save, so he has a +2 to his Fortitude save. Clerics get good Fort and Will saves, so he gets +2 to both. Monks gets +2 to all saves.
This can further modified by stats, magic items, and buffs.


2. If you multi-class, the saving throws don't stack, e.g. Wizard / Fighter / Cleric gets +2 bonus to the Fort and Will.

In this way you can quickly balance encounter DCs to PCs. Also the feats Great Fort, Lightning Ref and Iron Will become greatly relevant again. I guess the numbers can be tweaked for a bigger difference, but the main idea is for a unified progression.
 

Just wanted to check if you are looking into saving throws, as I was brainstorming about a unified saving throw progression as well.

That answer is found upthread, in the first class preview (iirc).

Saving throws are a character-level based function. Everybody gets two Good and one Poor saving throw.

Problem with saving throws is that either they tend to become irrelevant or useless with the 3.5 rules.

This problem is both overstated and also addressed with action points.

Monster saving throws follow the form 10 + 1/2 HD + ability modifier.

PC (Good) saving throws follow the form 12 + 1/2 level + ability modifier.

Monster HD (by CR) generally tracks just slightly ahead of PC level. There are some exceptions-- vermin, animals, non-intelligent undead-- which may have 2x to 3x the HD of equivalent PCs. Their DCs are high as a function of their HD, and also as a function of their size and consequently higher ability modifiers (monsters also get +1 to ability scores for every 4 HD).

For the majority of monsters (and certainly on average) the PCs:

  • start with a 2-point head start on the DC
  • match ability score to ability score
  • have access to Resistance items (with no comparable magical DC booster on the monster side)

For your Poor saving throws, there are action points. That's what they're there for.
 

Hey Wulf,

I'm a little confused why flurry of blows works the way it does. I'm sure there are good mathematical reasons for what you did but what's the advantage of this
1st level: flurry of blows adds 1 attack; -2 to all attacks
5th level: flurry of blows penalty drops to -1 to all attacks
8th level: monk hits (true) BAB +6 and gets his first iterative attack at -2 to all attacks
9th level: flurry of blows penalty drops to 0
11th level: flurry of blows gets another attack
15th level: monk hits BAB +11 and iterative penalty drops to -1
over treating flurry of blows like iterative attacks where at first level it would be -2/-2, at BAB +6 it would be -1/-1?
 

Hey Wulf,

I'm a little confused why flurry of blows works the way it does. I'm sure there are good mathematical reasons for what you did but what's the advantage of this
over treating flurry of blows like iterative attacks where at first level it would be -2/-2, at BAB +6 it would be -1/-1?

I'm only partially sure I understand what you're asking.

Can you throw me a table that shows how you'd extrapolate that all the way out?

To answer your question, I just didn't move the flurry of blows penalties around-- that is to say, I left the declining penalties at 5th and 9th in place.

And now that you've asked the question, I'm not sure what I gained there other than "not messing with it."

EDIT: By which I mean, it makes backwards compatibility a little easier. Take a 3.5 monk and look at his flurry attack rate. At 11th level, with flurry, that's +8. Now apply our modifiers: -2 for iterative attacks, +3 for centered bonus. All his other modifiers are already included in the old table. So his new flurry attack bonus will be +9; he'll have his normal attack, plus one extra attack for flurry, one extra attack for greater flurry, and one extra attack for iterative attacks: +9/+9/+9/+9.

At 20th level his best flurry is +15. -1 for iterative attacks (remember, it drops to -1 at BAB 11), +5 centered bonus. Ergo he'll be at +19; again, with four attacks: normal, flurry, greater flurry, and one iterative attack.
 
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