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A More Flexible Monk
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 2469056" data-attributes="member: 9249"><p>Okay, this is a little closer to finished.</p><p></p><p>The bare skeleton of the Monk class is mostly unchanged, except that I've removed the alignment and multiclass restrictions; the only prohibition is on Gestalting or multiclassing as a Barbarian, which forces the character to become and ex-Monk (and vice versa).</p><p></p><p>Since Monks are no longer required to be Lawful, I removed the 10th level Ki Strike; however, I made it one of the optional Monk abilities later.</p><p></p><p>This change also required changes to a number of feats-- particularly Stunning Fist, which I used as the basis for the Ki Point system. The first time a non-Monk character takes a feat which requires the use of Ki Points, they gain a number of Ki Points equal to 1/4 their class level plus their Wisdom modifier, if positive.</p><p></p><p>Monks have Ki Points equal to 1/2 their character level (rounded up) plus their Wisdom modifier (if positive). This is a reduction from their old number of Stunning Fist uses, but Ki Points can now be used for a number of more powerful effects.</p><p></p><p>Both Monks and non-Monks may select Extra Ki as a feat, granting them an additional 3 Ki Points per day.</p><p></p><p>Any mystical ability that's listed as being a feat may be taken as a Monk bonus feat-- allowing the Monk to ignore the feat prerequisites; they still have to meet the Monk Ability prerequisites, however. Monks may also take Extra Monk Ability as a feat, granting them an additional ability of any level up to the highest they're acheived. (I need to think up level names to simplify this.)</p><p></p><p></p><p></p><p>At 16th level, this is roughly the equivalent of 1d12 damage (for Medium Monks), with a +2 attack bonus and two critical improvements. It's also wholly possible for the Fighter to do the exact same thing, which was one of my design criteria.</p><p></p><p>Monks do less damage (with their bare hands, at least) in this variant than in standard D&D, but Ki Strike (adamantine) is considerably more useful under my House Rules.</p><p></p><p></p><p></p><p>All of these abilities can be taken as options, at or around the levels they would be granted normally.</p><p></p><p>Monks gain a Monk Ability at levels 5, 8, 11, 14, 17, and 20. Unless otherwise noted, each of these abilities require the character spend a Ki point to activate. Because Monk abilities are always granted one level before the Monk would gain a feat (if the Monk were single-classed), abilities that have prerequisites of the same level can be taken with Extra Monk Ability the level following the acquisition of the prerequisite.</p><p></p><p>The abilities are as follows:</p><p></p><p></p><p></p><p>Weapon Flurry is similar to a number of feats from the <em>Eberron Campaign Setting</em>, so I don't think it's particularly out of line, especially with the prerequisites. However, I think the weapons that it's applied to should be carefully watched and linked to the character's monastic order.</p><p></p><p>Of particular interest, Hobgoblin Monks should typically apply Weapon Channel and Weapon Flurry to the Flails & Chains group, while Githzerai Monks should typically apply them to Heavy Blades. I haven't worked out any specific monastic orders yet-- since I'm not currently running a campaign.</p><p></p><p></p><p></p><p><em>Ki Healing</em> is more powerful than <em>Wholeness of Body</em>, but I think that's compensated for by the fact that it uses a pool of resources shared with a number of other abilities.</p><p></p><p>The caster/manifester levels required for <em>Fist of Energy</em> were based on the fact that I took them from an arcanist/Monk patch PrC-- and because the manipulation of magical energy seems necessary to justify the ability. I don't think it's really a balance issue.</p><p></p><p></p><p></p><p>This is where the abilities start to become increasingly, blatantly supernatural. The ability to go back and take lower-level abilities helps players who are trying to represent a more grounded, mundane monk/martial artist.</p><p></p><p></p><p></p><p></p><p></p><p>I'd really like to have some prerequisites for <em>Tongue of the Sun and Moon</em>, but it seems to be so random-- it's not really connected to any of the other Monk abilities. I'm also not entirely certain it needs to be this high a level.</p><p></p><p></p><p></p><p>I tried to have a good variety of powers here, and to make Perfect Self entirely optional, since in the opinion of a few people, it's far more of a hindrance than a benefit.</p><p></p><p>Does anyone feel this is particularly unbalanced (in either direction)?</p><p></p><p>Also, does anyone have any good ideas for additional special abilities that could be added?</p><p></p><p>As soon as I figure out how to explain this more concisely, I'm going to be adding it to my main House Rules document. I think I've got it close to right.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 2469056, member: 9249"] Okay, this is a little closer to finished. The bare skeleton of the Monk class is mostly unchanged, except that I've removed the alignment and multiclass restrictions; the only prohibition is on Gestalting or multiclassing as a Barbarian, which forces the character to become and ex-Monk (and vice versa). Since Monks are no longer required to be Lawful, I removed the 10th level Ki Strike; however, I made it one of the optional Monk abilities later. This change also required changes to a number of feats-- particularly Stunning Fist, which I used as the basis for the Ki Point system. The first time a non-Monk character takes a feat which requires the use of Ki Points, they gain a number of Ki Points equal to 1/4 their class level plus their Wisdom modifier, if positive. Monks have Ki Points equal to 1/2 their character level (rounded up) plus their Wisdom modifier (if positive). This is a reduction from their old number of Stunning Fist uses, but Ki Points can now be used for a number of more powerful effects. Both Monks and non-Monks may select Extra Ki as a feat, granting them an additional 3 Ki Points per day. Any mystical ability that's listed as being a feat may be taken as a Monk bonus feat-- allowing the Monk to ignore the feat prerequisites; they still have to meet the Monk Ability prerequisites, however. Monks may also take Extra Monk Ability as a feat, granting them an additional ability of any level up to the highest they're acheived. (I need to think up level names to simplify this.) At 16th level, this is roughly the equivalent of 1d12 damage (for Medium Monks), with a +2 attack bonus and two critical improvements. It's also wholly possible for the Fighter to do the exact same thing, which was one of my design criteria. Monks do less damage (with their bare hands, at least) in this variant than in standard D&D, but Ki Strike (adamantine) is considerably more useful under my House Rules. All of these abilities can be taken as options, at or around the levels they would be granted normally. Monks gain a Monk Ability at levels 5, 8, 11, 14, 17, and 20. Unless otherwise noted, each of these abilities require the character spend a Ki point to activate. Because Monk abilities are always granted one level before the Monk would gain a feat (if the Monk were single-classed), abilities that have prerequisites of the same level can be taken with Extra Monk Ability the level following the acquisition of the prerequisite. The abilities are as follows: Weapon Flurry is similar to a number of feats from the [i]Eberron Campaign Setting[/i], so I don't think it's particularly out of line, especially with the prerequisites. However, I think the weapons that it's applied to should be carefully watched and linked to the character's monastic order. Of particular interest, Hobgoblin Monks should typically apply Weapon Channel and Weapon Flurry to the Flails & Chains group, while Githzerai Monks should typically apply them to Heavy Blades. I haven't worked out any specific monastic orders yet-- since I'm not currently running a campaign. [i]Ki Healing[/i] is more powerful than [i]Wholeness of Body[/i], but I think that's compensated for by the fact that it uses a pool of resources shared with a number of other abilities. The caster/manifester levels required for [i]Fist of Energy[/i] were based on the fact that I took them from an arcanist/Monk patch PrC-- and because the manipulation of magical energy seems necessary to justify the ability. I don't think it's really a balance issue. This is where the abilities start to become increasingly, blatantly supernatural. The ability to go back and take lower-level abilities helps players who are trying to represent a more grounded, mundane monk/martial artist. I'd really like to have some prerequisites for [i]Tongue of the Sun and Moon[/i], but it seems to be so random-- it's not really connected to any of the other Monk abilities. I'm also not entirely certain it needs to be this high a level. I tried to have a good variety of powers here, and to make Perfect Self entirely optional, since in the opinion of a few people, it's far more of a hindrance than a benefit. Does anyone feel this is particularly unbalanced (in either direction)? Also, does anyone have any good ideas for additional special abilities that could be added? As soon as I figure out how to explain this more concisely, I'm going to be adding it to my main House Rules document. I think I've got it close to right. [/QUOTE]
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