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Any good Homebrew Monk Variants? [3.5e]
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<blockquote data-quote="Dandu" data-source="post: 5520004" data-attributes="member: 85158"><p>Not so impressive either. Was hoping you'd do better than Sir Giacomo's Joke monk, or the atrocities on D&D wiki.</p><p>A DC 20 fortitude save at level 13 isn't very useful against many CR 13 enemies like Ice Devils (+15 fortitude save), Galbrezu (+18), Adult Green Dragon (+17), Iron Golems (immune)...</p><p></p><p>To draw on the previous enemies, Ice Devil AC 32, Galbrezu AC 27 (but has Mirror Image at will), Adult Green Dragon AC 27 (but with access to AC improving arcane spells like Mage Armor) Iron Golem AC 30.</p><p></p><p>You're hitting about half the time at +15, and rarely at +10.</p><p>That's an average of 22 damage per attack, isn't it? Let's see... three attacks hitting about half the time multiplied by average damage equals... 1.5*22=33 damage per round if full attacking.</p><p></p><p>Ice Devil 147 HP (with Regeneration 5 and DR 10/Good), Galbrezu 174 HP (DR 10/Good; average damage will be lower on this one due to Mirror Image), Adult Green Dragon 230 HP, Iron Golem 129 HP (DR 15/Adamantine).</p><p></p><p>Assuming you get +6 to AC from various sources, your AC 24 </p><p>Full attacks:</p><p>Ice Devil: Spear +20/+15/+10 melee (2d6+9/×3 plus slow) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow); or 2 claws +19 melee (1d10+6) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow) melee (DC 23 fort save vs Slow)</p><p>Galbrezu: 2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5) </p><p>Adult Green Dragon: Can't copy an entry directly as the information for full attacks isn't laid out neatly, but it has a bite, two claws, and a tail slap with lots of strength and +20 BAB to back it up.</p><p>Iron Golem: 2 slams +23 melee (2d10+11)</p><p></p><p>Everything is going to hit you on a consistent basis deal more damage to the monk than the monk to it. They have larger reach, so they'll hit the monk before he hits them. I hope the monk has a high Con, because that d8 hit dice isn't going to give him enough HP by itself.</p><p></p><p>I'm not cherrypicking examples against you (at least not consciously). I just used the d20 SRD's search function to find out what was an appropriate challenge at CR 13. To be fair, Stunning Fist would work against a 12 headed Pyrohydra since its fortitude save is only +13, though since it gets 12 atttacks/round at +17 each for 2d8+6 damage at reach 10, you wouldn't fare well in combat against it either.</p><p></p><p>The evasion is nice, but the immunities are towards really minor things (no one with a good fortitude save worries about poison or disease at the level you get immunities to them) and the self healing ability is inconsequential. A class ability that saves you a small amount of money that would otherwise have been spent on healing potions is nothing to brag about.</p><p></p><p>Forgive me for saying so, but a real class like Barbarian, Psychic Warrior or something from Tome of Battle can do more damage.</p><p></p><p>Actually, I believe the current record holder for most damage dealt by a melee character in DnD from the WotC Charop forums is a Barbarian.</p><p></p><p>I also have a sorcerer build that throws out over 2000 damage per round. Maximized, Empowered Twinned, Violate, Energy Admixtured, Searing Spell, Piercing Cold Orbs of Fire delivered under the effects of an Arcane Spellsurge tends to be pretty terrifying. I can't imagine what I'd be doing if I gestalted it. </p><p></p><p>Probably more damage.</p><p></p><p>Bottom line, it's just not enough to contribute in a party if you face god-forsaken horrors from the abyss. It's about on the same level as a fighter, and even that is considered a pretty weak class.</p></blockquote><p></p>
[QUOTE="Dandu, post: 5520004, member: 85158"] Not so impressive either. Was hoping you'd do better than Sir Giacomo's Joke monk, or the atrocities on D&D wiki. A DC 20 fortitude save at level 13 isn't very useful against many CR 13 enemies like Ice Devils (+15 fortitude save), Galbrezu (+18), Adult Green Dragon (+17), Iron Golems (immune)... To draw on the previous enemies, Ice Devil AC 32, Galbrezu AC 27 (but has Mirror Image at will), Adult Green Dragon AC 27 (but with access to AC improving arcane spells like Mage Armor) Iron Golem AC 30. You're hitting about half the time at +15, and rarely at +10. That's an average of 22 damage per attack, isn't it? Let's see... three attacks hitting about half the time multiplied by average damage equals... 1.5*22=33 damage per round if full attacking. Ice Devil 147 HP (with Regeneration 5 and DR 10/Good), Galbrezu 174 HP (DR 10/Good; average damage will be lower on this one due to Mirror Image), Adult Green Dragon 230 HP, Iron Golem 129 HP (DR 15/Adamantine). Assuming you get +6 to AC from various sources, your AC 24 Full attacks: Ice Devil: Spear +20/+15/+10 melee (2d6+9/×3 plus slow) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow); or 2 claws +19 melee (1d10+6) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow) melee (DC 23 fort save vs Slow) Galbrezu: 2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5) Adult Green Dragon: Can't copy an entry directly as the information for full attacks isn't laid out neatly, but it has a bite, two claws, and a tail slap with lots of strength and +20 BAB to back it up. Iron Golem: 2 slams +23 melee (2d10+11) Everything is going to hit you on a consistent basis deal more damage to the monk than the monk to it. They have larger reach, so they'll hit the monk before he hits them. I hope the monk has a high Con, because that d8 hit dice isn't going to give him enough HP by itself. I'm not cherrypicking examples against you (at least not consciously). I just used the d20 SRD's search function to find out what was an appropriate challenge at CR 13. To be fair, Stunning Fist would work against a 12 headed Pyrohydra since its fortitude save is only +13, though since it gets 12 atttacks/round at +17 each for 2d8+6 damage at reach 10, you wouldn't fare well in combat against it either. The evasion is nice, but the immunities are towards really minor things (no one with a good fortitude save worries about poison or disease at the level you get immunities to them) and the self healing ability is inconsequential. A class ability that saves you a small amount of money that would otherwise have been spent on healing potions is nothing to brag about. Forgive me for saying so, but a real class like Barbarian, Psychic Warrior or something from Tome of Battle can do more damage. Actually, I believe the current record holder for most damage dealt by a melee character in DnD from the WotC Charop forums is a Barbarian. I also have a sorcerer build that throws out over 2000 damage per round. Maximized, Empowered Twinned, Violate, Energy Admixtured, Searing Spell, Piercing Cold Orbs of Fire delivered under the effects of an Arcane Spellsurge tends to be pretty terrifying. I can't imagine what I'd be doing if I gestalted it. Probably more damage. Bottom line, it's just not enough to contribute in a party if you face god-forsaken horrors from the abyss. It's about on the same level as a fighter, and even that is considered a pretty weak class. [/QUOTE]
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