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Beyond Monks: The Art of the Fight
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009767" data-attributes="member: 18387"><p>When I first saw this product I was ecstatic finally I would have some way in which to create a martial artist not weighed down with all baggage of the core rules monk. Not that I have something against the monk but it's far from general enough to fufill alot of the desires someone would have for a martial artist. </p><p></p><p>Well after further review I walked away with mixed feelings.</p><p></p><p>The class itself is solid and if circumstances were different I'd have no problem offering it to PCs in search of a "general" martial artist. But it has several abilities that only seem to exist so one can say that they're different than Monks. Namely the Surge and the finishing move abilities. But the similarities are still there no matter how much they're denied, for example a set progression of unarmed attack damages (which at higher levels render some of the cooler martial secerets useless because who'd want to use a katana (even with weapon finesse) when your bare hands to 1d12 points of damage). Several of the martial secerets simply give monk-like abilities. After some thought I didnt find the class general enough for my tastes, for that I'll use the Martial Artist class in Asgard #7.</p><p></p><p>The remainder of the product though is nice. If you need one reason to buy this product allow me to give it to you, Feats. The feats in Beyond Monks are simply some of the best that I've ever seen. They allow one to put whatever spin they like on their martial artist, this is one part of the product that I can see alot of people getting lots of mileage out of.</p><p></p><p>And what would a d20 product be without prestige classes. And this pdf has ALOT of them. Now I'm not going to say that they're all winners, because they aren't. But some of them are truly creative ideas that I can easily see using.</p><p></p><p>Now they bring up combat styles ala Oriental Adventures. I honestly didn't find much use for these myself. Then again the styles were never my idea of a good time, something like that should be more of a roleplaying aspect. </p><p></p><p>Bottom Line: If you're looking for the definetive martial artist look elsewhere, but if you're looking for prime scavenging ground they don't get much more fertile than Beyond Monks.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009767, member: 18387"] When I first saw this product I was ecstatic finally I would have some way in which to create a martial artist not weighed down with all baggage of the core rules monk. Not that I have something against the monk but it's far from general enough to fufill alot of the desires someone would have for a martial artist. Well after further review I walked away with mixed feelings. The class itself is solid and if circumstances were different I'd have no problem offering it to PCs in search of a "general" martial artist. But it has several abilities that only seem to exist so one can say that they're different than Monks. Namely the Surge and the finishing move abilities. But the similarities are still there no matter how much they're denied, for example a set progression of unarmed attack damages (which at higher levels render some of the cooler martial secerets useless because who'd want to use a katana (even with weapon finesse) when your bare hands to 1d12 points of damage). Several of the martial secerets simply give monk-like abilities. After some thought I didnt find the class general enough for my tastes, for that I'll use the Martial Artist class in Asgard #7. The remainder of the product though is nice. If you need one reason to buy this product allow me to give it to you, Feats. The feats in Beyond Monks are simply some of the best that I've ever seen. They allow one to put whatever spin they like on their martial artist, this is one part of the product that I can see alot of people getting lots of mileage out of. And what would a d20 product be without prestige classes. And this pdf has ALOT of them. Now I'm not going to say that they're all winners, because they aren't. But some of them are truly creative ideas that I can easily see using. Now they bring up combat styles ala Oriental Adventures. I honestly didn't find much use for these myself. Then again the styles were never my idea of a good time, something like that should be more of a roleplaying aspect. Bottom Line: If you're looking for the definetive martial artist look elsewhere, but if you're looking for prime scavenging ground they don't get much more fertile than Beyond Monks. [/QUOTE]
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