JoeGKushner
Adventurer
Beyond Monks is for those players and GMs who want a core character class whose abilities more closely reflect the physical intensity of the action heroes of the screen from the 80's and 90's rather than the Monk and its nod to Kung Fu and other mysticism influences.
The core martial artists class is a full twenty levels. Meant as a fighter replacement, similar to a barbarian, ranger or paladin, the martial artists specializes in up close melee combat. They gain a wide variety of special abilities like Finishing Blow, a special attack that inflicts more damage to Surge, 'a natural state of perfect coordination', that grants the character a bonus to speed, dexterity and melee attack rolls, with some penalties afterwards. Overall the Martial Artists is a formidable killing machine but doesn't get a great AC bonus and has no ability to bypass damage reduction unlike other classes. The book notes this as being one of the reasons why the class is balanced.
A big part of the book is spent specializing the martial artist through prestige classes. Well, that's not quite true. A big part of the book is spent adding martial art based PrCs to the game. Some of these are perfect for other core classes and there appears to be little directly preventing a Monk from taking most of these PrCs. The PrCs are ten level classes that include sample characters. The background information is enough to add to a campaign easily.
One PrC that I was glad to see updated is the Blade Artist. I like the idea of a competent knife fighter but the d20 system is not kind to those who use daggers. Now other PrCs have handled this before ranging from the legendary class in Path of Shadow to the PrC in the Scarred Lands book, Shelzar, but I've always had a fondness for the Blade Artists.
I think part of my enjoyment is because they are deranged individuals who attribute intelligence to their blades and talk to them. These characters get dagger specialization and treat the dagger as a monk weapon, gaining monk effective levels for flurry of blows when using the dagger.
The Blade Artists is one of many PrCs that breaks the away from the rules to inform the GM that it's okay and even recommended that you makes changes to your PrCs to make them fit with your campaign. Have the Blade Artists use a hatcher or Spiked Fist for example. This is a good move on the author's part as it makes the PrCs immediately more useable.
For those who want to mimic the energy blasts from martial artists in popular anime and video games, I recommend the Ki Adept, a class that can generate an energy blast. The blast isn't very powerful, relying on a ranged touch attack that grants a saving throw for half damage. Coup this with limited use and a very short range and you've got a fantastic but limited power. One class that may be too powerful is the Ki Mystic, a monk-mage who gains levels of ability in both monk and spellcasting with each level.
There's a wide amount of PrCs so if you're looking for something specific from the martial art world, it's probably here. Perfect Weapon, a true master of unarmed combat? Covered. Ghost Killer? Covered. Drunken Master? Covered, but latter. Because of the NPC sample characters, a GM has an immediate way to introduce many of the concepts and characters here without having to spend a lot of time in set up.
Another big section of the book is feats and styles. Now the feats are meant to augment a martial artists but many are perfect for fighters are well. For example, Artful Dodge is listed as both a general and a fighter feat, requiring the user to have a Dex 13+ and the Dodge Feat, allowing you to use your Intelligence bonus instead of your Dex bonus for your AC. I can easily see a Mage intending to multi-class taking this as it provides a quick boost to defense. I am surprised though that it's not an Int 13+. I mean if you've got a Dex 13+, you've already got a Dex bonus, why sacrifice it unless you've got a really high Int stat?
Many of the feats are designed to make the game more cinematic in feel like Dancing Charge where you don't have to charge in a straight line or Channeling Ki to augment your spellpower. One of my favorites in this regard is Expert Weapon Grab, where you disarm the enemy and use that weapon to attack them in the same round as an attack of opportunity. Now that's style!
The addition of the Style Mastery Feast is a nice touch. Similar to the Martial Arts presented in Dragon magazine where you get a bonus ability for following a chain of feats (and other prerequisites) or the Heroes of High Favor: Dwarves, the Style Mastery gives you what is in essence a bonus feat or power. For example, Hawk Wing requires Jump, high Wis, Feats and Monk Abilities, but in turn, gives you the ability to fly at 60 ft.
One thing that I've enjoyed about Dragon and the Heroes of High Favor, is the use of multi-classing to showcase different concepts. That idea is represented here as well with three new archetypes with a full level by level breakdown that includes saves, bab, and hit points with advantages and disadvantages. For those who felt that the changes in 3.5 weren't enough in terms of change, there are ideas here on how to customize the monk even further.
Chapter Four, New Options, includes ideas on using Campaign Feats, abilities that every hero and major villain starts off with, as well as how to increase the pace of the game. It's good, simple stuff but isn't goi8ng to be appropriate for everyone. For example, the idea that players have unlimited ammunition and food and water is good for those fast paced games but as noted in the text, isn't going to be for those grim and gritty style settings where every arrow and ale is vital.
There are some other little bits here and there like the new race, the Hecavir, a six armored race that doesn't possess strength and endurance, but agility and wisdom, as well as new magical items specific t to the theme of martial arts.
Another nice touch is the Appendix on Modern Martial Artists. The Nimble Fighter and Warrior Philosopher will both make good additions to the d20 Modern Game and show that the author is trying to help out not just the 3.5 crowd, but also those of the d20 Modern game with fun elements.
The book generally uses a two-column format save when statting out the NPC sample characters. The tables look like they were done in excel with different shading and broken out into the file for printing. Not too pretty. The book makes good use of white space and has decent margins. The art is better than the pdf version but still isn't up to say Green Ronin or Fantasy Flight Games. The cover is a sore spot for me as I didn't like it on the pdf and certainly don't like it here. Editing is good for the most part but in some instances, when a class has a new feat required, that feat isn't noted as being new in this book. Not an issue in and of itself but sometimes it is mentioned and sometimes not. Consistency is the key.
The revisions here for the 3.5 game system seem sound. The material feels not only very complete, but also opens up a lot of possibilities for the GM and player willing to explore different game mechanics in the core rules by using variance as opposed to making new rules that aren't compatible with the standards. The art and layout are above the original PDF and the kung-fu feel of the product still shines through, even more since it include material for the d20 Modern Game.
If you want a fighting class that specializes in unarmed combat that strives for physical perfection, than Beyond Monks is for you.
The core martial artists class is a full twenty levels. Meant as a fighter replacement, similar to a barbarian, ranger or paladin, the martial artists specializes in up close melee combat. They gain a wide variety of special abilities like Finishing Blow, a special attack that inflicts more damage to Surge, 'a natural state of perfect coordination', that grants the character a bonus to speed, dexterity and melee attack rolls, with some penalties afterwards. Overall the Martial Artists is a formidable killing machine but doesn't get a great AC bonus and has no ability to bypass damage reduction unlike other classes. The book notes this as being one of the reasons why the class is balanced.
A big part of the book is spent specializing the martial artist through prestige classes. Well, that's not quite true. A big part of the book is spent adding martial art based PrCs to the game. Some of these are perfect for other core classes and there appears to be little directly preventing a Monk from taking most of these PrCs. The PrCs are ten level classes that include sample characters. The background information is enough to add to a campaign easily.
One PrC that I was glad to see updated is the Blade Artist. I like the idea of a competent knife fighter but the d20 system is not kind to those who use daggers. Now other PrCs have handled this before ranging from the legendary class in Path of Shadow to the PrC in the Scarred Lands book, Shelzar, but I've always had a fondness for the Blade Artists.
I think part of my enjoyment is because they are deranged individuals who attribute intelligence to their blades and talk to them. These characters get dagger specialization and treat the dagger as a monk weapon, gaining monk effective levels for flurry of blows when using the dagger.
The Blade Artists is one of many PrCs that breaks the away from the rules to inform the GM that it's okay and even recommended that you makes changes to your PrCs to make them fit with your campaign. Have the Blade Artists use a hatcher or Spiked Fist for example. This is a good move on the author's part as it makes the PrCs immediately more useable.
For those who want to mimic the energy blasts from martial artists in popular anime and video games, I recommend the Ki Adept, a class that can generate an energy blast. The blast isn't very powerful, relying on a ranged touch attack that grants a saving throw for half damage. Coup this with limited use and a very short range and you've got a fantastic but limited power. One class that may be too powerful is the Ki Mystic, a monk-mage who gains levels of ability in both monk and spellcasting with each level.
There's a wide amount of PrCs so if you're looking for something specific from the martial art world, it's probably here. Perfect Weapon, a true master of unarmed combat? Covered. Ghost Killer? Covered. Drunken Master? Covered, but latter. Because of the NPC sample characters, a GM has an immediate way to introduce many of the concepts and characters here without having to spend a lot of time in set up.
Another big section of the book is feats and styles. Now the feats are meant to augment a martial artists but many are perfect for fighters are well. For example, Artful Dodge is listed as both a general and a fighter feat, requiring the user to have a Dex 13+ and the Dodge Feat, allowing you to use your Intelligence bonus instead of your Dex bonus for your AC. I can easily see a Mage intending to multi-class taking this as it provides a quick boost to defense. I am surprised though that it's not an Int 13+. I mean if you've got a Dex 13+, you've already got a Dex bonus, why sacrifice it unless you've got a really high Int stat?
Many of the feats are designed to make the game more cinematic in feel like Dancing Charge where you don't have to charge in a straight line or Channeling Ki to augment your spellpower. One of my favorites in this regard is Expert Weapon Grab, where you disarm the enemy and use that weapon to attack them in the same round as an attack of opportunity. Now that's style!
The addition of the Style Mastery Feast is a nice touch. Similar to the Martial Arts presented in Dragon magazine where you get a bonus ability for following a chain of feats (and other prerequisites) or the Heroes of High Favor: Dwarves, the Style Mastery gives you what is in essence a bonus feat or power. For example, Hawk Wing requires Jump, high Wis, Feats and Monk Abilities, but in turn, gives you the ability to fly at 60 ft.
One thing that I've enjoyed about Dragon and the Heroes of High Favor, is the use of multi-classing to showcase different concepts. That idea is represented here as well with three new archetypes with a full level by level breakdown that includes saves, bab, and hit points with advantages and disadvantages. For those who felt that the changes in 3.5 weren't enough in terms of change, there are ideas here on how to customize the monk even further.
Chapter Four, New Options, includes ideas on using Campaign Feats, abilities that every hero and major villain starts off with, as well as how to increase the pace of the game. It's good, simple stuff but isn't goi8ng to be appropriate for everyone. For example, the idea that players have unlimited ammunition and food and water is good for those fast paced games but as noted in the text, isn't going to be for those grim and gritty style settings where every arrow and ale is vital.
There are some other little bits here and there like the new race, the Hecavir, a six armored race that doesn't possess strength and endurance, but agility and wisdom, as well as new magical items specific t to the theme of martial arts.
Another nice touch is the Appendix on Modern Martial Artists. The Nimble Fighter and Warrior Philosopher will both make good additions to the d20 Modern Game and show that the author is trying to help out not just the 3.5 crowd, but also those of the d20 Modern game with fun elements.
The book generally uses a two-column format save when statting out the NPC sample characters. The tables look like they were done in excel with different shading and broken out into the file for printing. Not too pretty. The book makes good use of white space and has decent margins. The art is better than the pdf version but still isn't up to say Green Ronin or Fantasy Flight Games. The cover is a sore spot for me as I didn't like it on the pdf and certainly don't like it here. Editing is good for the most part but in some instances, when a class has a new feat required, that feat isn't noted as being new in this book. Not an issue in and of itself but sometimes it is mentioned and sometimes not. Consistency is the key.
The revisions here for the 3.5 game system seem sound. The material feels not only very complete, but also opens up a lot of possibilities for the GM and player willing to explore different game mechanics in the core rules by using variance as opposed to making new rules that aren't compatible with the standards. The art and layout are above the original PDF and the kung-fu feel of the product still shines through, even more since it include material for the d20 Modern Game.
If you want a fighting class that specializes in unarmed combat that strives for physical perfection, than Beyond Monks is for you.