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Disciples of Might and Wind
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<blockquote data-quote="Quip" data-source="post: 1304680" data-attributes="member: 3816"><p>The idea behind the DoM wasn't for it to really be much in the way of a monk, but rather an effective unarmed fighting specialist. As such, its unarmed strike is supposed to be better than a monks, more on par with a weapon specialist fighter. I figure the few extra points to hit is a nice balance against the loss of feats and the crummy crit.</p><p></p><p></p><p> </p><p></p><p>Monks can do that damage in armor, he just gets less penalties at higher levels. He can use armor so he can go toe to toe with most enemies, something a monk can hardly ever do, but is the norm for a fighter-type.</p><p></p><p></p><p></p><p></p><p>Unless he wants a flaming weapon. Or a bane weapon, or ghost touch, or a holy weapon that does more vs evil than just beat DR. Seriously, the DR isn't that big of a deal, his biggest advantage is that he can beat on anybody without worrying about a few points of DR. Which is exactly the effect I wanted.</p><p></p><p></p><p></p><p></p><p>I dont consider an extra 30 ft of movement, improved evasion, extra stunning blows, self healing, poison and disease immunity, SR, or teleportation to be 'flavor' powers.</p><p></p><p></p><p>I'll agree though, it is a bit much when you factor in the hightened flurry ability with the better hit bonus, now that I consider what could be done with a wounding kama. I'll remove the progression of the flurry of blows ability, so it stays at one extra attack at a -2 penalty. That makes the Armored Flurry ability no so powerful, and more like the other two in that that allow armor use with abilities that otherwise don't progress.</p><p></p><p></p><p> </p><p></p><p>Theres really only two abilities, I tried to come up with an appropriate third but couldn't think of anything. I'll see if I can come up with something appropriate.</p><p></p><p>I didn't explain it very well, I admit. I'll redo the explanations and space it out a bit more. Until then, heres a simple summary:</p><p></p><p>Wind Strike lets you make ranged unarmed attacks, at a cost of one use of stunning blow every time you do. You get everything with this attack that a normal unarmed strike gets, including increased damage dice and the ability to channel stunning blows. It starts with a range of 5ft, increasing to 10ft and 15ft with level. At 10th level you can do what is effectively a cone shaped stunning blow.</p><p></p><p>Wind's Emrace is two abilities: the first lets you slow fall with noting but air, the other lets you use your extra movement to glide around like in Croutching Tiger, Hidden Dragon. If you can fly (by magical or normal means), then the first ability increases your manuverability, and the second lets you add your increased speed to your fly speed.</p><p></p><p></p><p>Anyone have better ideas for how to handle these classes? The flavor of the abilities is a bit weaker than I wanted, and the prereqs leave something to be disred as well.</p><p></p><p>Alternates are good too, any other kind of fighter/monk or rogue/monk concepts out there?</p></blockquote><p></p>
[QUOTE="Quip, post: 1304680, member: 3816"] The idea behind the DoM wasn't for it to really be much in the way of a monk, but rather an effective unarmed fighting specialist. As such, its unarmed strike is supposed to be better than a monks, more on par with a weapon specialist fighter. I figure the few extra points to hit is a nice balance against the loss of feats and the crummy crit. Monks can do that damage in armor, he just gets less penalties at higher levels. He can use armor so he can go toe to toe with most enemies, something a monk can hardly ever do, but is the norm for a fighter-type. Unless he wants a flaming weapon. Or a bane weapon, or ghost touch, or a holy weapon that does more vs evil than just beat DR. Seriously, the DR isn't that big of a deal, his biggest advantage is that he can beat on anybody without worrying about a few points of DR. Which is exactly the effect I wanted. I dont consider an extra 30 ft of movement, improved evasion, extra stunning blows, self healing, poison and disease immunity, SR, or teleportation to be 'flavor' powers. I'll agree though, it is a bit much when you factor in the hightened flurry ability with the better hit bonus, now that I consider what could be done with a wounding kama. I'll remove the progression of the flurry of blows ability, so it stays at one extra attack at a -2 penalty. That makes the Armored Flurry ability no so powerful, and more like the other two in that that allow armor use with abilities that otherwise don't progress. Theres really only two abilities, I tried to come up with an appropriate third but couldn't think of anything. I'll see if I can come up with something appropriate. I didn't explain it very well, I admit. I'll redo the explanations and space it out a bit more. Until then, heres a simple summary: Wind Strike lets you make ranged unarmed attacks, at a cost of one use of stunning blow every time you do. You get everything with this attack that a normal unarmed strike gets, including increased damage dice and the ability to channel stunning blows. It starts with a range of 5ft, increasing to 10ft and 15ft with level. At 10th level you can do what is effectively a cone shaped stunning blow. Wind's Emrace is two abilities: the first lets you slow fall with noting but air, the other lets you use your extra movement to glide around like in Croutching Tiger, Hidden Dragon. If you can fly (by magical or normal means), then the first ability increases your manuverability, and the second lets you add your increased speed to your fly speed. Anyone have better ideas for how to handle these classes? The flavor of the abilities is a bit weaker than I wanted, and the prereqs leave something to be disred as well. Alternates are good too, any other kind of fighter/monk or rogue/monk concepts out there? [/QUOTE]
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