Immaculate Monks. Exalted -> D&D.

aeldrin

First Post
I've never liked the Monk as presented in the PHB, so I've been playing around with converting Dragon Blooded Immaculate Monks who follow one of the Five Glorious Dragon Paths from White Wolf's Exalted to D&D (each path would be a different core class).

Has anyone done something similar with the PHB Monk? Would anyone like to see what I've got so far?
 

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i have not done anything like, that, well mainly because i have not seen exalted. but what i like to use is Ken Hoods skills and feat martial arts to spice up the monk alot.
 

I've played around with a similar idea although I personally think the Monk class is far less flawed than some of the other classes.

My suggestion; instead of having five different classes, have something like clerical domains. Each Path would have a coresponding alignment, grant addional skills as class skills, and instead of domain spells, each Path would grant different supernatural or spell-like abilities.

I really don't think that the monk class by itself could be easily broken down into five different classes, but I would like to see what you had come up with so far.
 

The five classes would be pretty similar to each other (I'm basically overlaying the Charms from the Dragon Paths onto a stripped down Monk). I'll post the Air Dragon Style later today (it's 12:36 a.m. here).
 

I've been working on a revised monk. I'm not finished but the goal is to make a Warrior monk.

here is a bullet list of changes.

1. Remove Flurry of Blows + Seperate Unarmed Attack Modifier
2. Fighter BAB
3. Ambidexterity + Two Weapon fighting. The Off Hand attack can be with any part of their body.
4. When fighting Unarmed they do 1d6 damage. This die stays the same never raising. Every even level they get +1 damage unarmed.

(This will make the class less confusing and has a better averave damage to keep up with fighters)

Saves, Hit Die, Skills Skill Points; stays the same.

Weapon list:
All simple weapons and all monk weapons from OA + 1 martial weapon of player choice.

No Armour

Instead of set feats/class abilities you choose bonus feats/abilities. You must me prereq's and these come from a tailored list depending upon the style.

At 1st monk level you choose INTERNAL or EXTERNAL style. Think of the differences between Tai Chi and Karate

Internal Style uses Wisdom Modifier for Attack and Damage rolls to simulate internal power Chi (also Qui or Ki) Hard style uses Strength.

You can have Internal 'Hard Styles' like Hsing Internal Hard/Soft Styles like Bau Qua, Wing Chun or Internal Soft styles like Tai Chi Akido

External Soft Styles like Judo, Hard Karate, Tae Kwan Do

Your feats/ class abilities can be tailored to the style you wan to learn.

I am removing Spell resistance and putting in Damage reduction (Iron Body Training cool stuff).

All in all not quite as flexible as the PHB monk but a better front line fighter, and less stat dependant. Also a bit easier to play for newer players than the PHB monk.

I'll post a full write up when I finish
 


O.K. Here is the general information for the Monks of the Orders of the Elemental Dragons.

Code:
Level	Unarmed Damage
1-3	1d6
4-7	1d8
8-11	1d10
12-15	1d12
16+	1d20

To empower their Ki abilities, Elemental Dragon Monks learn to store ki energy whithin themselves. This energy is divided into two kinds: internal and external. The pool of energy is the following:

Code:
Level	Internal Ki	External Ki
1-4	16		36
5-8	17		41
9-12	18		42
13-16	19		47
17-19	20		48
20	21		53

A Monk engaged strenous activity (combat, most manual labor, hikes or forced marches, and so on) regains no ki. If engaged in light activity (strolling in a garden, watching a play, et cetera) the Monk regains 4 ki per hour. When completely relaxed (sleeping, receiving a massage), ki is regained at a rate of 8 ki per hour. Monks first recover Internal Ki, recovering External Ki only once their Internal Ki pool is full.

When the Monk spends external ki his anima (aura of power) flares with the following effects:

Code:
Anima Flare
External Ki spent		Effect
1			The characters skin gains a light elemental
			glow. A succesful Spot check DC 15 will
			reveal the Monk is using a supernatural
			power. This effect can persist for up to an
			hour after the character has stopped spending
			ki.

2-5			The character's aura shines brightly. Stealth
			through magical means automatically fails
			and all Hide cheks suffer a -4 penalty.

6-8			The character is surrounded by a corruscant
			aura bright enough to read by (treat as a
			daylight spell with a 15 foot-radius).
			Stealth is imposible. Furthermore the
			character's anima deals 5 hp of the appropiate
			elemental damage per minute of direct
			contact (air/electricity, earth/acid, fire/fire,
			water/cold).

9-13			The character is enfulfed in an elemental
			bonfire extending at least a foot from the top
			of the character's head. The anima now
			illuminates an area within a 90 foot-radius,
			and contact with the aura causes 5 hp of the
			appropiate elemental damage per three
			rounds of direct contact.

14+			The character is surmounted or surrounded
			by a burning image representative of his
			element. This effect fades during any round
			in which the character does not expend Ki,
			but leaps back into existance if the character
			again spends External Ki. Direct contact with
			the anima now deals 5 hp of the appropiate
			elemental damage per round of direct contact.

Except for the 1 and 14+ effects the anima fades at the rate of one table entry per 10 rounds.
 

A caveat: none of this has been playtested so it may be grossly unbalanced (I don't have a copy of Enemies and Allies at home to compare this with Ember).

Monk of the Order of the Air Dragon


Class Skills: The Air Dragon Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Speak Languages (exclusive), Swim (Str), and Tumble (Dex).

Weapon and Armor Proficiency: Air Dragon Monks are proficient with only a handful of weapons and and with the chakram whose use is part of their training. The full list includes club, dagger, quarterstaff, sling, and chakram (they may use their unarmed base attack bonus when using this weapon). They are also proficient in the use of light armor but not shields.

(Apologies to those who use Internet Explorer, the table looks fine in Opera)

Code:
TABLE: Air Monk
	Base		Fort 	Ref 	Will
Level 	Attack Bonus	Save 	Save 	Save 	Special
1 	0		+2 	+2 	+2 	Unarmed Strike, Air Anima
2 	+1		+3 	+3 	+3 	Spirit Sight
3 	+2		+3 	+3 	+3 	Spirit Walking
4 	+3		+4 	+4 	+4 	Sight from the Clouds
5 	+3		+4 	+4 	+4 	Speed of the Wind
6 	+4		+5 	+5 	+5 	Breath-Stealing Strike
7 	+5		+5 	+5 	+5 	Shroud of Fog
8 	+6/+1		+6 	+6 	+6 	Air Dragon Form
9 	+6/+1		+6 	+6 	+6 	Way of the Cloudwalker
10 	+7/+2		+7	+7 	+7 	Ki strike (+1)
11 	+8/+3		+7 	+7 	+7 	Tornado Speed Strikes
12 	+9/+4		+8 	+8 	+8 	Thunderclap Kata
13 	+9/+4		+8 	+8 	+8 	Ki strike (+2)
14 	+10/+5		+9 	+9 	+9	Terrible Gust Strike
15 	+11/+6/+1	+9	+9 	+9 	Lightning Arc Style
16 	+12/+7/+2	+10 	+10 	+10 	Ki strike (+3)
17 	+12/+7/+2	+10 	+10 	+10 	Timeless body
18 	+13/+8/+3	+11 	+11 	+11 	Savage Blast of Wind
19 	+14/+9/+4	+11 	+11 	+11 	Hurricane Combat Technique
20 	+15/+10/+5	+12 	+12 	+12 	Elemental Self

Unnarmed Strike functions like the PHB Monk's ability, including the Unnarmed base attack bonus with iterative attacks every 3 points instead of every five.

Ki abilities

Name (Ki Cost, Type of Action, Duration)

Air Anima (Su) (3 ki, Free Action, 3 + Wis modifier rounds): The Monk attunes himself to nearby winds, for the duration he may triple his jumping distance and takes no damage from falls.

Ethereal Sight (Su) (5 ki, Free Action, 3 + Wis modifier rounds): Can see ethereal beings, -2 penalty to all rolls regarding the corporeal world while doing so.

Ethereal Walking (Su) (3 ki, Full round Action, 3 + Wis modifier rounds): Ghost Touch, negates penalty from Spirit Sight. This ability can be performed a maximum of Wis Mod times per day.

Sight from the Clouds (Ex) (3 ki, Full round Action, 3 + Wis modifier rounds): While using this power the character can no longer be surprised or ambushed (though he can still be flanked). Outside of combat this supernatural sight also adds a competence bonus to all Listen, Search, and Spot checks of +6 at levels 1-4, +8 at levels 5-12, and +10 at level 13th or higher.

Speed of the Wind (Ex) (2 ki, Free Action, 5 rounds): Add +5 to the characters initiative total.

Breath-Stealing Strike (Ex) (4 ki, Full round Action, 5 rounds): Make a normal attack, instead of doing damage the target must make a Fortitude save (DC = 10 + Monk's Str Mod) or suffer a -2 penalty to all rolls as the target chokes. The effects of this power are cumulative. If the target's imparment from this power ever equals four times its Con modifier, the target is rendered unconscious (0 hp, treat this as subdual damage). This ability only works on creatures that need to breath to survive.

Constructs, Undeads, Incorporeal beings, and other beings without the need to breath are immune to the effects of this power.

Shroud of Fog (Su) (4 ki, Full round Action , 5 rounds): The Air itself wraps around the Monk rendering him invisible. For the duration treat the character as if he were under the effects of an improved invisibility spell.

Air Dragon Form (Ex) (5 ki, Full round Action, 5 rounds): By performing a quick kata, the Monk attunes himself to the essence of Air; for the duration he gains a +5 bonus to Armor Class and all ranged attacks.

Way of the Cloudwalker (Ex) (3 ki, Free Action, 5 rounds): The Monk becomes as agile as the wind itself. For the duration of this ability the Monk's movement rate and jumping distance is doubled. Also the Monk need not set foot on solid ground to continue moving (he can walk or run over water, quicksand, or run atop small branches). The character may end his turn on a non-solid surface as long as he keeps moving on the next round.

Tornado Speed Strikes (Ex) (4 ki per attack, Free Action, Instantaneous): By tapping the powerful force of tornadoes the Monk gains extra attacks at his highest bonus. Each 4 ki spent grants an extra attack on the round this ability is used, to a maximum of five extra attacks.

Thunderclap Kata (Su) (5 ki, Full round Action, Instantaneous): After centering himself the Monk is able to bring his hands together causing a thunderous clap that can stun and deafen those who hear it. All creatures within 50 ft. of the Monk must succeed at a Reflex save (DC 15 + half the Monk's class level + Monk's Wis Mod). Those who succeed manage to cover their ears on time, losing only any further actions for the turn. Those who fail suffer sonic damage as if the Monk had struck them (Incorporeal and Ethereal beings suffer twice the normal amount), they are also deafened for 5 rounds and suffer a -10 penalty to all actions as a result of the disorientation. The Monk is immune to his own Thunderclap, he may also spend 1 ki per being he wishes to insulate from its effects, altough he can not insulate Incorporeal or Ethereal beings.

Terrible Gust Strike (Su) (3 ki, Standard Action, Instantaneous): The character infuses an attack with the power of the wind. Any target struck by this attack is blown 50 feet away from the Monk, unless it succeeds at a Balance check DC 5. Every point by which the target succeeds reduces the distance the target is blown away by 1 foot.

Lightning Arc Style (Su) (4 ki and 15 hp, Full round Action, 5 rounds): The character turns part of his own being into raging electric arcs that flicker and jump around his body. For the duration of this ability the Monk may attack any creature within 50 feet with these arcs as if he were attacking them in hand-to-hand combat. Each arc deals 10 + Str Mod hp of electric damage to the target.

Savage Blast of Wind (Su) (5 motes, Full round Action, Instantaneous): The Monk creates a blast of wind in a 60 ft. long cone. Anyone in the area of the Savage Blast must make a Reflex save (DC 15 + half the Monk's class level + Monk's Wis Mod) or be knocked down, and a Will save (same DC) or be stunned for 1 round.

The Monk may also choose to focus the effect on a single target whithin 50 feet. The target suffers damage as if he had been struck by the Monk, and the DC for the Reflex and Will saves increases to 25 + half the Monk's class level + Monk's Wis Mod.

Hurricane Combat Technique (Su) (10 ki and 15 hp per round, Free Action, 6 rounds): While using this ability the Monk gains a +6 bonus to his initiative and AC, and triples his movement rate and doubles his Jump distance. This power also grants the Monk 3 extra unarmed or range attacks per round at his highest attack bonus. The hp cost of this power is not paid until the ability expires. The ability may be ended prematurely by the Monk at the end of any round. Obviously, care should be taken when invoking this ability, particularly if the character is all ready wounded.

Elemental Self: The Monk's type changes to Elemental (Air, Lawful), and he gains Darkvision 60 ft. and DR 10/+2. A successful Spot check (DC 15) is needed to acertain that the Monk is no longer a normal member of his species.
 
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