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Looking for a standard 3.5 games

Voadam

Legend
Guilt Puppy said:
How about two new feats?

Armed Trip
Prereqs: Improved Unarmed Strike, Improved Trip, proficiency with selected weapon
Benefit: Choose one melee weapon. You may now use it to make trip attempts.

Weapon Kata
Prereqs: Monk level 8+, Weapon Focus (selected weapon)
Benefit: Choose one monk weapon (any weapon that can be used for a flurry of blows). You may now deal damage with this weapon as though you were a monk of four levels lower fighting unarmed.

Which, at tenth level, would mean a d8 with a quarterstaff instead of a d10 -- mainly for balance reasons, to offset the availability of enhancement bonuses to weapons, as well as the way this compares to the abilities of other classes -- at 10th level, it's statistically a +1 to damage for virtually all monk weapons; this compares unfavorably to Weapon Specialization, as it should, because that's the Fighter's unique privilege for a reason. It catches up with Weapon Spec at 12th level, which by no coincidence is when the fighter becomes eligible for GWF...

On the other hand, if you want a quarterstaff strictly for style points, I'm open to the idea of a "bonded weapon," specially hewn and crafted... It would have to be at least masterwork, and could be used (in a given round) either as a quarterstaff normally would or as an "extension of the body"... In the latter case, it would function mechanically identical to your unarmed strikes (you'd lose enhancement bonuses, no 1.5x str to damage if you're only making one attack, et cetera -- basically you're considered to be fighting unarmed, it just happens to be that you're holding your special quarterstaff in the process.). In terms of functionality it would be liked getting a limited quickdraw feat for free -- since this is still a benefit, I'd say you'd have to trade in proficiency with one other monk weapon (kama, siangham, et cetera... not much of a penalty, but it would come up mechanically about as often as the quarterstaff change would..)

You can go either route, and I'll consider both of those feats open and available to all. If neither option works for you, feel free to suggest another.


I would suggest the weapon kata feat if you are going to enchant the staff heavily.

I don't see the benefit of the second option, the only difference is that you are saying you hit them with your staff when you mechanically hit them unarmed. Of course giving up a siangham proficiency is no big deal if that is the route you want to go for flavor.
 

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Guilt Puppy

First Post
Voadam said:
I would suggest the weapon kata feat if you are going to enchant the staff heavily.

I don't see the benefit of the second option, the only difference is that you are saying you hit them with your staff when you mechanically hit them unarmed. Of course giving up a siangham proficiency is no big deal if that is the route you want to go for flavor.

The second option is meant as a "pure flavor" option, although there is a minor mechanical benefit -- compare this to a monk who is finding an opponent difficult to hit with his unarmed, and has to waste a MEA to draw his +4 quarterstaff and increase his odds. This is especially versatile when you have a q-staff with different properties on both ends (say, ghost touch, or something): You can select whichever of three forms of attack (unarmed strike / +1 lawful q-staff / +1 holy q-staff, for instance) is most appropriate, without having to waste time drawing a weapon (or dropping your current one, which risks losing it).

Of course, these situations are rare, which makes it only a minor benefit -- again, it'll happen about as often as you'll run into a nice +5 vorpal kama that you wish you could use, except for the fact that you've given up proficiency in it. (Note: I'm definitely not going to stick something like that in intentionally to mess with you, so don't worry about that, but there are times when I'll generate items randomly, or it might happen to suit an NPC, so it still could come into play.)

I'd agree, though, that if he's looking for a power boost beyond just flavor, that the feats presented (esp Weapon Kata) are preferable.
 



DarkMaster

First Post
rangerjohn said:
GP, just how are we handling hps?
I used the fix HP methods from the DMG, from what I see with the other players it looks like it too.

In your case you would have 8 for first + 4 point at each odd level + 5 point at each even level + con bonus so 48 + con bonus

Still need confirmation from GP.
 

Guilt Puppy

First Post
DarkMaster's right, average hp's. For a dn (for a d8, n=8, et cetera), the full equation:

max hp = n + (level-1)*(n+1)/2 + Con*level

Or, for quick reference, at level 10:

d4: 26
d6: 37
d8: 48
d10: 59
d12: 70

before Con bonus...

After that, I'll be rolling hp's for people at each new level.
 



Guilt Puppy

First Post
"R.U" is approved (as odd as the name is :) )... Pharos still needs spells/background as you mentioned, but the character sheet looks correct. (One note: A cloak of resistance confers a resistance bonus, not an enhancement bonus.)
 

rangerjohn

Explorer
Guilt Puppy said:
"R.U" is approved (as odd as the name is :) )... Pharos still needs spells/background as you mentioned, but the character sheet looks correct. (One note: A cloak of resistance confers a resistance bonus, not an enhancement bonus.)

Pharos should be complete now.
 

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