Sylrae
First Post
so then you can only get to initiate in the second one? I would think it would be better to let them just add it wholesale, but they would be limited in their max rank. so like. each new school they take pushes them 1 down. a second school makes them redo the initiate level, but after that they can freely alternate between the two. then theyre still limited, but not quite as much. They aren't getting any extras, cause they still have to pick one or the other. and then they'll lose access to the max rank. The issue is how do you do the non-rank based bonuses? like ac progression, or like base abilities?How about half the ranks from your previous style (round down) count toward the new one? New martial arts are easier to learn once you've gotten the rudiments of an existing style (for the most part), so some stacking would be logical, but it would avoid too much stacking.
That was very much not clear. it sounded like it did ONLY 1d6, and ONLY did it to constructs/objects. maybe you should reword that.Wrong on both counts. It deals PLUS 1d6 damage to ANY target, living or not, which also bypasses DR/hardness. That's a HUGE benefit for any monk of less than 16th level (when they get ki strike adamantine). It does become less effective at higher levels, though, when they get more attacks and can deal more damage.
I thought the rooted to the earth was an ability that depended on you not moving. as for the DR issue, if the rooted ability essentially overlaps it and makes it useless, maybe it should be dropped. Natural armor could work better than DR anyways. just take the DR value and make it natural armor instead of awareness of self.Huh? Dex bonus to AC isn't DR. He would still gain his Dex bonus, AND his dodge bonus from Awareness of Self (because he's not immobilized, helpless, or unconscious), AND have DR 10/- on top of it. I don't see the problem.
A player of mine doing character creation today, and tremorsense is cheap. Theres a wizards template that gives tremorsense and a whole bunch of other stuff for +1 or +2 LA. it was permanent, but only had 60 ft range, not that it really matters. but it is a sight ability and those work in increments of 60Maybe I could increase it to 1 round/level at Grandmaster. I'm just worried about someone spamming it, and I seriously believe that having constant tremorsense out to 100 ft. (at 20th level) is just a BIT overpowered.

It wasn't the pressure points that didnt fit, it was all the positive/negative energy and the undead stuff.I had that style - Sun and Moon. Everyone said it didn't fit, so I cut it. I do agree, though, that it'd be better served as a base style rather than a PrC style.
Very good ideas here. I've already got disabling limbs (that's Scorpion Fist), and I was thinking about paralysis, though I thought it'd be too SoD. Partial paralysis is good, or a slow effect; dazing blow, blinding strike, and a couple others I've still got. I could definitely do this.
I do these totally different, so I hear you. here's how I do them. AoOs are just a single free attack ANYone can make in ANY round against any opponent that cannot defend themself. You can make them from a range, etc. But, making an attack of opportunity leaves yourself open to an attack of opportunity from anyone who is NOT unable to defend themself. and it's not a queue, it's a stack. which means, after you declare, then someone else declares, then someone else, and the last person to declare is the first to get to attack.Hmm. I plan to work on refining exactly what causes AoOs (cause that section's a mess), so that would have to wait a bit. I was thinking about making an ability that would let the monk reflect a melee attack back on its source, but it might be overpowered (and hard to do right, mechanically).
You're probably right,.A monk who runs around constantly dodging stuff and doing nothing else would get boring after awhile. It works great for TV or movies, but not in a game. Giving them reduced damage is enough to balance out their speed, IMO.
It seemed like you were making them HAVE to PrC. alright then. some of the wind abilities are pretty wuxia though. maybe you should shy away from the elemental attacks, like the ranges wind attack. I kindof forgot the goal was less wuxia for a bit there. and for the whirlwind, it shouldnt be any bigger a radius than reach. cause obviously they have to physically hit them.It's not so much a "slight variation" as it is an "access to greater power". All the wuxia-like supernatural and elemental abilities that I had originally are intended for the PrCs - so people who want to play a nonmagical martial artist can use the base class, and people who want to have monks shooting fire from their hands and calling lightning from the sky can use the PrC.
You want to give them MORE abilities? What, they don't have enough already? Seriously.
Think about this for a minute. If they get Grandmaster earlier, what's the incentive to stay in the class? That's the whole point of having it be a high-level thing. If the player can get it early (say, 12th level), there's little reason NOT to go PrC or multiclass.
I'm not making them specialize. Like I said above, it's unlocking a different kind of power. PrCs as a whole are optional, and the styles granted by these ones in specific are definitely optional, as I said above. I'll write up some preliminary stuff this weekend so you can see.
riight. houserulesI could see burning a feat to gain an extra style ability. The abilities I want to put into the PrCs, though, would be a bit much for feats. Don't forget, you only get 7 feats over the course of 20 levels.

Good idea.Oh, speaking of feats... I keep meaning to toss this out, and I keep forgetting. I was thinking about making the bonus feat list specific for each style - say, 7-8 feats for each (they can choose 4). I couldn't really see a Mountain Style monk picking Mobility, or a Sea monk taking Diehard.
and It's not so bad to have grandmaster be kindof wuxia, the old air ability was fine, it was believable as being the guy just moving so fast he's hard to see. kindof reminds me of the afterimage technique from dragon ball

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