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Revised monk
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<blockquote data-quote="Kerrick" data-source="post: 4375629" data-attributes="member: 4722"><p>Thanks! Though I've had quite a bit of help with this thing.</p><p></p><p></p><p>Definitely learned. Players should RP learning them from a master instead of just gaining the knowledge automatically; I would assume that most PCs starting as monks would have it in their backstory, and others would acquire the knowledge in the course of their training to gain monk levels later in life. Since it's a base class, I won't make it a hard requirement like I would for a PrC.</p><p></p><p>There's no real way to learn multiple styles, as yet... I suppose I <em>could</em> allow the monk to start learning a new style once he reaches Initiate level in his existing style, if he wants to suffer MAD syndrome.</p><p></p><p> </p><p>I'm not sure which martial art you practice(d), but I played judo in college (I had to quit my senior year because I'd racked up too many injuries). Not all martial arts are created equal - judo, for example, is called "the gentle way" - it centers around throws, pins, chokeholds, and joint locks. There is no punching or kicking at all. Judo is very much a Dex-based martial art - it's all about balance and leverage, with a little Strength thrown in if you get into a grappling situation (it borrows a lot from wrestling too). Capoeira, a Brazilian martial art that strongly resembles a dance, is also Dex-based. Kung fu? Charisma. Sumo? Strength all the way. (I'm not exactly sure if sumo wresting is a martial art, but it's good example.) Tai chi is the only thing I can think of, off the top of my head, that's Wis-based. It's very self-centered (as in, focused on the body and its location and position in space), and very slow and precise.</p><p></p><p></p><p>See, that's exactly why I went with differing abilities for each style - to present different RP opportunities for each individual monk.</p><p></p><p></p><p>Charisma is not just good looks. Charisma is also sense of self and strength of personality - it's why constructs (and mindless undead) have 1 Charisma, and objects have 0.</p><p></p><p></p><p>They have to choose. And yes, I know some are better - I'm working on that. As long as they aren't must-have abilities (like the Wind Style fast movement, before I removed it), I'm okay with it, by and large - you can choose lower-level abilities at higher levels, if you want.</p><p></p><p></p><p>Hmph. Any suggestions?</p><p></p><p></p><p>No, and Mountain loses the DR too - it's as much a function of being able to ignore pain and shrug off damage as anything, and being unconscious doesn't enable you to do that.</p><p></p><p></p><p>I know. I'd like to add default abilities to all the schools, but I'll probably just drop Mountain's ability instead.</p><p></p><p></p><p>Yes... it just bypasses hardness if used against a construct or object. I'll fix the wording.</p><p></p><p></p><p>Have you ever seen someone strike a stack of blocks and break ONE block 3/4 of the way down the stack? That's what this is. (I've seen it, and it's really incredible, BTW.) I suppose you could channel the force through a living being.... I hadn't really thought about it.</p><p></p><p></p><p>DR always overlaps.</p><p></p><p></p><p>Maybe as a PrC ability - not for the base monk. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Good idea.</p><p></p><p></p><p>Good call. I think I just C&P'ed the text without thinking about it.</p><p></p><p></p><p>Yeah.</p><p></p><p></p><p>Yeah. Let's say... an object up to one size larger per rank (a section of wall 10 feet square and 6 inches thick is Large; each foot of thickness increases the size by one.) </p><p></p><p></p><p>The monk sidesteps the attack, forcing the attacker to lunge forward and skewer his friend standing behind the monk? Nice. </p><p></p><p></p><p>Ki rage is identical to the barbarian's rage, except that the bonuses are Str and Dex instead of Str/Con. Stunning Fist is just the feat from the PHB. Now that I think about it, I might just take that out. Your comment about an Int-based style got me thinking... I could take Pain touch, Scorpion Fist, and Quivering Palm, along with Stunning Fist and maybe a couple other abilities (death attack?), and make them into an advanced style (a PrC), the Shadow Style. This would focus around disabling/crippling the opponent through precision strikes.</p><p></p><p></p><p>Definitely. I could see someone delivering a quick series of blows followed by a powerful uppercut.</p><p></p><p></p><p>Neither did I, really - I just tossed it in to fill a slot. I got the idea from the movie Iron Monkey (good movie, BTW), which is fairly wuxia. The protagonists (who are kung-fu experts) use various improvised weapons, like an umbrella, to beat their enemies silly. I'll drop it.</p><p></p><p></p><p>Which? The unarmed attacks from the flurry?</p><p></p><p></p><p>A move action works. It'd be like the dodge action from Rifts - you can attempt to dodge an incoming attack, but you lose one of your actions to do so. Don't forget, though, that a 15th level monk can flurry as a standard action - this would make Wind monks especially dangerous.</p><p></p><p></p><p>The size of the wind doesn't really matter, because the bullrush bonus is based on the monk's size. A 5-foot-wide corridor is easiest, because it conforms to the standard size of a square.</p><p></p><p></p><p>Mm, good point. It should be "as long as the monk is in motion", with the implication that if he was moving at the end of his turn, he remains in that state unless he chooses not to move (or to stop moving) on his next turn. I'll fix it. And I'll fix the second part too.</p><p></p><p>BTW, I took this ability away with the plan to give it to the PrC Wind Style; I've bumped Cloudwalk to Grandmaster (with the ability to run on water) and put this one in its place:</p><p></p><p><strong>Whirlwind (Ex):</strong> 3 + Dex bonus times per day, the monk can make a single attack at her highest base attack bonus against all opponents within her reach. She can make a 5-foot step before or during this attack. She does not gain the benefit of extra attacks from feats like Cleave or spells like haste.</p><p></p><p>Basically it's a greater whirlwind attack, but it fits the Wind Style to a T.</p><p></p><p>Thanks for all the feedback - I'll post the changes later tonight or tomorrow.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4375629, member: 4722"] Thanks! Though I've had quite a bit of help with this thing. Definitely learned. Players should RP learning them from a master instead of just gaining the knowledge automatically; I would assume that most PCs starting as monks would have it in their backstory, and others would acquire the knowledge in the course of their training to gain monk levels later in life. Since it's a base class, I won't make it a hard requirement like I would for a PrC. There's no real way to learn multiple styles, as yet... I suppose I [i]could[/i] allow the monk to start learning a new style once he reaches Initiate level in his existing style, if he wants to suffer MAD syndrome. I'm not sure which martial art you practice(d), but I played judo in college (I had to quit my senior year because I'd racked up too many injuries). Not all martial arts are created equal - judo, for example, is called "the gentle way" - it centers around throws, pins, chokeholds, and joint locks. There is no punching or kicking at all. Judo is very much a Dex-based martial art - it's all about balance and leverage, with a little Strength thrown in if you get into a grappling situation (it borrows a lot from wrestling too). Capoeira, a Brazilian martial art that strongly resembles a dance, is also Dex-based. Kung fu? Charisma. Sumo? Strength all the way. (I'm not exactly sure if sumo wresting is a martial art, but it's good example.) Tai chi is the only thing I can think of, off the top of my head, that's Wis-based. It's very self-centered (as in, focused on the body and its location and position in space), and very slow and precise. See, that's exactly why I went with differing abilities for each style - to present different RP opportunities for each individual monk. Charisma is not just good looks. Charisma is also sense of self and strength of personality - it's why constructs (and mindless undead) have 1 Charisma, and objects have 0. They have to choose. And yes, I know some are better - I'm working on that. As long as they aren't must-have abilities (like the Wind Style fast movement, before I removed it), I'm okay with it, by and large - you can choose lower-level abilities at higher levels, if you want. Hmph. Any suggestions? No, and Mountain loses the DR too - it's as much a function of being able to ignore pain and shrug off damage as anything, and being unconscious doesn't enable you to do that. I know. I'd like to add default abilities to all the schools, but I'll probably just drop Mountain's ability instead. Yes... it just bypasses hardness if used against a construct or object. I'll fix the wording. Have you ever seen someone strike a stack of blocks and break ONE block 3/4 of the way down the stack? That's what this is. (I've seen it, and it's really incredible, BTW.) I suppose you could channel the force through a living being.... I hadn't really thought about it. DR always overlaps. Maybe as a PrC ability - not for the base monk. :) Good idea. Good call. I think I just C&P'ed the text without thinking about it. Yeah. Yeah. Let's say... an object up to one size larger per rank (a section of wall 10 feet square and 6 inches thick is Large; each foot of thickness increases the size by one.) The monk sidesteps the attack, forcing the attacker to lunge forward and skewer his friend standing behind the monk? Nice. Ki rage is identical to the barbarian's rage, except that the bonuses are Str and Dex instead of Str/Con. Stunning Fist is just the feat from the PHB. Now that I think about it, I might just take that out. Your comment about an Int-based style got me thinking... I could take Pain touch, Scorpion Fist, and Quivering Palm, along with Stunning Fist and maybe a couple other abilities (death attack?), and make them into an advanced style (a PrC), the Shadow Style. This would focus around disabling/crippling the opponent through precision strikes. Definitely. I could see someone delivering a quick series of blows followed by a powerful uppercut. Neither did I, really - I just tossed it in to fill a slot. I got the idea from the movie Iron Monkey (good movie, BTW), which is fairly wuxia. The protagonists (who are kung-fu experts) use various improvised weapons, like an umbrella, to beat their enemies silly. I'll drop it. Which? The unarmed attacks from the flurry? A move action works. It'd be like the dodge action from Rifts - you can attempt to dodge an incoming attack, but you lose one of your actions to do so. Don't forget, though, that a 15th level monk can flurry as a standard action - this would make Wind monks especially dangerous. The size of the wind doesn't really matter, because the bullrush bonus is based on the monk's size. A 5-foot-wide corridor is easiest, because it conforms to the standard size of a square. Mm, good point. It should be "as long as the monk is in motion", with the implication that if he was moving at the end of his turn, he remains in that state unless he chooses not to move (or to stop moving) on his next turn. I'll fix it. And I'll fix the second part too. BTW, I took this ability away with the plan to give it to the PrC Wind Style; I've bumped Cloudwalk to Grandmaster (with the ability to run on water) and put this one in its place: [b]Whirlwind (Ex):[/b] 3 + Dex bonus times per day, the monk can make a single attack at her highest base attack bonus against all opponents within her reach. She can make a 5-foot step before or during this attack. She does not gain the benefit of extra attacks from feats like Cleave or spells like haste. Basically it's a greater whirlwind attack, but it fits the Wind Style to a T. Thanks for all the feedback - I'll post the changes later tonight or tomorrow. [/QUOTE]
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