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Some Monkly Feats

Forrester

First Post
For your amusement . . .

I'm working on a monk that is forbidden from using magic items (or having spells cast upon him). Trying to give him a more monkly feel, which includes not relying on eighteen magic items to do what he needs to do.

The monks in this new class get a Monkly Feat at each level; they start with nothing but Stunning Fist and Evasion -- and no new feat-like abilities (except for some immunities) except those that they choose from the following list.

While some of them are clearly overpowered for any but the non-magical Monk (like Monkly Bounce), a lot of them are a lot of fun. So I thought I'd post them and find out what y'all think!

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Monkly Feats



Adamantine Fist
Things you hit go away.
Prerequisites: Base attack bonus +11, Crushing Blow, Eagle Claw, Skin of the Dragon

Benefit: You can summon enormous strength into your fists. You ignores the first thirty points of hardness of an object struck, and do six times normal damage against inanimate objects. If this technique is used against a living target, the target’s total armor bonus to AC, if any, is reduced by 6, and the monk’s attack causes normal damage plus hp equal to twice his level. This maneuver is a full-round action.


All-Around Senses
You have the uncanny ability to dodge out of the way of otherwise sneaky attacks.
Prerequisites: Evasion, Quick-Footed, 8 ranks in Spot, 8 ranks in Listen.

Benefit: The monk’s senses have been refined to the point where opponents gain no flanking bonus against him, nor do they get sneak-attack damage when flanking (if they normally would).


Blindsight
Your senses have become uber-sharp.
Prerequisites: Quick-Footed, All-Around Senses, Evasion, Wisdom 20+

Benefit: The monk gains the extraordinary ability blindsight with a radius of 10’.

Special: The monk may take this feat multiple times. Each time he takes it after the first, the radius of effect increases by 20’ (but the Wisdom prerequisite increases by 1).



Charge Throw [From “Beyond The Monk”/Oriental Adventures]
You use the power of a charging opponent’s attack against them.
Prerequisites: Combat Reflexes, Dodge

Benefit: When an opponent charges you, they provoke an attack of opportunity from you that can only be used in an attempt to trip (including use of the Improved Trip feat or Foot Sweep feat). If your trip attack is successful, your opponent ends up prone in the direction of the charge 5’ from you, and his charge attack automatically fails.

As part of the trip, you may try to throw your opponent farther than 5’. Your opponent must make a Reflex save with DC 10 + half your monk level + your Dexterity bonus, and he gets a +4 bonus for each size category he is bigger than you. He is thrown two extra feet for every point by which he fails the save.


Chi Boost
Your inner power is exceptional.
Prerequisites: None

Benefit: At each level, the monk’s total chi is increased by 1 + his monk level. For instance, an 11th level monk (regardless of when he actually took the feat) would get 97 chi points instead of 85 chi points.

Special: The monk may take this feat a second time, but only if he is at least 11th level.


Combat Reflexes [as in the PHB]

Crushing Blow
You can hit things really hard.
Prerequisites: Base attack bonus +3

Benefit: The monk is able to shatter or break hard objects with a blow of his hand. The monk ignores the first five points of hardness of the object struck, and does double damage against inanimate objects. If this technique is used against a living target, the target’s total armor bonus to AC, if any, is reduced by 2, and the monk’s attack causes normal damage plus hp equal to his level. This maneuver is a full-round action.


Deflect Arrows [as in the PHB]

Special: If you ready an action to deflect the next ranged attack against you, you gain a +5 bonus to the attempt.


Dodge [as in the PHB]


Eagle Claw
You can hit things really, really hard.
Prerequisites: Base attack bonus +7, Crushing Blow

Benefit: Through physical exercise and concentration, the monk can summon immense crushing strength into his hand. He can shatter objects (snap spear shafts, crush stones, etc.), crush metal items, and in general hurt things real bad. The monk ignores the first fifteen points of hardness of an object struck, and does triple damage against inanimate objects. If this technique is used against a living target, the target’s total armor bonus to AC, if any, is reduced by 4, and the monk’s attack causes normal damage plus hp equal to one-and-a-half times his level. This maneuver is a full-round action.

Feint
You can feint in combat in a way completely different from that of a Rogue with a Potion of Glibness.
Prerequisite: Base attack bonus of +1

Benefit: A feint is a trick where the monk begins an attack in one direction and at the last minute changes it to another direction. When done successfully, the opponent is out of position to the new attack and cannot defend as effectively against it. This move is used in lieu of one melee attack; the monk’s target must make a Reflex save (DC10 + ½ the monk’s level + the monk’s Wisdom bonus). If the target fails his save, all other attacks the monk makes that round are at +3 to hit and +1 to damage. Alternatively, the monk choose to get +4 to hit and +2 to damage with his next attack.



Combo Kickarooni
You have learned to strike multiple opponents from the air.
Prerequisites: Monkly Bounce

Benefit: When charging and jumping at least 10’, the monk may try to strike up to three opponents, as long as it would be legal for him to do so as part of his charge. (In other words, the three must be standing next to each other, in a line directly in front of the monk.)

Special: The monk may not combine the effects of this feat with that of Sky Kick.



Foot Sweep [From “Beyond The Monk”]
By crouching low and making a sweeping kick, you can trip opponents effectively.
Prerequisites: None

Benefits: You can declare an attack to be a foot sweep. Your strike is a trip attack that does one-half your normal unarmed strike damage if successful. If the trip attack fails, your opponent cannot attempt to trip you.

Special: If you also have the Cleave feat, and successfully trip one opponent with a Foot Sweep, you may use Foot Sweep against an adjacent opponent. If you have Great Cleave, you may continue to use Foot Sweep against adjacent opponents until you fail to trip one of them.


Improved Deflect Arrows [From “Beyond The Monk”]
You can deflect multiple ranged attacks in a round.
Prerequisite: Deflect Arrows

Benefits: You can use the Deflect Arrows feat to deflect a number of ranged attacks per round equal to 1 plus your Dexterity bonus.

Special: If you ready an action to deflect arrows shot at you, you gain a +5 bonus to all deflect attempts.


Improved Evasion [as in the PHB]
Prerequisite: Base reflex save +6


Improved Trip [as in the PHB]

Prerequisite: Base attack bonus +4 (unless the monk has Expertise)


Lightning Fists
Prerequisite: None

Benefit: You get one extra attack a turn, at your highest base attack bonus; this stacks with Flurry of Blows. This attack and all other attacks made this round are at a –4 penalty.

Special: You may take this feat multiple times. Each time, the monk gets another extra attack. The penalty increases by –2 for each time the feat is taken after the first. For instance, a 10th level monk may take this feat three times. His initial BAB is +7/+4/+1. If he wishes, he may instead attack seven times, (once using Flurry of Blows, and three times using Lightning Fists), at –1/-3/-5/-7/-9/-11/-13.



Monkly Bounce
You bounce like a monk.
Prerequisites: 8 ranks Tumble, 8 ranks Balance, 8 ranks Jump

Benefit: The monk is able to perform extraordinary feats of springing and leaping by channeling his inner power, mentally making himself as light as a feather. The monk gets a bonus equal to his level to all Balance, Jump and Tumble checks; he may Tumble a distance equal to his movement rate each round, and all Jumps are at double normal distance. The distance of the jumps the monk makes are not limited by his height. The monk may use his Dexterity modifier instead of his Strength modifier when making Climb and Jump checks. Finally, the monk may get to his feet from prone as a free action.


Pain Touch
You have a talent for causing great pain.
Prerequisites: Base attack bonus +5

Benefit: Simply by pressing his finger against specific points of the body, the monk can cause great pain in the victim. The target must be humanoid or giant for this to work. This can be done in lieu of a normal attack. It causes no damage, but if the target fails a Fortitude save (DC15+ the monk’s Wisdom modifier) he will be –2 to hit and his AC will worsen by two. Creatures get +4 to this save for each size category they are above the monk. This effect lasts for d4 rounds. The effect of multiple pain touches are cumulative up to -6 to hit/+6 to AC.


Perfect Reflexes [From “Beyond The Monk”]
Your reactions are unbelievably fast
Prerequisites: Combat Reflexes, base Reflex save 6+

Benefits: You can still make an additional number of attacks of opportunity per round equal to your Dexterity bonus, but now you can make more than one attack of opportunity per round against a single enemy. You still may only make one attack per provocation.


Quick-Footed
The monk has the uncanny ability to react to danger.
Prerequisites: None

Benefit: The monk receives his Dexterity bonus to AC even when he is flat-footed.


Quivering Palm [as in the PHB]
You know, they say this is how Bruce Lee died.
Prerequisites: Pain touch, Base attack bonus +10


Skin of the Dragon
Your great conditioning allows you to start ignoring damage.
Prerequisites: Natural armor bonus +3

Benefit: You gain Damage Reduction X/-, where X is equal to 1 + half your natural armor bonus, rounded down.


Sky Kick
What’s that in the sky? A bird? A plane? No, it’s a boot to the head!
Prerequisites: Monkly Bounce, Base attack bonus +3

Benefit: When using the charge action while jumping, you deal an extra d6pts of damage for each 10’ of your jump (max 5d6). You may not use the Body Equilibrium chi ability while making this jump.


Sticky Hands
You have mastered the art of staying close to your opponent. Really, really close.
Prerequisites: Base attack bonus +6, 8 ranks in Tumble

Benefit: A successful attack using this technique (which counts as one combat action) does no damage – but it essentially “sticks” the character to the target unless it makes a Reflex save (DC15 + the monk’s Dexterity modifier). The monk is then considered to be in the target’s square. This proximity means the target’s movements and attacks are, to some degree, automatically predicted, giving the monk a +2 bonus to AC and a +2 bonus to hit against that opponent as long as he remains “stuck” to him. The target does not find it easy to escape the monk; any movement he takes, the monk may choose to match if he is able, even though it is not the monk’s turn. This movement is subtracted from the monk’s movement next turn. A retreating target may make a full-round attack on the monk, as the monk is always right next to him; similarly, the monk may make a full-round attack on the target, even though he has moved more than five feet. (Yes, this “breaks” normal combat rules.)


Thunder from the Sky
Your boot to the head comes with a complementary serving of whup-ass.
Prerequisites: Monkly Bounce, Sky Kick, Base attack bonus +7

Benefit: If you make a successful Sky Kick that started from at least 20’ away, you may attempt to knock your target backwards. Your target is subject to an immediate stunning attack, and must make a save as usual. If he fails, he is knocked backwards one foot for each point of damage you dealt.
 

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hong said:
Come on, Forrester. You _know_ you want to say monky, not monkly. :cool:

Monkly! Monkly Monkly Monkly Monkly Monkly!

MONKLY!

So whaddya think?

I have to say I especially like Adamantine Fist. Finally, high, high level monks can punch through stone walls, just like everyone knows that they should.

(In my campaign, it's much harder to Sunder magical items, so I'm not worried about it being broken in that respect).
 
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Okay, the prerequisite for the "Skin of the Dragon" is natural armor +3.

This monk class cannot use magical items or accept spells cast on them. (Aside: I really, really hope you improve their self-healing, then, or allow them to pick up regeneration.)

Therefore, unless there's another "monkly feat" not on this list, there is absolutely no way for a human monk to pick up Skin of the Dragon -- or the really cool Adamantine Fists.

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They get one of these abilities at EVERY level? Wow. Yes, I realize that you're doing away with almost all of their special abilities. But, in addition to their standard feats and (possibly) a bonus feat for being human, that means that a human monk gains TWENTY-EIGHT of these special abilities. That dwarfs even the fighter -- by far.

If even half of the special abilities are as powerful as the ones you've shown here, then you might seriously want to consider limiting them to some amount.

-----------------------

Finally, what prevents a rogue from taking one level of monk (at say, level 6) and picking up monkly bounce? His speed isn't quite as high, his jump skill isn't as vital, but he's still a lot more powerful. He just got a free +1 to three skills, an additional 10 feet of tumbling distance, and the Kip-Up feat for free.

EDIT: Just realized he could no longer use any form of magic. On that aspect, it's balanced. Ignore this argument. :)

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Balance comments aside, I really like the idea you're pursuing. You make a couple of comments about Chi points without explaining further -- have you made other posts in regards to those abilities?
 

Thanks for your comments, wolf, I posted this as a teaser . . . the full "True (non-magic) Monk" class has a bunch of other things going for it that help balance out the no-magic clause.

Before I begin, I want to point out that my campaign is medium-to-high magic, with lots of AC boosters and potions floating around. For instance, right now, the party (6th level average) has found so many Amulets of Natural Armor +1 that they've got two or three left over. Similarly, every character has two or three ability-boosting potions, as they are quite common.

Much of what I'm about to describe is going to make your head explode if you don't realize that up front :). That's the chief problem with making a non-magic class; in a low-magic campaign, he is incredibly munchkin, while in a high-magic campaign, he can be crippling ineffective. The Forsaker in Master's of the Wild is a lot like that, IMO.

I believe that my "True Monk" class will be very good (i.e., as useful as a well-built specialist wizard, or a Barbarian1/Ranger1/Fighter X), but not broken, in *my* medium-to-high magic campaign. YMMV.

Anyway, among the other bennies the monk gets, besides feats:

1) "Monk" AC bonus of +1 every third level, starting at 1st level.
2) Natural Armor AC bonus of +1 every third level, starting at 2nd level.
3) Deflection AC bonus of +1 every third level, starting at 3rd level.

This gives the monk +1 AC each level -- which actually matches quite nicely with a normal monk's expected AC gains as he levels, assuming he's a melee monk who is investing/finding amulets of natural armor, Bracers of armor, rings of protection, and so on.


The monk also gets:

1) +1 Wisdom every 4th level, starting at 1st level.
2) +1 Dexterity every 4th level, starting at 2nd level.
3) +1 Constitution every 4th level, starting at 3rd level.

Got to balance out the ease of ability-boosting in 3E. At higher levels, he won't be able to compete with the double-empowered Bull's Strengths or other big buffers, but these low-powered boosts help keep him a little balanced with the other characters.

At 5th level, his unarmed attacks have a +1 enhancement bonus. That's a *real* bonus, not just "as if they were +1). Goes up by +1 every five levels.

His Wisdom score, not his Strength score, is applied to damage. Strength penalties still apply, though.


Finally, the monk gets a certain amount of "Chi" points with which to do nifty things, like Heal, Haste, Body Equilibrium, Empathy, Improved Ki Strike (increases enhancement bonus), and even eventually Fly and Plane Shift and Astral Projection and Walk Through Walls. 20pts at 1st level, 22 at 2nd level, 25 at 3rd, and so on.

So he *will* get a natural armor bonus (e.g., it's +6 at 17th level) to take Skin of the Dragon, and he will be able to heal himself (roughly on a chi-point-per-hit-point basis until he reaches a certain level-based cap, then the cost is double, and he can't do it all in one round) as well.

*whew*

I'll post more when I get home; at least the chi abilities. Not sure that the .rtf file that outlines the basic progression will translate well in here, unfortunately.

Still interested, though? Or does it all just seem too silly? :)
 

Considering that I'm currently running a low-magic world -- heck, I'm even running Sovereign Stone Magic, so that cuts down a lot on "big" magic -- it won't help me right now.

That doesn't mean I'm not interested, however. The other DM in our group generally runs in the Forgotten Realms -- which is as high or higher magic than the world you describe.

So please, by all means, post what you've got.
 

Wolff -- it's pretty easy to scale this monk down. Just bump down the armor class bonus (which does the majority of the work to keep the monk's equivalent gold equal to other PCs) to a slower rate of advancement.

I don't know if this will cut 'n paste well, but let me try:


EDIT: Wow, that's ugly.
The AC Bonus (M/N/D) refers to Monkly, Natural, or Deflection bonuses. The gist is:

Monks get +1 to their Monk AC bonus at 1st level, and every 3rd level thereafter.
Monks get +1 to their natural AC bonus at 2nd level, and every 3rd level thereafter.
Monks get +1 to their deflection AC bonus at 3rd level, and every 3rd level thereafter.

Actually works pretty well with expected Monk ACs if they invest a decent amount of change into magical AC boosts (as they do, and should).
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Skill points: 4/level
Hit points: d8
Good saving throws: Will, Fortitude, Reflex

Monk Ability Table

Open hand Open hand Special Chi
Level AC Bonus (M/N/D) Speed attacks/rd damage (S/M) Abilities Points
1 +1/+0/+0 20’/30’ +0 d4/d6 A, B 20
2 +1/+1/+0 20’/30’ +1 d4/d6 C 22
3 +1/+1/+1 30’/40’ +2 d6/d8 D 25
4 +2/+1/+1 30’/40’ +3 d6/d8 E 29
5 +2/+2/+1 30’/40’ +3 d6/d8 F 34
6 +2/+2/+2 35’/50’ +4/+1 d8/d10 G 40
7 +3/+2/+2 35’/50’ +5/+2 d8/d10 H 47
8 +3/+3/+2 35’/50’ +6/+3 d8/d10 I, J 55
9 +3/+3/+3 45’/60’ +6/+3 d8/d10 K, L 64
10 +4/+3/+3 45’/60’ +7/+4/+1 d10/2d6 M, N 74
11 +4/+4/+3 45’/60’ +8/+5/+2 d10/2d6 O 85
12 +4/+4/+4 50’/70’ +9/+6/+3 d10/2d6 P, Q 97
13 +5/+4/+4 50’/70’ +9/+6/+3 d10/2d6 R 110
14 +5/+5/+4 50’/70’ +10/+7/+4/+1 d10/2d6 S, T 124
15 +5/+5/+5 60’/80’ +11/+8/+5/+2 2d6/2d8 U, V 139
16 +6/+5/+5 60’/80’ +12/+9/+6/+3 2d6/2d8 W 155
17 +6/+6/+5 60’/80’ +12/+9/+6/+3 2d6/2d8 X 172
18 +6/+6/+6 70’/90’ +13/+10/+7/+4/+1 2d6/2d8 Bonus Feat 190
19 +7/+6/+6 70’/90’ +14/+11/+8/+5/+2 2d6/2d8 Bonus Feat 209
20 +7/+7/+6 70’/90’ +15/+12/+9/+6/+3 2d6/2d8 Bonus Feat 229


In addition to the Special Abilities mentioned below, a monk gains one Monkly Feat every level.
The monk starts with the feat Weapon Finesse (unarmed) for free, as well as the Evasion ability.
All trip attacks the monk makes use their Dexterity bonus instead of their Strength bonus (though Strength penalties still apply).
The monk gets Stunning Attacks as a monk does; however, he must pay 6 chi per stunning attack. All other details regarding the attack are identical to the attack in the PHB (no more than one stunning attack a round, with a max number of attacks of one per level per day, Fort save of DC10 + 1/2 the monk’s level + Wisdom modifier).

Combat + Ability modifications
The monk receives a +1 bonus to Wisdom at 1st level, and every four levels thereafter.
The monk receives a +1 bonus to Dexterity at 2nd level, and every four levels thereafter.
The monk receives a +1 bonus to Constitution at 3rd level, and every four levels thereafter.
The monk receives a +1 bonus to his Strength, Intelligence, or Charisma at 4th level, and every four levels thereafter.

In melee combat, the monk may use his Wisdom bonus instead of his Strength bonus to damage. However, strength penalties stack with this Wisdom bonus (i.e., a character with a 6 strength and 18 wisdom would do +2 damage per hit).

At 5th level, treat monks’ hands and fists as if they had a +1 enhancement.
At 10th level, treat monks’ hands and fists as if they had a +2 enhancement.
At 15th level, treat monks’ hands and fists as if they had a +3 enhancement.
At 20th level, treat monks’ hands and fists as if they had a +4 enhancement.




Resistances/Immunities:
At 4th level, a monk within reach of a wall takes damage from falls as if they were 20’ shorter. This distance increases by 10’ every level. At 15th level, a monk within reach of a wall takes no damage from any fall.
At 5th level, the monk gains resistance to charms, mind reading, and any other effects that aim to control or read his mind. He receives a bonus to saving throws equal to his level to all mind-affecting spells.
At 6th level, the monk is immune to all diseases, and receives a bonus equal to his level against all spells that directly restrict movement (such as slow and hold spells).
At 8th level the monk becomes immune to all non-magical poisons, and gains a saving throw equal to half his level against all magical poisons.
At 10th level, the monk is immune to geas and quest spells.
At 12th level, the monk has become so in touch with his environment that for movement purposes he may be considered to be wearing a Ring of Free Action
At 14th level, the monk has the equivalent of the 8th level magic-user spell mind blank active at all times.
At 16th level, the monk gains retarded aging, as though he were wearing a Phylactery of Long Years.

Chi Point Recovery
Monks regain Chi at a rate of one point per every three monk levels (rounded down), every hour.
They regain Chi at four times this rate when sleeping, and twenty times this rate when using the Mind Over Body power.


Restrictions: Monks avoid possession and use of magic items, not to mention magic spells, at all times. It is one of the school’s central teachings that without training that denies magic use, self-improvement of the type listed above is literally impossible. Magic-use in situations where foes can be defeated without it is unnecessary; magic-use in situations when foes supposedly cannot be defeated without it are looked upon as nothing more than Tests.

There are some small exceptions to the “no magic use” rule. They need not refuse spells or effects that are instantaneous in duration, for these spells do not linger on the monk the way others do. Thus, they will not refuse spells such as Teleport, or any of the various Cure spells when they are at death’s door. (They vastly prefer to heal themselves when possible.) Second, there are no abilities in the monk’s repertoire that have illusionary effects. Thus, they will not refuse spells or effects that change appearance or hide appearance, such as a potion of Change Self or having Invisibility cast upon them. Finally, if they find themselves under the effects of a hostile spell (such as a Curse, Stone to Flesh, etc.), there is nothing in their oath precluding them from having this magic removed magically, through a Dispel Magic, Break Enchantmens, or whatever would be appropriate.

There may be other effects or magicks that the monk may be willing to undergo, but only on rare occasions, and only if they provide a protection that the monk cannot provide himself, or would ever be able to provide himself. For instance, a monk might allow Gaseous Form to be cast on him so that he might follow his party into an area that is impossible to reach otherwise. In general, though, the monk will refrain from benefiting from such magicks if at all possible.

True Monks that are in the radius of a spell or effect that offers benefits can (and must) voluntarily refuse to use these benefits in order to keep their oath. For instance, if they are with the area of effect of a Bless, Prayer, Protection from Evil 10’ Radius, or other similar spell, they must actively resist (making a Will saving throw, even if one is not typically allowed). They can be aided by Bard song without breaking their oath, however, because bards are cool.

If a monk voluntarily breaks his vow and receives a magical benefit not listed above, or (even worse) uses a magical item that would otherwise be forbidden, he permanently loses all ability to level as True Monk. His True Monk level immediately drops by one. His effective True Monk level continues to drop by one level every month; further use of magic can accelerate this decline to as quickly as one level each day. This latter level loss is not “true” level-loss; Chi points, extraordinary and supernatural monk abilities, and Monk/Deflection bonuses to AC are lost; hps, BAB and natural armor bonuses remain. The True Monk can atone for this transgression (this often involves a personal quest against some strong enemy, that the monk must defeat alone, without aid of any kind) to regain the ability to level and his lost powers, but the initial level loss is permanent.
 
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Forrester said:
They can be aided by Bard song without breaking their oath, however, because bards are cool.

That made me laugh.

I like the abilities of your monk. I take it, though, that if you fail a saving throw against a beneficial spell, that's okay? For example, you mention the Protection from Evil 10' radius. If the monk resists, as required, but fails his save against the friendly spell, no penalty is required, correct?

Also, I noticed that you changed the monk damage from 1d20 to 2d8 -- is there a reason you penalized them 1.5 average damage? I guess I'm asking if there was a mechanical reason you made this change, or if it was just something that you liked better this way?

It looks good to me. Some of the restrictions are a little dodgy... I realize the "Instantaneous or Movement" spells being okay is so that the monk isn't a hinderance to his party, but it seems a little weird reading it. Perhaps you could just introduce monk abilities -- like adding the Ethereal Travel back in -- that would allow the monk to go with the group anyway? Granted, that doesn't help teleportation, but...

Just some thoughts.
 

Wolf -- yeah, it's tough. Saying that they can't EVER voluntarily benefit from any magic, ever, just seemed to me to be a bit phony. It makes sense that they'd deny themselves benefits of magic as part of their training, but deny themselves it just to travel from Point A to Point B? It seemed too forced. I know it seems a little forced now, though, so I'm not sure what to do.

Ditto with the illusionary magics. If the party needs to get from A to B, and the only way past is by looking like someone else, or being invisible . . . well, part of me thinks that it's just being to harsh on the Monk to say that he can't quaff a potion so that he can travel with the party. On the other hand, this Monk should REFUSE to drink a potion of invisibility just so he can sneak next to the Big Bad and surprise attack him for a buttload of damage.

It's more of a roleplaying restriction than a hard rules restriction -- which means that any player who goes with a Monk has to be less powergamer and more roleplayer when it comes to possible abuses. I'm not worried about this in my campaign, because I'll make sure that anyone who goes with this Monk understands that . . . but as far as this Monk being used in general, in other campaigns, it's a loose end, I grant you.

Ditto with the healing -- it seemed phony that even though they have their own Heal ability, the monk would always resist all healing spells cast on him. I suppose I could make it so that if any healing is cast on the monk, his Chi costs for healing himself are doubled for the next week.

At least there's nothing silly here about having to destroy magic items to gain some sort of benefit :).

And yes, if they fail to save against something like Prot. from Evil or Bless, they aren't unduly affected. Note that their growing deflection bonus cancels out the AC boost they'd get from the former, and the +1 to attack from the latter . . . well, no big thing. I was going to simply say that beneficial area effect spells simply have no effect on the monk (no save required), but that seemed odd too.

Of course, a powergaming wizard who is a buddy of this monk will immediately try to start working on spells that give Luck or Insight bonuses as an area-effect. At which time the DM must step on him hard :).

If you have any suggestions on a good fix for this, I'm all ears. It's tough, though.
 


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