Varient Monks

Crothian

First Post
I'd like to come up with a few alternate monks to show differnt philosophies that monks can take. I like the monk class but it seems that many turn out to be the same because of the lack of choices. Even using OA and being able to trade out some of the things, I've found that the few things they allow you to trade are the things p[eople want to keep. Anyone have any ideas?
 

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I feel much the same way monks are pretty linear even with trading out feats. The reason I think is because they try to capture the essence of all types of monk into one universal monk.

I have kicked around ideas for making a martial artist monk (combat monk abilities only) , a spiritualist type monk (the body and mind abilities only), and then a defensive monk (combat abilities based towards defense an attacking in response to being attacked). The ideas never really got overly far because I didn't have anyone to playtest them.

What are some of the things you would like to see done? I am sure we could come up with something.
 

I've been toying with the idea of monk orders and related feats, which build on monk multiclassing possibilities. These can be thought of as an extension of the monk multiclassing rules in the FR campaign setting.

Monks may belong to one of the following orders, chosen at character creation. Each order allows the monk to freely multiclass with its associated character class. Note that the names for these orders are arbitrary and can be changed in different campaigns.
  • The Order of the Shadow: Rogues
  • The Brotherhood of the Eye: Wizards
  • The Dragon School: Fighters
  • The Children of the Dawn: Clerics
  • The Stone Circle: Druids
Each order has corresponding feats that enchance the possibility of the multiclass; while the feats are similar for the most part, they do heighten the viability of the multiclass combination. Do you think these feats are too powerful? Perhaps each ought to be a two-feat chain ("Initiate" and "Master") where the first benefit (stacking unarmed base attack bonuses in the case of all but the Dragon school) is one feat, and the extra benefit is a second.

Order of the Shadow Initiate [General]
Prerequisites: Membership in the Order of the Shadow; at least one rogue level.
The Order of the Shadow has taught you advanced techniques to combine stealth and martial arts.
Benefit: When determining your additional attacks from your unarmed base attack bonus, combine the total base attack bonus from your monk and rogue classes: a 4th level monk/3rd level rogue has a total base attack bonus of +5 and thus may make unarmed attacks at +5/+2. Additionally, you cause additional damage on a sneak attack, and can sneak attack opponents with an Uncanny Dodge ability, as if you were a rogue whose level is equal to the total of your monk and rogue levels (thus, a 4th level monk/3rd level rogue gains a total +4d6 sneak attack damage). You retain the benefit of this feat only when your rogue level does not exceed your monk level by more than one.

Brotherhood of the Eye Initiate [General]
Prerequisites: Membership in the Brotherhood of the Eye; at least one wizard level.
The Brotherhood of the Eye has taught you to enhance your magical abilities with spiritual training.
Benefit: When determining your additional attacks from your unarmed base attack bonus, combine the total base attack bonus from your monk and wizard classes: a 4th level monk/3rd level wizard has a total base attack bonus of +4 and thus may make unarmed attacks at +4/+1. Additionally, you can use your Wisdom modifier, rather than your Intelligence modifier, as the key ability for your wizard spells. You retain the benefit of this feat only when your wizard level does not exceed your monk level by more than one.

Dragon School Initiate [General]
Prerequisites: Membership in the Dragon School; at least one fighter level.
Your mastery of Dragon School martial arts has made you a powerful and versatile combatant, if slightly slower to strike than other monks.
Benefit: The damage from your unarmed attacks is equal to that of a monk whose level is equal to the sum of your fighter and monk levels: a 4th level monk/3rd level fighter causes damage with his unarmed attacks as though he were a 7th level monk (1d8 points). Additionally, you may multiply your Strength bonus by 1.5 when determining damage for your unarmed attacks. You retain the benefit of this feat only when your fighter level does not exceed your monk level by more than one.

Children of the Dawn Initiate [General]
Prerequisites: Membership in the Children of the Dawn; at least one cleric level.
The Children of the Dawn has taught you secret healing arts and techniques for battling the undead.
Benefit: When determining your additional attacks from your unarmed base attack bonus, combine the total base attack bonus from your monk and cleric classes: a 4th level monk/3rd level cleric has a total base attack bonus of +5 and thus may make unarmed attacks at +5/+2. Additionally, you may convert your Stunning Fist attempts to turning attempts, or use a Stunning Fist attempt to heal a number of hit points to yourself or a creature touched equal to your cleric level plus your Wisdom modifer. This healing touch is a standard action that provokes an attack of opportunity. You retain the benefit of this feat only when your cleric level does not exceed your monk level by more than one.

Stone Circle Initiate [General]
Prerequisites: Membership in the Stone Circle; at least one druid level.
The lore of the mysterious Stone Circle allows you to use your martial arts skill when taking the form of an animal.
Benefit: When determining your additional attacks from your unarmed base attack bonus, combine the total base attack bonus from your monk and druid classes: a 4th level monk/3rd level druid has a total base attack bonus of +5 and thus may make unarmed attacks at +5/+2. Additionally, you may continue to access all of your monk benefits when using the wild shape ability except for your unarmed damage bonuses (although you may use your unarmed attack rate and flurry of blows ability with natural weapons). You retain the benefit of this feat only when your druid level does not exceed your monk level by more than one.
 
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As an additional note, after considering at length the possibilities of weapon masters as prestige classes, I've decided they'd be much more appropriate when represented by feats. I'm including these feats here because I suspect they'd be a popular choice for multiclass fighter/monks (especially those who didn't want to pursue Dragon School martial arts). Are these balanced?

Kensei [General]
Prerequisites: Weapon Focus, Weapon Specialization, Fighter Level 4th+
Trained to wield a chosen weapon as an extension of yourself, you can attack with extraordinary quickness and grace when unrestricted by armor.
Benefit: Choose a single melee weapon, such as the longsword. You must have taken both the Weapon Focus and Weapon Specialization feats with that weapon. You gain an additional +1 bonus to attack rolls with that weapon. When taking the full attack action with that weapon, you may make additional, iterative attacks at every -4 interval of your base attack bonus. Thus, a character with a base attack bonus of +9 may make three attacks, at +9/+5/+1 (before applying other bonuses). You cannot use this feat while wearing armor, or when using a shield.

Focused Strike [General]
Prerequisites: Weapon Focus, Weapon Specialization, Kensei, Fighter Level 4th+, Wis 15+
Your dedication to your favored weapon allows you to strike with an almost mystical focus.
Benefit: When using the Kensei feat while attacking with a weapon, you may maximize your rolled damage a number of times per day equal to your base attack bonus. For example, a weapon that normally causes 1d8 points of damage now causes 8 points, plus bonuses. You must declare this ability before you determine damage for the attack. Additional damage from critical hits, and extra damage from sneak attacks, flaming weapons, and the like, is not maximized.
 
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I've never had much problem in modifying the monk simply by changing the names of the special abilities and the 'flavour text'. If you take another classass into monk you also get a whole lot of other abilities which make the monk fully customisable
eg for my kalaripayit (SF Dhalsim) character I simply changed Ki Strike to Marma-Adi (science of nerve strikes) and gave him ranks in heal. For his limb extension ability I created the Reach Trip (adds 5' to reach using unarmed attacks)

A Sumo wrestler can use all the monk abilities as is (Leap of the Clouds used horizontally for a torpedo headbutt!!)

See the Capoiera example for another take...
 

I like the multi class schools and the feats that go with them. How do other people use Monks in their campaigns? Do you have schools across the land offering to train them? Or is it a few scant monastaries that only the determined can hope to find? Or possible Monks just are and you never really had a need to define their training?
 



Has anyone checked out Beyond Monks at RPGnow ?

I bought it and I really don't know why I did.
Its good but the reason I don't know why I bought it is simply becuase I never ever played a monk.

What the hell was I thinking?
 

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