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What DO you DO for... Monks?
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<blockquote data-quote="Arkhandus" data-source="post: 2931121" data-attributes="member: 13966"><p>Excised and transplanted from my impulsive threadjack of the WDyDf Fighters thread........ <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> </p><p></p><p>My Aurelia homebrew's revision of the monk class is fairly extensive but doesn't really change what abilities the monk has, just mixes it up a bit. Also, I use Oriental Adventures and stuff, so martial arts feats and martial arts mastery abilities are available to anyone who spends the feats to get them. At some point I'll get around to finishing the special ability descriptions in my monk file and post it to my own thread.....eventually.....</p><p></p><p>3 basic paths to choose from for basic monk abilities; standard, swift, and solid; swift path gets a faster rate of attacks from Unarmed Attack Bonus, superior Fast Movement progression, and the ability to flurry with standard action attacks including charges and Spring Attacks (note that I use 3.0 rules as a base, though), but with inferior unarmed damage and an inferior AC bonus; solid path gets a slower rate of attacks from Unarmed Attack Bonus and inferior Fast Movement progression, as well as slightly later access to the Flurry of Blows ability, but gets a superior AC bonus and more solid unarmed damage (more dice, but smaller in type; max 4d4 at 20th-level for a Medium monk of the solid path, 3d4 for a Small monk).</p><p></p><p>5 martial arts paths to choose special abilities from, without need for specializing in any one path, but certain abilities build on and enhance earlier abilities from the same path; 12 such special abilities to choose over the course of level advancement; the paths are flame, metal, water, wind, and wood, but most abilities of these paths are based on themes and philosophies of the path, with only a few harnessing the raw element through proper ki flow; as it stands, I have around half a dozen abilities of each path, and hope to have a total of 8 or 12 for each path once finished; most core monk abilities are included amongst these paths.</p><p></p><p>5 bonus martial arts feats to choose over time, in addition to Improved Unarmed Strike as an automatic bonus feat. Automatic proficiency in a handful of minor martial arts weapons, not just ones from the Player's Handbook but also ones such as the jitte, butterfly sword, sai, and tonfa. Slightly better skill points and class skill selection than in the core. Earlier acquisition of Ki Strike. Relaxed (but not quite fully eliminated) restrictions on multiclassing for too long in other classes. Monkish unarmed and unarmored combat ability, Still Mind, Ki Strike, Fast Movement, and Perfect Self are retained as automatic class features, though with some minor tweaks. Additional new abilities at upper and upper-middle levels to better deal with supernatural threats, such as Penetrating Ki, Adaptive Ki, Serene Ki, and Reactive Ki. The martial arts feats and special abilities help to compete better with fellow warriors. The monk remains a secondary warrior and skill-user, but without necessarily being poor at everything or just plain dull.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2931121, member: 13966"] Excised and transplanted from my impulsive threadjack of the WDyDf Fighters thread........ :heh: My Aurelia homebrew's revision of the monk class is fairly extensive but doesn't really change what abilities the monk has, just mixes it up a bit. Also, I use Oriental Adventures and stuff, so martial arts feats and martial arts mastery abilities are available to anyone who spends the feats to get them. At some point I'll get around to finishing the special ability descriptions in my monk file and post it to my own thread.....eventually..... 3 basic paths to choose from for basic monk abilities; standard, swift, and solid; swift path gets a faster rate of attacks from Unarmed Attack Bonus, superior Fast Movement progression, and the ability to flurry with standard action attacks including charges and Spring Attacks (note that I use 3.0 rules as a base, though), but with inferior unarmed damage and an inferior AC bonus; solid path gets a slower rate of attacks from Unarmed Attack Bonus and inferior Fast Movement progression, as well as slightly later access to the Flurry of Blows ability, but gets a superior AC bonus and more solid unarmed damage (more dice, but smaller in type; max 4d4 at 20th-level for a Medium monk of the solid path, 3d4 for a Small monk). 5 martial arts paths to choose special abilities from, without need for specializing in any one path, but certain abilities build on and enhance earlier abilities from the same path; 12 such special abilities to choose over the course of level advancement; the paths are flame, metal, water, wind, and wood, but most abilities of these paths are based on themes and philosophies of the path, with only a few harnessing the raw element through proper ki flow; as it stands, I have around half a dozen abilities of each path, and hope to have a total of 8 or 12 for each path once finished; most core monk abilities are included amongst these paths. 5 bonus martial arts feats to choose over time, in addition to Improved Unarmed Strike as an automatic bonus feat. Automatic proficiency in a handful of minor martial arts weapons, not just ones from the Player's Handbook but also ones such as the jitte, butterfly sword, sai, and tonfa. Slightly better skill points and class skill selection than in the core. Earlier acquisition of Ki Strike. Relaxed (but not quite fully eliminated) restrictions on multiclassing for too long in other classes. Monkish unarmed and unarmored combat ability, Still Mind, Ki Strike, Fast Movement, and Perfect Self are retained as automatic class features, though with some minor tweaks. Additional new abilities at upper and upper-middle levels to better deal with supernatural threats, such as Penetrating Ki, Adaptive Ki, Serene Ki, and Reactive Ki. The martial arts feats and special abilities help to compete better with fellow warriors. The monk remains a secondary warrior and skill-user, but without necessarily being poor at everything or just plain dull. [/QUOTE]
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What DO you DO for... Monks?
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