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Yet ANOTHER Alt.Monk
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<blockquote data-quote="Spatzimaus" data-source="post: 3049071" data-attributes="member: 3051"><p>There were really only four or five things that weren't XPH-compliant.</p><p></p><p>At Monk 3, the Monk previously got <em>empty mind</em> at will, but that was mainly because he became a Psionic creature at that level, and we needed SOMETHING to replace the nonpsionic buffer he lost. Since combat modes went away in 3.5E, the need for <em>empty mind</em> did as well, so the level 3 ability is now simply "The Monk is now a Psionic creature, capable of selecting [Psionic] feats and gaining Psionic Focus." It also slightly affects various divination abilities (<em>detect psionics</em>), of course, but that's not enough to really matter for balance. The Psionic Focus follows the same rules as for Psions, and is mainly needed for the Psionic Feats.</p><p></p><p>Then, there are the spell-like abilities in the Eye list. In XPH, the 2nd-level <em>combat prescience</em> was replaced by the 1st-level augmentable <em>precognition, offensive</em>, with a +3 cost needed to mimic the old power. <em>precognition</em> was toned down and changed to a more combat-oriented focus, with <em>greater precognition</em> as just a larger version. <em>see invisibility</em> was removed entirely, and the alternate spell we had considered for that level, <em>vigilance</em>, was as well. The only one to make it through intact was <em>aura sight</em>. So, rather than come up with a completely different list of powers and re-balance the whole thing, we just left those as their 3.0 versions. It's still balanced, and in practice it's not that awkward.</p><p>If I had to do it over again under XPH rules, I might use the new <em>precognition</em> at tier 2, <em>detect hostile intent</em> at tier 3, and <em>true seeing</em> at tier 5. The thing was, I LIKED the idea of the tier 5 ability being something that took 10 minutes to cast but gave lots of plot-related info; it made the Monk useful outside of combat. <em>second chance</em> might be a nice tier 5 power, but without <em>see invisibility</em> available, I think <em>true seeing</em> is a must. So it's a hard choice.</p><p></p><p>Then, there was Hardness (Mind 2). In 3.0, it reduced psionic damage (from attack modes) by 1; we simply changed it to "reduces ability damage from spells, powers, spell-like abilities, etc. by 1 point". I updated the first post with this one.</p><p></p><p>The 3.5E PHB Monk got three Bonus Feats, with the old abilities corresponding to one of the two at each step. We didn't change anything to adjust for that, since it was just a flexibility boost, but if you want you could switch out some of the tier 1 feats to the alternate versions.</p><p>Also, the 3.5E Ki Strike abilities give DR-bypassing by way of material/alignment. We didn't bother with that, due to the superior DR-bypassing ability of our Ki Modes. If you really want DR/adamantium, go buy a Kama.</p><p></p><p>Since the original version was posted we also updated a couple minor things; for instance, Foot 4 and Foot 5 were switched around, but I already updated the first post for things like that.</p><p></p><p>Oh, and we switched to the new Flurry progression, based solely on class level (just like the run speed, fist damage, AC, etc. are).</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3049071, member: 3051"] There were really only four or five things that weren't XPH-compliant. At Monk 3, the Monk previously got [i]empty mind[/i] at will, but that was mainly because he became a Psionic creature at that level, and we needed SOMETHING to replace the nonpsionic buffer he lost. Since combat modes went away in 3.5E, the need for [i]empty mind[/i] did as well, so the level 3 ability is now simply "The Monk is now a Psionic creature, capable of selecting [Psionic] feats and gaining Psionic Focus." It also slightly affects various divination abilities ([i]detect psionics[/i]), of course, but that's not enough to really matter for balance. The Psionic Focus follows the same rules as for Psions, and is mainly needed for the Psionic Feats. Then, there are the spell-like abilities in the Eye list. In XPH, the 2nd-level [i]combat prescience[/i] was replaced by the 1st-level augmentable [i]precognition, offensive[/i], with a +3 cost needed to mimic the old power. [i]precognition[/i] was toned down and changed to a more combat-oriented focus, with [i]greater precognition[/i] as just a larger version. [i]see invisibility[/i] was removed entirely, and the alternate spell we had considered for that level, [i]vigilance[/i], was as well. The only one to make it through intact was [i]aura sight[/i]. So, rather than come up with a completely different list of powers and re-balance the whole thing, we just left those as their 3.0 versions. It's still balanced, and in practice it's not that awkward. If I had to do it over again under XPH rules, I might use the new [i]precognition[/i] at tier 2, [i]detect hostile intent[/i] at tier 3, and [i]true seeing[/i] at tier 5. The thing was, I LIKED the idea of the tier 5 ability being something that took 10 minutes to cast but gave lots of plot-related info; it made the Monk useful outside of combat. [i]second chance[/i] might be a nice tier 5 power, but without [i]see invisibility[/i] available, I think [i]true seeing[/i] is a must. So it's a hard choice. Then, there was Hardness (Mind 2). In 3.0, it reduced psionic damage (from attack modes) by 1; we simply changed it to "reduces ability damage from spells, powers, spell-like abilities, etc. by 1 point". I updated the first post with this one. The 3.5E PHB Monk got three Bonus Feats, with the old abilities corresponding to one of the two at each step. We didn't change anything to adjust for that, since it was just a flexibility boost, but if you want you could switch out some of the tier 1 feats to the alternate versions. Also, the 3.5E Ki Strike abilities give DR-bypassing by way of material/alignment. We didn't bother with that, due to the superior DR-bypassing ability of our Ki Modes. If you really want DR/adamantium, go buy a Kama. Since the original version was posted we also updated a couple minor things; for instance, Foot 4 and Foot 5 were switched around, but I already updated the first post for things like that. Oh, and we switched to the new Flurry progression, based solely on class level (just like the run speed, fist damage, AC, etc. are). [/QUOTE]
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