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Yet ANOTHER Alt.Monk
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<blockquote data-quote="Spatzimaus" data-source="post: 484969" data-attributes="member: 3051"><p>The Hand/Foot thing: well, it was mainly based on the Psion disciplines. The "Foot" ones are Psychoportation-based (DEX) while the "Hand" ones are Psychometabolism (STR). Hand is for attack, Foot is for mobility.</p><p></p><p>As for the Eye abilities, I think you're underestimating the usefulness of these powers. Some paths have weak or redundant abilities at low levels to make up for the higher stuff (For example, Mind 1 is completely overwritten by Mind 5), but in this case it's more a question of similar abilities that work well together with a bit of overlap.</p><p></p><p>I've put together a few possible changes at the bottom, but I'll try to explain why I picked these abilities first. The Eye and Mind paths were pretty much built from scratch, so there's still plenty of room for change. I was looking for more non-combat abilities, since the older paths already had plenty of those.</p><p></p><p>Combat Precognition is +1 Insight AC for 1 hour/level. It stacks with all of their existing AC bonuses, and it's an AC type that isn't found in items. So, the Monk will almost always use it. Combat Precog is one of the few 1st-level powers I've seen Psions and Psychic Warriors keep on constantly. Underpowered? Probably, but very useful and it never gets subsumed by a higher ability.</p><p></p><p>Blind-Fight lets you reroll melee attacks that miss from concealment. Vigilance gives the equivalent of 30' Darkvision that works to 10' in magical darkness. The two go well together in my experience, especially since Vigilance lasts 1 hour/level. Most races have some sort of night vision anyway, so Blind-Fight's main use was against invisibility, and that doesn't change until you get to See Invis.</p><p></p><p>See Invis is tricky. Invisibility is such a huge part of 3E combat that most parties have to find ways to deal with it. Being able to cast See Invis when you need it can be huge. But, on the other hand, no one will have made it to level 10 or so without having a way to neutralize invisibility already.</p><p>So, with See Invis to handle invisibility and Vigilance to handle darkness, what's the point of Blind-Fight? Well, for one thing, it's always on. See Invis doesn't last long enough to really make you safe.</p><p></p><p>Precognition was an unusual choice, I know. It takes 10 minutes to cast, and gives you a "vision" full of information, superior to a normal divination. Sure, in a combat-heavy campaign no one's going to care about this one. In a plot-driven campaign, it's crucial to be able to find out exactly what's going on, and I was tired of having the Monk be left out of that. Besides, meditating for visions seemed very in-character.</p><p>I was originally going to put True Seeing at Eye 5 but there was too much overlap with the earlier stuff, and I wanted something really different.</p><p></p><p>If you think this path is underpowered, you could bump Vigilance to 2/day and See Invis to 3/day or something. As a general rule I was using 1 hr/level gives 1/day, something in minutes/level gives 2/day, and anything shorter would give 3/day.</p><p></p><p>**************</p><p>Other possibilities I was considering:</p><p>1> Move Blind-Fight down to Eye 1 and insert Combat Prescience at Eye 2. Prescience adds a +2 insight bonus to your attack roll instead of AC, but doesn't last very long (1 min/level).</p><p>2> Put Uncanny Dodge (surprise) in there, maybe replacing the See Invis.</p><p>3> Remove either See Invis or Vigilance, put the remaining one at 3, and at 4 put in Aura Sight (as the power). It's like a more powerful version of Detect Magic/monsters/objects.</p><p></p><p>So let's say the new version of Eye was:</p><p>1 Blind-Fight</p><p>2 Combat Prescience (2/day)</p><p>3 (Either Vigilance 1/day, See Invis 2/day, or Uncanny Dodge (surprise), I haven't decided)</p><p>4 Aura Sight (2/day)</p><p>5 Precognition (1/day)</p><p></p><p>Another possibility would be to move Precognition down to 4 and put Shield of Prudence (+6 Insight bonus to AC) at 5, but that seems a bit overpowered.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 484969, member: 3051"] The Hand/Foot thing: well, it was mainly based on the Psion disciplines. The "Foot" ones are Psychoportation-based (DEX) while the "Hand" ones are Psychometabolism (STR). Hand is for attack, Foot is for mobility. As for the Eye abilities, I think you're underestimating the usefulness of these powers. Some paths have weak or redundant abilities at low levels to make up for the higher stuff (For example, Mind 1 is completely overwritten by Mind 5), but in this case it's more a question of similar abilities that work well together with a bit of overlap. I've put together a few possible changes at the bottom, but I'll try to explain why I picked these abilities first. The Eye and Mind paths were pretty much built from scratch, so there's still plenty of room for change. I was looking for more non-combat abilities, since the older paths already had plenty of those. Combat Precognition is +1 Insight AC for 1 hour/level. It stacks with all of their existing AC bonuses, and it's an AC type that isn't found in items. So, the Monk will almost always use it. Combat Precog is one of the few 1st-level powers I've seen Psions and Psychic Warriors keep on constantly. Underpowered? Probably, but very useful and it never gets subsumed by a higher ability. Blind-Fight lets you reroll melee attacks that miss from concealment. Vigilance gives the equivalent of 30' Darkvision that works to 10' in magical darkness. The two go well together in my experience, especially since Vigilance lasts 1 hour/level. Most races have some sort of night vision anyway, so Blind-Fight's main use was against invisibility, and that doesn't change until you get to See Invis. See Invis is tricky. Invisibility is such a huge part of 3E combat that most parties have to find ways to deal with it. Being able to cast See Invis when you need it can be huge. But, on the other hand, no one will have made it to level 10 or so without having a way to neutralize invisibility already. So, with See Invis to handle invisibility and Vigilance to handle darkness, what's the point of Blind-Fight? Well, for one thing, it's always on. See Invis doesn't last long enough to really make you safe. Precognition was an unusual choice, I know. It takes 10 minutes to cast, and gives you a "vision" full of information, superior to a normal divination. Sure, in a combat-heavy campaign no one's going to care about this one. In a plot-driven campaign, it's crucial to be able to find out exactly what's going on, and I was tired of having the Monk be left out of that. Besides, meditating for visions seemed very in-character. I was originally going to put True Seeing at Eye 5 but there was too much overlap with the earlier stuff, and I wanted something really different. If you think this path is underpowered, you could bump Vigilance to 2/day and See Invis to 3/day or something. As a general rule I was using 1 hr/level gives 1/day, something in minutes/level gives 2/day, and anything shorter would give 3/day. ************** Other possibilities I was considering: 1> Move Blind-Fight down to Eye 1 and insert Combat Prescience at Eye 2. Prescience adds a +2 insight bonus to your attack roll instead of AC, but doesn't last very long (1 min/level). 2> Put Uncanny Dodge (surprise) in there, maybe replacing the See Invis. 3> Remove either See Invis or Vigilance, put the remaining one at 3, and at 4 put in Aura Sight (as the power). It's like a more powerful version of Detect Magic/monsters/objects. So let's say the new version of Eye was: 1 Blind-Fight 2 Combat Prescience (2/day) 3 (Either Vigilance 1/day, See Invis 2/day, or Uncanny Dodge (surprise), I haven't decided) 4 Aura Sight (2/day) 5 Precognition (1/day) Another possibility would be to move Precognition down to 4 and put Shield of Prudence (+6 Insight bonus to AC) at 5, but that seems a bit overpowered. [/QUOTE]
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