Yet Another Variant: The Monk...

Flynn

First Post
Good Afternoon, All,

It's time for another variant base class thread in my quest to get rid of dead levels and the like, written in the same vein as the ones I did on the Fighter and the Rogue. This time, I'm tackling the Monk. In essence, I wanted something a little less over the top, with many of the classic martial artist abilities without the extra magic stuff. The monk feats will focus on unarmed combat techniques, including grappling, etc., as well as appropriate martial arts-inspired feats like blind-fight, stunning fist, etc.

Please note that, in my game, the Improved Unarmed Strike feat improves your unarmed strike damage by a size category (inspired by D20 Modern's Brawling feat), since I will not be using AOOs. It still allows you to do either lethal or nonlethal damage, your choice, as per the current implementation.

Finally, the class levels extend out to 25th. For those that want to use this class with the standard epic rules, ignore levels 21-25.

Please let me know your thoughts,
Flynn

* * * * *

The Monk

The Monk prefers to overcome obstacles through the use of his own inner strengths, and the perfect union of body and spirit.

Hit Die: d8 (8 + Con modifier at first character level; 5 + Con modifier at second character level and later.)
Starting Skills/Ranks Per Level: 4 + Int modifier (or 4 + Int modifier if non-human).

Starting Features
In addition to the two feats all characters get at 1st character level (one feat if non-human), a Monk begins play with two (2) Weapon Group Proficiency feats, Improved Unarmed Strike, and one Monk bonus feat.

Note On Multiclassing: A character that chooses Monk as a multiclass after first character level does not receive these starting features.

Special Abilities
The Monk has the following special abilities:

Ki Talents: At first class level and every odd class level, the Monk gains a Ki Talent. This talent must be selected from those listed below. If a Ki Talent has prerequisites, the Monk must meet them before selecting the Ki Talent. Some Ki Talents may be selected more than once, as per the individual Ki Talent description. No ki talent, or talent sharing the same name, may be selected more than five times.

*Advanced Bull Rush: The Monk gains a +2 competence bonus on bull rush checks.
*Advanced Disarm: The Monk gains a +2 competence bonus on disarm checks.
*Advanced Grapple: The Monk gains a +2 competence bonus on grapple checks.
*Advanced Trip: The Monk gains a +2 competence bonus on trip checks.
*Critical Strike: The Monk's unarmed attacks gain a critical threat range of 19-20. This effect does not stack with effects of a similar nature, such as the Improved Critical feat.
*Danger Sense: The Monk gains a +4 competence bonus on Perception skill checks when checking for Surprise prior to combat.
*Disease Resistance: The Monk gains a +2 competence bonus to saving throws against all diseases except for supernatural and magical diseases. This talent may be taken multiple times, and its effects stack.
*Evasion: The Monk can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful Reflex save, he instead takes no damage. Evasion can be used only if the Monk is wearing light armor or no armor. A helpless Monk does not gain the benefit of evasion.
*Forceful Strike: The Monk's unarmed attacks gain a critical hit multiplier of x3.
*Hide in Plain Sight: The Monk can use the Stealth skill even while being observed. Prerequisite: 11th level.
*Improved Evasion: This ability works like evasion, except that while the Monk still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Monk does not gain the benefit of improved evasion. Prerequisite: Evasion.
*Improved Reactions: The Monk gains a +2 competence bonus on initiative. This talent may be taken multiple times, and its benefits stack.
*Ki Strike: The Monk's unarmed attacks count as magic weapons for the purposes of bypassing a creature's DR.
*Living Weapon: The Monk's unarmed damage increases by one size category. This talent may be taken multiple times, and its effects stack.
*Poison Resistance: The Monk gains a +2 competence bonus on saving throws against poisons. This talent may be taken multiple times, and its benefits stack.
*Slow Fall: So long as the Monk is within natural reach of a wall or similar vertical surface for 10 feet or more during a fall, he may subtract 2d6 from the resulting falling damage. This talent may be taken multiple times, and its effects stack.
*Slippery Mind: The Monk can escape from mind-controlling spells and abilities. If the Monk is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. Prerequisite: 11th level.
*Zen Defense: The Monk gains his Wisdom modifier as a dodge bonus to AC. The Monk loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
*Zen Focus: The Monk gains his Wisdom modifier as a competence bonus on all ranged attack rolls.

Bonus Feats: At second class level and every even class level, the Monk gains a bonus feat. This feat must be selected from core feats labeled as (Monk), and the Monk must meet any prerequisites.

Restrictions
None.

Table: The Monk
Code:
Level	BAB	Fort	Ref	Will	Special		DEF
1st	+0	+2	+2	+2	Ki Talent	+3
2nd	+1	+3	+3	+3	Bonus Feat	+4
3rd	+2	+3	+3	+3	Ki Talent	+4
4th	+3	+4	+4	+4	Bonus Feat	+5
5th	+3	+4	+4	+4	Ki Talent	+5
6th	+4	+5	+5	+5	Bonus Feat	+6
7th	+5	+5	+5	+5	Ki Talent	+6
8th	+6	+6	+6	+6	Bonus Feat	+7
9th	+6	+6	+6	+6	Ki Talent	+7
10th	+7	+7	+7	+7	Bonus Feat	+8
11th	+8	+7	+7	+7	Ki Talent	+8
12th	+9	+8	+8	+8	Bonus Feat	+9
13th	+9	+8	+8	+8	Ki Talent	+9
14th	+10	+9	+9	+9	Bonus Feat	+10
15th	+11	+9	+9	+9	Ki Talent	+10
16th	+12	+10	+10	+10	Bonus Feat	+11
17th	+12	+10	+10	+10	Ki Talent	+11
18th	+13	+11	+11	+11	Bonus Feat	+12
19th	+14	+11	+11	+11	Ki Talent	+12
20th	+15	+12	+12	+12	Bonus Feat	+13
21st	+15	+12	+12	+12	Ki Talent	+13
22nd	+16	+13	+13	+13	Bonus Feat	+14
23rd	+17	+13	+13	+13	Ki Talent	+14
24th	+18	+14	+14	+14	Bonus Feat	+15
25th	+18	+14	+14	+14	Ki Talent	+15
 
Last edited:

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What is the damage an improved unarmed strike using character can do with no further improvements? 1d6? Then this class looks powerful as then a 9th level monk could do 6d6 base damage ;-). Living weapon looks too good, improving by a size category is too good.
 

eamon said:
What is the damage an improved unarmed strike using character can do with no further improvements? 1d6? Then this class looks powerful as then a 9th level monk could do 6d6 base damage ;-). Living weapon looks too good, improving by a size category is too good.

From the Table: Increasing Damage By Size, found here:
http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases

1d6 (starting) -> 1d8 -> 2d6 -> 2d8 -> 4d6 -> 4d8

Avg Dmg 3.5 -> 4.5 -> 7 -> 9 -> 14 -> 18

At that same level, a Fireball does 9d6 (avg dmg 24.5), which is applied to multiple targets.

I don't have a problem with this progression. The monk is sacrificing other abilities to hit really hard. It's a matter of choices.

Hope that helps,
Flynn
 

Some more suggestions:

* - Make Ki Strike stackable, with options to take alignment and material after /magic.

* - +1 Crit multiplier (i.e. x2 to x3) for one talent selection, one time only

* - +1 crit range (i.e. 20 to 19-20) for one selection, one time only

* - +2 to Grapple checks; may be taken more than once, effects stack

* - +2 to Disarm checks; may be taken more than once, effects stack

* - +2 to Trip checks; may be taken more than once, effects stack
 

Let me ponder those, my friend, as I can see that getting out of hand very easily, particularly grapple.

Hmmm,
Flynn
 

Flynn said:
Let me ponder those, my friend, as I can see that getting out of hand very easily, particularly grapple.

Of course, they won't be able to do much damage when grappling.

But that's beside the point.

I'd gotten the idea when looking at Unarmed Strike and thinking that the damage increases kind of resembled an exotic weapon. Therefore, adding in other things that an exotic weapon could do and trading out damage would be interesting.

(Now, there is a certain synergy there with Monk's Belt, Superior Unarmed Strike, and other items and feats that are built to work with the current version that would likely be, um, overpowering, but those are trivial to push out the door.)

Brad
 

cignus_pfaccari said:
Of course, they won't be able to do much damage when grappling.

But that's beside the point.

I'd gotten the idea when looking at Unarmed Strike and thinking that the damage increases kind of resembled an exotic weapon. Therefore, adding in other things that an exotic weapon could do and trading out damage would be interesting.

(Now, there is a certain synergy there with Monk's Belt, Superior Unarmed Strike, and other items and feats that are built to work with the current version that would likely be, um, overpowering, but those are trivial to push out the door.)

Brad

I decided to go with almost all of your suggestions, with the following caveat: None of them could be taken more than once.

I have not yet added the expansions on Ki Strike as yet, as I am uncertain what I wish to do in those regards.

Thanks for the suggestions,
Flynn
 

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