Jack Daniel
Legend
All right, here’s my crack at a generic monk. That’s not “generic martial artist,” mind you; a generic martial artist would be a fighter who gets his choice between kung-fu, karate, tae kwan do, or any number of styles. That’s not my purpose – I’m a firm believer that the monk class is based on the kung-fu masters of Chinese legend (or at least cinema, anyway) and I don’t mince words about that. No, when I mean generic monk, I mean a monk who can choose his special chi-based abilities at his own discretion (or even whether to use chi at all). Now, to the ground rules. I want help hammering out the flavor and the balance, but I don’t want to hear whining about the following:
The Monk
Alignment: Any lawful
Hit Die: d8
Skill Points: 6 + Int mod / level
Class Skills
Strength: Climb, Jump, Swim
Dexterity: Balance, Escape Artist, Hide, Move Silently, Tumble
Constitution: Concentration, Diamond Body (Chi)
Intelligence: Craft, Knowledge (religion)
Wisdom: Listen, One with All (Chi), Profession
Charisma: Calm the Storm (Chi), Diplomacy, Perform
Weapon & Armor Proficiencies: As Player’s Handbook or Oriental Adventures
Kung-Fu: The monk gains several benefits when attacking unarmed or with a special martial arts weapon. The monk is considered to have the Improved Unarmed Strike feat for free, and makes extra attacks at the -3 iteration instead of -5.
At 1st level, the monk knows the Crane Fist, which deals 1d6 damage with an unarmed strike (or 1d4 for a small character). At every four levels, a new technique is learned that increases the damage die of the monk’s unarmed strike by one step, to a maximum of 1d20 (2d6 small).
Flow Like Water: The monk is trained to move with the flow of bodily chi, and is expert in avoiding attacks from all directions. The monk adds his Wisdom bonus plus one-fifth his monk level to his Armor Class. Note that wearing any armor whatsoever disrupts the flow of chi through the body, and not only negates this ability, but also the monk’s Kung-Fu skill. Armor check penalties also apply to all Chi-Kung techniques.
Evasion: Whenever the monk makes a Reflex save for half damage, he takes no damage instead. At level 9, this ability becomes Improved Evasion, such that even when the monk fails the save, only half damage is sustained.
Chi-Kung: More properly called qigong, these mystical exercises go hand-in-hand with the monk’s combat ability, and allow the monk to hone mind and body into a single weapon. The Chi-Kung feats are Internal Flow, External Flow, and Balanced Flow; each one allows access to a different set of chi-based skills and a related feat chain.
Bonus Feats: At levels 1, 2, and every fourth level thereafter, the monk gains a bonus martial arts feat from any of the following lists:
Kick: Roundabout Kick, Flying Kick
Strike: Fists of Iron, Eagle Claw Attack
Lock: Improved Grapple, Choke Hold, Grappling Block, Earth’s Embrace
Movement: Dodge, Mobility, Prone Attack, Superior Expertise
Throw: Improved Trip, Defensive Throw, Great Throw
Vital Area: Pain Touch, Stunning Fist, Freezing the Lifeblood, Falling Star Strike, Quivering Palm
Push: Unbalancing Strike
Mental: Blind Fight, Combat Reflexes, Great Chi Shout, Iron Will, Chi Shout, Remain Conscious, Master of Chi, Master of Five Elements
Internal: Speed of Winds (Speed of Seasons, Speed of Flowers, Speed of Fortunes), Dance of the Golden Lotus, Blood of the Dragon
External: Leap of the Clouds, Power Aura
Balance: Spirit of Winds (Spirit of Seasons, Spirit of Flowers, Spirit of Fortunes)
The Chi Techniques
Now here’s the dirty trick: the chi techniques are just Force feats and skills from Star Wars d20, with poetic martial-artsy names. Instead of vitality points, they cost subdual hit points to use. Here’s the full list:
Chi Feats:
Balance Flow (Sense)
...Spirit of Winds (Force Mind)
......Spirit of Seasons (Improved Force Mind)
......Spirit of Flowers (Knight Mind)
......Spirit of Fortunes (Master Mind)
External Flow (Alter)
...Leap of the Clouds (Force Flight)
...Power Aura (Force Whirlwind)
Internal Flow (Control)
...Speed of Winds (Burst of Speed)
......Speed of Seasons (Force Speed)
......Speed of Flowers (Knight Speed)
......Speed of Fortunes (Master Speed)
Master of Chi (Force Mastery)
...Master of Five Elements (High Force Mastery)
Chi Skills:
Basic Skills:
Calm the Storm (Friendship)
Diamond Body (Enhance Ability)
One with All (Empathy)
Balance Skills:
Detect Chi (See Force)
Diamond Soul (Enhance Senses)
Right Meditation (Farseeing)
Tongue of Heaven (Telepathy)
External Skills
Breath of Dragons (Force Strike)
Eye of the Monkey (Illusion)
Palm of Buddha (Heal Another)
Ride the Winds (Move Object)
Mind of the Monkey (Affect Mind)
Wave of Chi (Force Lightning)
Internal Skills
Chi Strike (Battlemind)
Hide Chi (Force Stealth)
Still the Pond (Force Defense)
Wholeness of Body (Heal Self)
- Anime. I don’t care if this monk looks too much like Goku or Ryu or Terry Bogard. Most martial arts anime is based on wuxai, and so is this monk.
- The saving throws. Those who know me know that I make liberal use of the medium saving throw progression in my class constructions, and I think that when all three saves are supposed to be on the same level, the medium progression is the most balanced.
- Jedi. Again, I don’t care if this monk looks too much like Luke Skywalker. George Lucas based the Force on chi anyway, and I don’t care how you want to slice it, the psychic warrior ain’t no Jedi – even if the monk could be.
The Monk
Code:
Lv BAB For Ref Wil Special
1 ±0 +1 +1 +1 Kung-Fu (Crane Fist), Chi-Kung, Bonus Feat, Flow Like Water, Evasion
2 +1 +2 +2 +2 Chi-Kung, Bonus Feat
3 +2 +2 +2 +2 Chi-Kung
4 +3 +2 +2 +2 Kung-Fu (Snake Fist)
5 +3 +3 +3 +3
6 +4 +3 +3 +3 Bonus Feat
7 +5 +4 +4 +4
8 +6 +4 +4 +4 Kung-Fu (Tiger Fist)
9 +6 +4 +4 +4 Improved Evasion
10 +7 +5 +5 +5 Bonus Feat
11 +8 +5 +5 +5
12 +9 +6 +6 +6 Kung-Fu (Leopard Fist)
13 +9 +6 +6 +6
14 +10 +6 +6 +6 Bonus Feat
15 +11 +7 +7 +7
16 +12 +7 +7 +7 Kung Fu (Dragon Fist)
17 +12 +8 +8 +8
18 +13 +8 +8 +8 Bonus Feat
19 +14 +8 +8 +8
20 +15 +9 +9 +9 Perfect Self
Hit Die: d8
Skill Points: 6 + Int mod / level
Class Skills
Strength: Climb, Jump, Swim
Dexterity: Balance, Escape Artist, Hide, Move Silently, Tumble
Constitution: Concentration, Diamond Body (Chi)
Intelligence: Craft, Knowledge (religion)
Wisdom: Listen, One with All (Chi), Profession
Charisma: Calm the Storm (Chi), Diplomacy, Perform
Weapon & Armor Proficiencies: As Player’s Handbook or Oriental Adventures
Kung-Fu: The monk gains several benefits when attacking unarmed or with a special martial arts weapon. The monk is considered to have the Improved Unarmed Strike feat for free, and makes extra attacks at the -3 iteration instead of -5.
At 1st level, the monk knows the Crane Fist, which deals 1d6 damage with an unarmed strike (or 1d4 for a small character). At every four levels, a new technique is learned that increases the damage die of the monk’s unarmed strike by one step, to a maximum of 1d20 (2d6 small).
Flow Like Water: The monk is trained to move with the flow of bodily chi, and is expert in avoiding attacks from all directions. The monk adds his Wisdom bonus plus one-fifth his monk level to his Armor Class. Note that wearing any armor whatsoever disrupts the flow of chi through the body, and not only negates this ability, but also the monk’s Kung-Fu skill. Armor check penalties also apply to all Chi-Kung techniques.
Evasion: Whenever the monk makes a Reflex save for half damage, he takes no damage instead. At level 9, this ability becomes Improved Evasion, such that even when the monk fails the save, only half damage is sustained.
Chi-Kung: More properly called qigong, these mystical exercises go hand-in-hand with the monk’s combat ability, and allow the monk to hone mind and body into a single weapon. The Chi-Kung feats are Internal Flow, External Flow, and Balanced Flow; each one allows access to a different set of chi-based skills and a related feat chain.
Bonus Feats: At levels 1, 2, and every fourth level thereafter, the monk gains a bonus martial arts feat from any of the following lists:
Kick: Roundabout Kick, Flying Kick
Strike: Fists of Iron, Eagle Claw Attack
Lock: Improved Grapple, Choke Hold, Grappling Block, Earth’s Embrace
Movement: Dodge, Mobility, Prone Attack, Superior Expertise
Throw: Improved Trip, Defensive Throw, Great Throw
Vital Area: Pain Touch, Stunning Fist, Freezing the Lifeblood, Falling Star Strike, Quivering Palm
Push: Unbalancing Strike
Mental: Blind Fight, Combat Reflexes, Great Chi Shout, Iron Will, Chi Shout, Remain Conscious, Master of Chi, Master of Five Elements
Internal: Speed of Winds (Speed of Seasons, Speed of Flowers, Speed of Fortunes), Dance of the Golden Lotus, Blood of the Dragon
External: Leap of the Clouds, Power Aura
Balance: Spirit of Winds (Spirit of Seasons, Spirit of Flowers, Spirit of Fortunes)
The Chi Techniques
Now here’s the dirty trick: the chi techniques are just Force feats and skills from Star Wars d20, with poetic martial-artsy names. Instead of vitality points, they cost subdual hit points to use. Here’s the full list:
Chi Feats:
Balance Flow (Sense)
...Spirit of Winds (Force Mind)
......Spirit of Seasons (Improved Force Mind)
......Spirit of Flowers (Knight Mind)
......Spirit of Fortunes (Master Mind)
External Flow (Alter)
...Leap of the Clouds (Force Flight)
...Power Aura (Force Whirlwind)
Internal Flow (Control)
...Speed of Winds (Burst of Speed)
......Speed of Seasons (Force Speed)
......Speed of Flowers (Knight Speed)
......Speed of Fortunes (Master Speed)
Master of Chi (Force Mastery)
...Master of Five Elements (High Force Mastery)
Chi Skills:
Basic Skills:
Calm the Storm (Friendship)
Diamond Body (Enhance Ability)
One with All (Empathy)
Balance Skills:
Detect Chi (See Force)
Diamond Soul (Enhance Senses)
Right Meditation (Farseeing)
Tongue of Heaven (Telepathy)
External Skills
Breath of Dragons (Force Strike)
Eye of the Monkey (Illusion)
Palm of Buddha (Heal Another)
Ride the Winds (Move Object)
Mind of the Monkey (Affect Mind)
Wave of Chi (Force Lightning)
Internal Skills
Chi Strike (Battlemind)
Hide Chi (Force Stealth)
Still the Pond (Force Defense)
Wholeness of Body (Heal Self)
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