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Post by HFactor on Apr 2, 2008 0:03:21 GMT
Enchanted Fist ------------- Requirements: 10 levels of Monk / 10 levels of Sorcerer, Improved Critical (unarmed), Weapon Focus (Unarmed), Toughness before level 21.
Concept: Generally a monk who can imbue his fists with magical power beyond the general ki strike to do different forms of damage as well as be able to have a greater resistance of the same.
Benefits: - Effective Class Level for Enchanted Fist is Monk+Sorcerer. - Ability to imbue (CL/10)d10 damage of elemental damage into your fist with the '!imbuefist(fi/cl/el/sn/ac)' command. - At CL 40 able to !imbuefist with Magic/Positive/Negative damage depending on alignment (Neutral=Magic/Good=Pos/Evil=Neg).
Progression Options: - At 20 levels of monk, gain (wis mod/2)% elemental (acid, fire, electric, sonic, cold) damage immunity, this increases to (wis mod/2)*1.5% at 30 monk and (wis mod)% at 40 monk. - At 20 levels of sorcerer, gain (cha mod/2)% exotic (magical, positive, divine) damage immunity, this increases to (cha mod/2)*1.5% at 30 sorcerer and (cha mod)% at 40 sorcerer.
Disadvantages: - Low AC and AB, so while one may have a high damage immunity they won't be able to hit the target as often as they would like. Note: Major Revamps done here.
Example: A level 60 (40 Sorcerer, 20 Monk) with 60 Charisma would have a 25% immunity to magic/divine/positive. On top of that they would be able to do a bonus 6d10 damage of the chosen imbued per hit.
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Post by HFactor on Apr 2, 2008 19:28:13 GMT
No comments thusfar? I'm suprised.
The basis for this was to give monks a bit of a different edge to them for damage (not having to wear gloves but sacrificing some feats to be able to cast spells). Of course the 'not allowed to have rogue, shadowdancer, or assassin levels' cuts down their chance at damage capacity a good deal.
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Post by chirikov on Apr 3, 2008 5:50:36 GMT
its kinda like a pariah, only with more focus on straight melee instead of casting
im not quite sure why youre restricting rogue/sd/assassin, since i cant think of anything they can add in 15 levels that would significantly increase their damage output to the point where it would be required
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Post by niarte1 on Apr 3, 2008 13:24:17 GMT
I think that lack of detail or progression of benefits is the issue here.
Maybe work out the progression more....
Offer up a breakdown of benefit adjustments.
Niarte
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Post by HFactor on Apr 3, 2008 21:14:12 GMT
Modified it for ya, take a look at it now
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Post by ladyq on Apr 3, 2008 22:08:04 GMT
not trying to be rude of offensive because i like reading new ideas but rarely comment about them when people already touch base on concerns, so here are a few of mine:
some of the qualities of this build takes away from many other classes:
- weapon buffing abilitity..why should a monksplash be able to buff other players? It takes away from the role of the party bard/pariah/ranger/cleric epic - having transmutation as a focus seems redundant with pariah/warchanter - basing DC off of wisdom for a sorcerer having monk splash...is overpowering (keep in mind # of spellslots, access to hells-set sorcerer items..and channelling). not to mention tensors transformation and going zen archery route - 50% exotic immunity and 25% elemental immunity is too much, imbalances with respect to rings with no sacrafice. looking at a BUR ring..this quasiclass makes achieving gear unimportant
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Post by HFactor on Apr 3, 2008 22:20:14 GMT
No offense but the only thing that you've listed that I see as having 'any' relevance is the the immunity, this isn't based as a 'splash' for monk as you get benefits for raising your monk levels just as much as your sorcerer. And it doesn't make gear unimportant, it makes it 'less' important.
Remodified to take out wisdom/charisma switch
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Post by FunkySwerve on Apr 3, 2008 23:56:28 GMT
I'd listen to her, as I agreed with pretty much everything she said. You need to think harder about what's being sacrificed by the unusual class combo, and try to weigh the gains against that.
Funky
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