Post by dodrudon on Feb 3, 2007 0:16:04 GMT
I'm not sure if someone suggested this, but I liked the idea of monks being able to choose to go the offensive route (Improved Stunning Fist) or the defensive route (Improved Spell Resistance) by choosing the indicated feats, similar to RDDs.
But first, because all classes and class mods must stay true to that class's (yay three Ss in a row) theme....
Monk Class Analysis
The free feats monks receive can be divided into three categories, which hints towards the theme of monks: Offensive: Number of Attacks, Offensive: Disabling Enemies, and Defensive.
Number of Attacks: UBAB Progression, Cleave, Flurry of Blows, Circle Kick (selectable)
Disabling: Stunning Fist, Improved KD, Quivering Palm (insta-death),
Defensive: Wis AC bonus, Improved Evasion, Deflect Arrows, Monk Speed/Endurance, Still Mind, Disease Immunity, Wholeness of Body (self-heal), Poison Immunity, Diamond Soul (SR), Empty Body, Perfect Self
Epic Class Bonus Feats: Epic Damage Reduction, Epic Energy Resistance, Epic Toughness, Self Concealment
Class Skills: Concentration, Discipline, Heal, Parry, Tumble
Also, Monks are the only class with all three saves as their main save.
As can be seen, Monks have a LOT of defensively oriented feats. Their main strategy in combat is to avoid damage, be immune to it, or reduce it as much as possible (or run the heck away). Offensively, they land attacks as often as possible, favoring speed over power. They seek to disable their opponents in order to gain the advantage.
With this in mind, unarmed monks not being able to get weapon buffs makes sense. They rely solely on themselves, the strength of one's body, rather than cleverly crafted metal armors and weapons.
Advantages of Kama: extra off-hand attacks, can go WM for more/stronger crits, can get weapon buffs
Disadvantages of Kama: -2 AB minimum (get buffed), less enchantment on kamas (get buffed), disarmable (pffft), weapon vulnerable to rusting/dissolving/destruction/eaten (not often at all)
Advantages of Unarmed: not disarmable, gloves can't be destroyed by creatures
Disadvantages: no bracers, robes only, no shields (even dexers get shields)
Activatable Abilities: Stunning Fist*, Flurry of Blows, Wholeness of Body*, Empty Body*
*Needs to be changed
Equipment Suggestions
Add in one or more monk secrets, for gloves (with extra attacks), robes (with a few immunities), and/or torches (with some special ability). Otherwise, unarmed monk is like all the disadvantages of a mage (must use a torch) and dexers (stuck with robes) (this is only regarding equipment, of course), as WELL as not having a bracer slot.
Suggestions for Class Edits
Stunning Fist - DC change to Monk Lvl + Wismod, including legendary levels.
Empty Body should be changed to give different abilities to Offensive and Defensive monks. If the conceal is removed, Defensive Roll should be given so the monk can still obtain 50% concealment.
Defensive Roll - At level 20, if the character is a pure monk, the feat Defensive Roll is gained. The monk's dedication to the Ki within has so honed his abilities that he can detect killing blows once per day and attempt to avoid it.
Helps dexer monks get Self Conceal without having to multiclass. The 20 levels force the BAB to be 15, causing the loss of an extra attack.
Greater Monk Speed - At monk level 16, the monk gains freedom and immunity to slow. You are light and nimble on your feet, you have yet to meet anyone that can outrun you. The wind always blows against you. Nothing can stop you, nothing can slow you down.
Empty Body - duration doubles to 2rounds/lvl at Monk level 20. Increases to 5round/lvl at Monk level 30, increases to 10 rounds/level at and becomes unlimited use at Monk level 40. This affects all modified abilities of Empty Body.
Wholeness of Body - Every few levels, the multiplier increases for this ability and effects are added.
Monk lvl: effects
1-9: 2x monk level HP healed
10: 4x, Lesser Restore self
15: 6x
20: 8x, Restore self, Lesser Restore on allies in area
25: 10x, cures 25% to allies in long range
29: 12x, Restore allies in area
33: 14x, cures 50% to allies in long range
36: Greater Restore self (includes heal effect)
40: cures 400HP to allies in area
41: cures 420HP to allies in area
42: cures 440HP.... etc to max 60 pure monk cures 800HP
A monk has two paths to choose from: to pursue enlightenment and strengthening of body, or intense training the art of combat.
This is represented by choosing either choosing the Improved Spell Resistance Feats, or choosing the Improved Stunning Fist feats.
Order of the Fist
A monk of this order seeks to destroy his opponents before they destroy him, employing abilities to disable, weaken, or confuse his attackers.
Requirements: By monk level 30, the monk must have at least two Improved Stunning Fist feats.
Empty Body - At monk level 30, the monk loses 5% of the concealment bonus for every Improved Stunning Fist feat he takes. He gains a damage shield that does monklvl/2 magical damage instead. At monk level 40, monklvl/2 divine damage is added. Also, an aura is added to Empty Body that gives +2 dodge AC, +2 saves, and +2 AB to allies, and equal penalties to enemies. These numbers double at monk level 50.
Wholeness of Body becomes infinite use, once per 4 turns, at monk level 45.
The monk begins to gain the following abilities at monk level 30, depending on how many Improved Stunning Fist feats he has.
I: Called Shot, Power Attack
II: Disarm/Improved Disarm, Improved Power Attack
III: Greater Cleave, True Seeing
IV: Whirlwind Attack
V: +2 Strength
VI: Epic Weapon Focus: Unarmed, Epic Prowess
VII: +2 Strength, +2 Wisdom
VIII: Improved Whirlwind Attack
IX: Improved Whirlwind causes mass KD
X: Extra Attack, +2 Strength, +2 Wisdom
Maybe fitting in Taunt bonuses would be good here, don't know what the Concentration saves on mobs are though.
Some levels of Improved Stunning Fist also modify the Stunning Fist ability. The abilities below last for 1 round per point of Wisdom modifier, then increases to 2 rounds at monk level 40, then increases to 3 rounds at monk level 50.
I:
II: Lowers target's saves, AC, AB, and damage by 2.
III:
IV: Casts Bigby's Interposing Hand on target.
V:
VI: Casts Bigby's Grasping and Forceful Hand on target (forceful causes KD if save failed, and most mobs are KD immune already).
VII:
VIII: Add Monklvl/2 points of divine damage to each attack.
IX: Casts Bigby's Clenched Fist and Crushing Hand on target.
X: Add Monklvl/2 points of positive damage to each attack (stacks with divine damage).
Order of the Monkey (need to think of a better name for this one =P)
A monk of this order has trained his body to the point that he is nearly indestructible. Enemies fear him not because they fear death, but because of the uselessness they feel when fighting a Monkey.
Requirements: By monk level 30, the monk must have at least two Improved Spell Resistance feats.
Empty Body - The monk gains 2% to concealment for the first 5 Improved Spell Resistance feat obtained. The remaining ones give 3% concealment each. Empty Body maxes at 75% concealment. Additionally, for every LL, the monk gains 1% resists to all normal and exotic damage.
Wholeness of Body becomes infinite use, once per 2 turns, at monk level 45. It casts Greater Restore on all allies at monk level 50. It casts Mass Raise Dead at monk level 55, after the Greater Restore, then cures 100HP to all allies.
The monk begins to gain the following abilities at monk level 30, depending on how many Improved Spell Resistance feats he has.
I: Dodge, Mobility
II: Defensive Awareness I
III: Epic Damage Reduction I, Expertise
IV: Constitution +2, Iron Will, Spring Attack
V: Defensive Awareness II, Great Fortitude
VI: Dexterity +2, Wisdom +2, Epic Damage Reduction II
VII: Immunity to Sneak Attacks, Lightning Reflexes
VIII: Immunity to Negative Energy, Improved Expertise
IX: Dexterity +2, Epic Damage Reduction III
X: Immunity to Critical Hits, Dexterity +2, Wisdom +2
Some levels of Improved Spell Resistance also modify the Stunning Fist ability. The abilities below last for 1 round per point of Wisdom modifier, then increases to 2 rounds at monk level 40, then increases to 3 rounds at monk level 50.
I:
II: Lowers target's saves, AC, AB, and damage by 2.
III:
IV: Casts Bigby's Interposing Hand on target.
V: Lowers Target's AB by 4, replaces previous curse effect.
VI: Casts Bigby's Grasping and Forceful Hand on target (forceful causes KD if save failed, and most mobs are KD immune already).
VII:
VIII: Lowers Target's AB by 6, replaces previous curse effect.
IX: Casts Bigby's Clenched Fist and Crushing Hand on target.
X:
Same as Order of the Fist, except without the extra damage, and adds a stronger AB decreasing ability.
I think the Order of the Fist might be overpowered. However, most of their special abilities aren't that useful (except for interposing and grasping hand): most enemies are immune to knockdown and stun. Also, a pure monk can do a max of 30 divine and 30 positive damage, which may or may not get past enemy resists and immunities.
1% immunity per LL may be a bit high for Order of the Monkey. It was originally at .5%, but a final total of 10% seemed a little low to me. Maybe compromise and put it at 4/3%, for a final total of 15% immunity.
Strength-based Monkeys or Dex-based Fists may be too powerful....
Hopefully Wholeness of Body will be of some use now!
But first, because all classes and class mods must stay true to that class's (yay three Ss in a row) theme....
Monk Class Analysis
The free feats monks receive can be divided into three categories, which hints towards the theme of monks: Offensive: Number of Attacks, Offensive: Disabling Enemies, and Defensive.
Number of Attacks: UBAB Progression, Cleave, Flurry of Blows, Circle Kick (selectable)
Disabling: Stunning Fist, Improved KD, Quivering Palm (insta-death),
Defensive: Wis AC bonus, Improved Evasion, Deflect Arrows, Monk Speed/Endurance, Still Mind, Disease Immunity, Wholeness of Body (self-heal), Poison Immunity, Diamond Soul (SR), Empty Body, Perfect Self
Epic Class Bonus Feats: Epic Damage Reduction, Epic Energy Resistance, Epic Toughness, Self Concealment
Class Skills: Concentration, Discipline, Heal, Parry, Tumble
Also, Monks are the only class with all three saves as their main save.
As can be seen, Monks have a LOT of defensively oriented feats. Their main strategy in combat is to avoid damage, be immune to it, or reduce it as much as possible (or run the heck away). Offensively, they land attacks as often as possible, favoring speed over power. They seek to disable their opponents in order to gain the advantage.
With this in mind, unarmed monks not being able to get weapon buffs makes sense. They rely solely on themselves, the strength of one's body, rather than cleverly crafted metal armors and weapons.
Advantages of Kama: extra off-hand attacks, can go WM for more/stronger crits, can get weapon buffs
Disadvantages of Kama: -2 AB minimum (get buffed), less enchantment on kamas (get buffed), disarmable (pffft), weapon vulnerable to rusting/dissolving/destruction/eaten (not often at all)
Advantages of Unarmed: not disarmable, gloves can't be destroyed by creatures
Disadvantages: no bracers, robes only, no shields (even dexers get shields)
Activatable Abilities: Stunning Fist*, Flurry of Blows, Wholeness of Body*, Empty Body*
*Needs to be changed
Equipment Suggestions
Add in one or more monk secrets, for gloves (with extra attacks), robes (with a few immunities), and/or torches (with some special ability). Otherwise, unarmed monk is like all the disadvantages of a mage (must use a torch) and dexers (stuck with robes) (this is only regarding equipment, of course), as WELL as not having a bracer slot.
Suggestions for Class Edits
Stunning Fist - DC change to Monk Lvl + Wismod, including legendary levels.
Empty Body should be changed to give different abilities to Offensive and Defensive monks. If the conceal is removed, Defensive Roll should be given so the monk can still obtain 50% concealment.
Defensive Roll - At level 20, if the character is a pure monk, the feat Defensive Roll is gained. The monk's dedication to the Ki within has so honed his abilities that he can detect killing blows once per day and attempt to avoid it.
Helps dexer monks get Self Conceal without having to multiclass. The 20 levels force the BAB to be 15, causing the loss of an extra attack.
Greater Monk Speed - At monk level 16, the monk gains freedom and immunity to slow. You are light and nimble on your feet, you have yet to meet anyone that can outrun you. The wind always blows against you. Nothing can stop you, nothing can slow you down.
Empty Body - duration doubles to 2rounds/lvl at Monk level 20. Increases to 5round/lvl at Monk level 30, increases to 10 rounds/level at and becomes unlimited use at Monk level 40. This affects all modified abilities of Empty Body.
Wholeness of Body - Every few levels, the multiplier increases for this ability and effects are added.
Monk lvl: effects
1-9: 2x monk level HP healed
10: 4x, Lesser Restore self
15: 6x
20: 8x, Restore self, Lesser Restore on allies in area
25: 10x, cures 25% to allies in long range
29: 12x, Restore allies in area
33: 14x, cures 50% to allies in long range
36: Greater Restore self (includes heal effect)
40: cures 400HP to allies in area
41: cures 420HP to allies in area
42: cures 440HP.... etc to max 60 pure monk cures 800HP
A monk has two paths to choose from: to pursue enlightenment and strengthening of body, or intense training the art of combat.
This is represented by choosing either choosing the Improved Spell Resistance Feats, or choosing the Improved Stunning Fist feats.
Order of the Fist
A monk of this order seeks to destroy his opponents before they destroy him, employing abilities to disable, weaken, or confuse his attackers.
Requirements: By monk level 30, the monk must have at least two Improved Stunning Fist feats.
Empty Body - At monk level 30, the monk loses 5% of the concealment bonus for every Improved Stunning Fist feat he takes. He gains a damage shield that does monklvl/2 magical damage instead. At monk level 40, monklvl/2 divine damage is added. Also, an aura is added to Empty Body that gives +2 dodge AC, +2 saves, and +2 AB to allies, and equal penalties to enemies. These numbers double at monk level 50.
Wholeness of Body becomes infinite use, once per 4 turns, at monk level 45.
The monk begins to gain the following abilities at monk level 30, depending on how many Improved Stunning Fist feats he has.
I: Called Shot, Power Attack
II: Disarm/Improved Disarm, Improved Power Attack
III: Greater Cleave, True Seeing
IV: Whirlwind Attack
V: +2 Strength
VI: Epic Weapon Focus: Unarmed, Epic Prowess
VII: +2 Strength, +2 Wisdom
VIII: Improved Whirlwind Attack
IX: Improved Whirlwind causes mass KD
X: Extra Attack, +2 Strength, +2 Wisdom
Maybe fitting in Taunt bonuses would be good here, don't know what the Concentration saves on mobs are though.
Some levels of Improved Stunning Fist also modify the Stunning Fist ability. The abilities below last for 1 round per point of Wisdom modifier, then increases to 2 rounds at monk level 40, then increases to 3 rounds at monk level 50.
I:
II: Lowers target's saves, AC, AB, and damage by 2.
III:
IV: Casts Bigby's Interposing Hand on target.
V:
VI: Casts Bigby's Grasping and Forceful Hand on target (forceful causes KD if save failed, and most mobs are KD immune already).
VII:
VIII: Add Monklvl/2 points of divine damage to each attack.
IX: Casts Bigby's Clenched Fist and Crushing Hand on target.
X: Add Monklvl/2 points of positive damage to each attack (stacks with divine damage).
Order of the Monkey (need to think of a better name for this one =P)
A monk of this order has trained his body to the point that he is nearly indestructible. Enemies fear him not because they fear death, but because of the uselessness they feel when fighting a Monkey.
Requirements: By monk level 30, the monk must have at least two Improved Spell Resistance feats.
Empty Body - The monk gains 2% to concealment for the first 5 Improved Spell Resistance feat obtained. The remaining ones give 3% concealment each. Empty Body maxes at 75% concealment. Additionally, for every LL, the monk gains 1% resists to all normal and exotic damage.
Wholeness of Body becomes infinite use, once per 2 turns, at monk level 45. It casts Greater Restore on all allies at monk level 50. It casts Mass Raise Dead at monk level 55, after the Greater Restore, then cures 100HP to all allies.
The monk begins to gain the following abilities at monk level 30, depending on how many Improved Spell Resistance feats he has.
I: Dodge, Mobility
II: Defensive Awareness I
III: Epic Damage Reduction I, Expertise
IV: Constitution +2, Iron Will, Spring Attack
V: Defensive Awareness II, Great Fortitude
VI: Dexterity +2, Wisdom +2, Epic Damage Reduction II
VII: Immunity to Sneak Attacks, Lightning Reflexes
VIII: Immunity to Negative Energy, Improved Expertise
IX: Dexterity +2, Epic Damage Reduction III
X: Immunity to Critical Hits, Dexterity +2, Wisdom +2
Some levels of Improved Spell Resistance also modify the Stunning Fist ability. The abilities below last for 1 round per point of Wisdom modifier, then increases to 2 rounds at monk level 40, then increases to 3 rounds at monk level 50.
I:
II: Lowers target's saves, AC, AB, and damage by 2.
III:
IV: Casts Bigby's Interposing Hand on target.
V: Lowers Target's AB by 4, replaces previous curse effect.
VI: Casts Bigby's Grasping and Forceful Hand on target (forceful causes KD if save failed, and most mobs are KD immune already).
VII:
VIII: Lowers Target's AB by 6, replaces previous curse effect.
IX: Casts Bigby's Clenched Fist and Crushing Hand on target.
X:
Same as Order of the Fist, except without the extra damage, and adds a stronger AB decreasing ability.
I think the Order of the Fist might be overpowered. However, most of their special abilities aren't that useful (except for interposing and grasping hand): most enemies are immune to knockdown and stun. Also, a pure monk can do a max of 30 divine and 30 positive damage, which may or may not get past enemy resists and immunities.
1% immunity per LL may be a bit high for Order of the Monkey. It was originally at .5%, but a final total of 10% seemed a little low to me. Maybe compromise and put it at 4/3%, for a final total of 15% immunity.
Strength-based Monkeys or Dex-based Fists may be too powerful....
Hopefully Wholeness of Body will be of some use now!