Dwarf Edition: 10e Monk
Now some of you are also asking, what is Ki?
Well in the Manaverse I looked at what we did with the 10 thief and turned it around a bit.
Instead of simply having no magic, the Monk can actually see and feel it in a sense.
Think about the Transference of V`Ral story where Sorvani goes out into the wilderness and blinds himself with a super charged detect magic. And then he began to suck in mana until he created an empty bubble and then saw the first wisp of mana seep back into the prime material plane in that empty space.
The monks Ki sense is basically the reading of the flow of the mana around them. By the way I think for any other verse, this could easily be tweaked to life energy or astral or any such “everywhere around” thing.
One idea that really caught my fancy was once strong enough (ie high enough level to have the right class abilities) the 10e monk would be able to actually “spot” a 10e thief fairly easily unless the thief was being extra careful (beyond normal). Because the thief would be a black hole moving through the mana.
What are we thinking “Mastery of Body” would accomplish?
Mastery of body means using your ki to affect your body. Stoneskin, damage reduction, spell resistance, hit points, constitution, etc.
That said, I basically think there should be two different sets of abilities, both with options. Similar to how fighters have combat abilities and energy spirits.
@daermadm would “Mastery of Body” encompass both attack and defense abilities?
Immeral last edited by Immeral
Some ideas for class skills I was thinking of last night. Thoughts?
Ki Sense Tree
Once a day you can open your Eye for 10 contiguous minutes allowing you to see the flow of Mana around you. While your Eye is open you gain +2 to AC and gain the effects of Truesight up to 60 ft. After 10 minutes your Eye closes and you suffer a -3 Constitution penalty for five minutes.
Trained Third Eye
You can open your Eye for up to 30 non-contiguous minutes, in two minute intervals, a day. While your Eye is open you gain +4 to AC and gain the effects of Truesight up to 100 ft. At the end of the 30 minutes you suffer a -2 Constitution penalty for 10 minutes. Your Eye recovers after a full rest.
Practiced Third Eye
You can open your Eye at will for up to 1 hour. While your Eye is open you gain +6 to AC and Truesight up to 150 ft. Your Eye recovers after a short rest.
Master Third Eye
You have mastered the ability to perceive the Mana around you at all times. You permanently gain Truesight up to 15 ft and +4 to AC. While your Eye is open you gain +8 to AC and Truesight up to 150 ft.
Another one in the ki sense line… i like this idea, but I don’t like how this is not usable if you take it at level 1… it needs work.
Spell Awareness = You can sense spells of level 7+ being cast.
Spell Awareness 2 = You cna sense spells of level 4+ being cast. or level 7+ that are “concealed”
Spell Awareness 3 = You can detect spells of level 1+ being cast. or level 4+ that are concealed
Spell Awareness 4 = You can detect cantrips/innate being cast or level 1+ that are concealed.
Along the lines of the Mastery of Body path:
Flurry of Blows can be taken multiple times (maybe max of 3 or 4 times/ maybe not?)
Each time you take this add the effect again.
- Gain an extra unarmed attack per round
Inner Strength can be taken multiple times
Each time you take this you can choose any of the following abilities. Taking one again, adds the effect again.
- Increase an ability score by 1
- Increase movement speed by one half of your original base movement (maybe increase by your original base move, give me feedback)
- If your base move was 30, then it becomes 45, then 60, then 75, etc.
- Increase BAB by 1
- Increase unarmed attack damage by 1
Fists of Power
Your unarmed attacks are considered magical for purposes of overcoming damage reduction. The effective plus is determined by your level is that is even still a thing. I was thing +1 = 1-5, +2 = 6-10, etc.
Mastery of Body Tree
Needs further discussion around bonus type.
Mana Deflection (Needs a better name)
As a quick action you can focus your Ki in preparation to either: disperse Mana being gathered within your reach, or; to deflect gathered Mana loosed upon you. During this prepared state you gain a +2 AC/saving throws against harmful spells.
Trained Mana Deflection
As a quick action you can focus your Ki in preparation to either: disperse Mana being gathered within your reach, or; to deflect gathered Mana loosed upon you. During this prepared state you gain a +4 AC/saving throws against harmful spells. If you make a successful saving throw the effects of the spell are halved.
Practiced Mana Deflection
As a free action you can focus your Ki in preparation to either: disperse Mana being gathered within your reach, or; to deflect gathered Mana loosed upon you. During this prepared state you gain a +6 AC/saving throws against harmful spells. If you make a successful saving throw the effects of the spell are halved.
Master Mana Deflection
You can un/focus your Ki at will in preparation to either: disperse Mana being gathered within your reach, or; to deflect gathered Mana loosed upon you. During this prepared state you gain a +8 AC/saving throws against harmful spells. If you make a successful saving throw you can redirect the spell to a target of your choosing.
This bit is confusing.
If you make a successful saving throw the effects of the spell are halved.
Based on the description, you seem to be simply modifying the normal save. So assuming the spell has a save anyway, you likely are already taking half damage (typical save result).
I think this needs reworded. Maybe this?
Mana Focus (name better or worse?)
You can focus your Ki to affect spell energy as it approaches your body. As an immediate action you choose to either disperse or deflect spell energy that would affect you. Deflecting spell energy is the act of focusing the Ki (mana) in your body on a single point that becomes mirror like to the spell energy causing it to deflect away from you. Dispersing spell energy is the act of focusing your Ki over your entire body as a shield against the incoming spell energy.
- Deflection only works against focused spell energy such as line, ray, bolt,and missile type spells. To deflect a spell, you must make a <insert some kind of check here> check. How much you succeed by determines the effect (how much damage you take, and how much you deflect).
- Disbursement works against any type of spell energy that grants you a saving through. Gain a +2 Ki bonus to your save.
Taking this a second time increases the Deflection check (wtf ever we make that) and the disbursement save to a +4 Ki bonus. You also get a 30% chance to control the deflection.
Taking this a third time increases, blah blah. +6 Ki Bonus, 60% chance to control, and it is now a free action.
Taking it a 4th time +8 ki Bonus 90% chance to control.
5th time +10 ki bonus, 100% control. now at will.
Note: This ability is intended to be activated against a spell as it comes in. It is not an “always up” kind of thing.
Dispersing spell energy is the act of focusing your Ki over your entire body as a shield against the incoming spell energy.
Does this include the ability to disperse area of effect spells, e.g. magical darkness, etc?
It does not dispell AoE spells. It makes you not be affected by them.
But in the case of darkness, it would depend on how that works. Is there any documentation on what happens if you have spell resistance and walk into a darkness effect? Asusmiong it simply blots out all light, you would still be in the dark because there is no light getting to you. Even though you are not affected by the spell.
Immeral last edited by Immeral
Mastery of Body Tree
As a standard attack, you can specifically target the “Chakras” of a target to disrupt their ability to control the Mana within themselves. If the target fails a Fortitude(?) saving throw they are unable to coalesce Mana into a usable force for 2 rounds; 1 round if they succeed.
Bonus action, 6/4 rounds?
you need to be REAL CAREFUL about giving any class the ability to completely shut off the primary ability of another class. don’t think i’ve ever let that happen as a free ability in my games. rendering YOURSELF immune to an attack / ability, sure. but globally nullifying another persons skills ? nope.
it’d be like denying the fighter his ability to fight, a cleric access to his god, or a thief his ability to sneak - or you the ability to access all of your Ki skills. too unbalancing - like if i gave the 10e thief full immunity to incoming magic but still let him use magic items.
now i COULD see you using it to “break” their access to one specific energy type, pulling off a Van Damme version of the death touch and disrupting their juju… from a DM perspective, i could even see it fucking with something like dedicated energy beings to a point. walk up, focus your shit and lay some whoopin on a red dragon and (temporarily) deny him access to fire. in that case, i’d rule it like a spent breath weapon and he’d merely have to wait for it to recharge - but that’s my 2 coppers on it ;p
It is not free. His idea as written requires an attack and allows a save. I would also say it is not a touch attack, but a normal attack because of the precision needed. Also nerve pinching through armor…
I do have an issue with long duration of something like this though. So let’s try this as a change based on the response…
Your unarmed strike becomes more precise.
On a critical hit, with any unarmed strike, you hit the various Chakra points of mana in your opponent. You may opt to forego critical damage to instead disrupt the Chakra point causing the target to be unable to control the mana within themselves for 1 round.
The target will not be able to cast a spell with spell points. Fighters will not be able to manifest their Energy Spirit.
If this works, we can work on how to grow it.
@daermadm I like that. Does that mean every crit can cause this effect in a string of attacks? If so, do they stack?
@daermadm More utility but Mastery of the Body concept reminds me of a psionic power from back in the day called Heightened Senses, a monk has the discipline to hone and sharpen all five of their senses: sight, hearing, taste, touch, and smell.
First, the Monk has a good chance to notice rogues and assassins who are hiding or moving silently. The rogue’s or assassin’s skill chance is halved when someone with heightened senses is observing him. Even if the rogue or assassin is already hidden, he must roll again when a character with heightened senses enters the picture.
Second, the Monk can track someone like a bloodhound. He must make an Intelligence check every turn to stay on the trail or recover the trail if it is lost. His movement rate when tracking is halved. The trail can be no more that XX hours old.
Third, the Monk’s ranges for hearing and seeing are tripled. He can, for example, identify a person (in daylight) at a range of 400 yards.
Fourth, the Monk can taste poisons or other impurities in quantities which are much too small to cause any harm.
Fifth, the Monk can identify almost anything by touch. He can, for example, tell two gold pieces from each other after having previously handled just one of them. He can also tell if something has been handled in the last five minutes simply by handling it himself.
Increase unarmed attack damage by 1
Fists of Power
Your unarmed attacks are considered magical for purposes of overcoming damage reduction. The effective plus is dete
Project Punch allows the Monk to focus on a force punch against a target upto 200 yards away. When used offensively, the punch causes XX damage. If powerful enough this force punch can be used to trigger traps, throw levers, open doors, break windows, etc…
A form of the Class ability like the feat Monkey Grip feels like it belongs with this class, maybe not exactly as such…something similar.
If the Monk is about not getting hit, but engaging in combat you can increase his speed, and allow him to weave in and out of combat without being subject to attacks of opportunity. With obscene mobility he runs in, punch, punch, kick, and runs away.
The other methods you can use are things like -
Shadow Step, Misty Step, Dimension Slide, or Dimension Jumper, Greater
Riposte on a miss, gives him a move action to step away from the other blows.
Parry (off-hand), opportunity to substitute his off hand attacks to block incoming blows.
Shield block, that really depends on if a Monk uses a shield (not sure this really fits)
Another method is displacement, the Monks learns to distort and warp light waves. with their body, giving them a XX% chance of avoiding a incoming blow.
Or you could go the other way with it and the Monk could sunder the weapon or shield breaking the item, or disarming them.