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    Dwarf Edition: 10e Monk

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    10e dwarf edition character class monk
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    • daermadmD
      daermadm DM
      last edited by daermadm

      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.

      halfgiantH 1 Reply Last reply Reply Quote 0
      • ImmeralI
        Immeral
        last edited by

        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.

        daermadmD 1 Reply Last reply Reply Quote 0
        • daermadmD
          daermadm DM @Immeral
          last edited by

          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.

          ImmeralI 1 Reply Last reply Reply Quote 1
          • ImmeralI
            Immeral @daermadm
            last edited by

            @daermadm said in Dwarf Edition: 10e Monk:

            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?

            daermadmD 1 Reply Last reply Reply Quote 0
            • daermadmD
              daermadm DM @Immeral
              last edited by

              @Immeral said in Dwarf Edition: 10e Monk:

              @daermadm said in Dwarf Edition: 10e Monk:

              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.

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              • ImmeralI
                Immeral
                last edited by Immeral

                Mastery of Body Tree

                Mana Disruption
                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.

                Second time
                4/2 rounds

                Third Time
                Bonus action, 6/4 rounds?

                Fourth time
                8/6 rounds?

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                • dwarfD
                  dwarf PC
                  last edited by

                  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 😜

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                  • daermadmD
                    daermadm DM
                    last edited by daermadm

                    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…

                    Mana Disruption
                    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.

                    ImmeralI 1 Reply Last reply Reply Quote 1
                    • ImmeralI
                      Immeral @daermadm
                      last edited by

                      @daermadm I like that. Does that mean every crit can cause this effect in a string of attacks? If so, do they stack?

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                      • halfgiantH
                        halfgiant PC @daermadm
                        last edited by

                        @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.

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                        • halfgiantH
                          halfgiant PC @daermadm
                          last edited by

                          @daermadm said in Dwarf Edition: 10e Monk:

                          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

                          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…

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                          • halfgiantH
                            halfgiant PC
                            last edited by

                            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.

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                            • halfgiantH
                              halfgiant PC
                              last edited by

                              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.

                              ImmeralI 1 Reply Last reply Reply Quote 1
                              • halfgiantH
                                halfgiant PC
                                last edited by

                                Monk Homework References

                                Pathfinder - Legendary Monks.pdf (by Legendary Games)
                                Louis Porter Jr. Design - UndeFEATable 9 - Monks.pdf
                                Sword and Sorcery - WW8305 Player’s Guide to Monks and Paladins.pdf
                                Mongoose Press - The Quintessential Monk - mgp4007.pdf
                                Mongoose Press - The Quintessential Monk II - mgp4407.pdf

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                                • ImmeralI
                                  Immeral @halfgiant
                                  last edited by

                                  @halfgiant said in Dwarf Edition: 10e Monk:

                                  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.

                                  I like that idea. Not necessarily make him able to take more damage, but way harder to hit

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                                  • ImmeralI
                                    Immeral
                                    last edited by

                                    Something else that @DarkWulf and I have been contemplating is making him more of a debuff fanatic than necessarily a damage dealer. Whether it be class skills or magic items, something that will allow him to hit things and cause loss of stat points, DoT, whatever. Let’s face it, I’ll never be able to hit for as much damage as Rorek or Kargin, but if I could do damage in other ways, it could be useful - especially if I’m super nimble and can dart around to the different combat areas.

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                                    • DarkWulfD
                                      DarkWulf PC
                                      last edited by DarkWulf

                                      Like applying debuffs whenever he scores a critical hit such as:
                                      -4 to strength for 1/2 turns,
                                      -2/4 to attack rolls, saving throws and such for 1 or 2 turns,
                                      poison effect (say he uses chi to damage a targets blood,
                                      Slowing a target (can only make 1 Move or 1 Standard action each turn till debuff ends)

                                      For use against spellcasters:
                                      Say he can debuff them so that istead of outright stopping their spell casting
                                      they instead are forced to make a concentration check everytime they cast a spell for the
                                      duration of the debuff due to their “Mana being in a chaotic flux from his attack.”

                                      Given he can make like 8 attacks each turn (9 if he is hasted) he could potentally tack on numerous
                                      debuffs, so long as he can score the crit’s to trigger them.

                                      Making it so he has to score crit’s to apply the debuffs keeps him from being OP, cause realistically who is going to score 8 crit’s in 1 attack phase, much less over and over again. So his 8 attacks means each attack phase he is likely to cause 1 debuff, maybe 2 that only last between 1-3 rounds (duration can be discussed).

                                      This was the basis on which the items for Immeral that I brought up in the other post was for…

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                                      • ImmeralI
                                        Immeral
                                        last edited by Immeral

                                        Ki Sense Tree

                                        Ability to detect mana from the manasphere and it’s manipulations and effects in the physical plane.

                                        Name Description Calculations
                                        Third Eye https://obelisk.daerma.com/post/2176
                                        Trained Third Eye https://obelisk.daerma.com/post/2176
                                        Practiced Third Eye https://obelisk.daerma.com/post/2176
                                        Master Third Eye https://obelisk.daerma.com/post/2176
                                        Spell Awareness 1 https://obelisk.daerma.com/post/2177
                                        Spell Awareness 2 https://obelisk.daerma.com/post/2177
                                        Spell Awareness 3 https://obelisk.daerma.com/post/2177
                                        Spell Awareness 4 https://obelisk.daerma.com/post/2177
                                        Peter Tingle After years of being engulfed in the vibrations caused by disturbances in the mana you have developed an innate ability to detect those fluctuations and unconciously respond to disturbances within your reach. 1-5: +2 dodge, 6-10: +4 dodge, 11-15: +6 dodge,16-20: +8 dodge
                                        Ki Sense 10
                                        Ki Sense 11
                                        Ki Sense 12
                                        Ki Sense 13
                                        Ki Sense 14
                                        Ki Sense 15
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                                        • ImmeralI
                                          Immeral
                                          last edited by Immeral

                                          Mastery of Body Tree

                                          Ability to concentrate mana from the manasphere into, and around, their body to enhance their physical attribute and abilities.

                                          Name Description Calculations
                                          Flurry of Blows https://obelisk.daerma.com/post/2191
                                          Serious Punch By focusing your energy into a singular attack you sacrifice the ability to attack multiple times in a round for improved accuracy and damage. 1-5: + 5 atk/dmg, 6-10: +10 atk/dmg, 11-15: +15 atk/dmg, 16-20: +20 atk/dmg
                                          Wholeness of Body At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
                                          Inner Strength https://obelisk.daerma.com/post/2191
                                          Fists of Power https://obelisk.daerma.com/post/2191
                                          Mana Focus 1 https://obelisk.daerma.com/post/2193
                                          Mana Focus 2
                                          Mana Focus 3
                                          Mana Focus 4
                                          Mana Focus 5
                                          Mana Shield 1 Manifest mana into physical form to protect user from harm. +2 AC
                                          Mana Shield 2 Manifest mana into physical form to protect user from harm. +4 AC
                                          Mana Shield 3 Manifest mana into physical form to protect user from harm. Further mastery of mana manipulation lets you use this ability in non-combat scenarios. E.g. - walking on air +6 AC
                                          Mana Shield 4 Manifest mana into physical form to protect user from harm. Further mastery of mana manipulation lets you use this ability in non-combat scenarios. E.g. - walking on air +8 AC
                                          Master of Body 15
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