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    Dwarf Edition: 10e Monk

    Rules Discussion
    10e dwarf edition character class monk
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    • 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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