Author Topic: Monk  (Read 1708 times)

Offline Asinjin

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Monk
« on: September 05, 2014, 10:53:45 AM »
As with all of the classes now, there is a built in path with the basic class.  For the monk, I will be doing away with all of the paths in the players' handbook and creating our own.

The question is: should the paths be based on the basic: striker, grappler, defender dynamic?

OR

Should the paths be the martial styles; such as Kordan, Feyalin, Pugilist?
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Offline Terrorshard

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Re: Monk
« Reply #1 on: September 05, 2014, 12:52:24 PM »
I think styles would work best and also be more entertaining.

Offline Valdis

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Re: Monk
« Reply #2 on: September 05, 2014, 12:58:41 PM »
Definitely styles

Offline Zunder

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Re: Monk
« Reply #3 on: September 05, 2014, 01:01:45 PM »
I could be how you implement that styles.  Could give you more options.

So.. Each monk takes a path, striker/Grapple

Then there is a set of  feats associated with each style.  That way we can customize our monks even more. 

Maybe

Offline Malchia

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Re: Monk
« Reply #4 on: September 05, 2014, 06:13:34 PM »
Agreed; martial styles.

Offline Asinjin

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Re: Monk
« Reply #5 on: September 14, 2014, 07:23:52 PM »
First conversion, the wrestler:

Wrestling
When you choose this path at 3rd level, you start to master the art of grappling.  You may use 1 point of your ki to re-roll an opposed check determing if you grapple an opponent, or if you are grappled by an opponent.  Only one die can be re-rolled if you have advantage or disadvantage.

Larger than the Life
Starting at 6th level, the wrestler is considered one size large for pruposes of grappling.

Against the Wall
When the wrestler reaches 11th level, he has a reserve of strength for when the battle is against him.  When the wrestler is redued to less than 25% of his hit points, his strength and constitution both increase by 4 points.  This lasts until the wrestler is knocked unconscious, gets above 25% of his hit point maximum, or until the encounter ends.
   The wrestler cannot use this ability again until after he has completed a short rest.

Finishing Hold
At 17th level, the wrestler has mastered a finishing hold.  After maintaining a grapple on a target for 3 rounds, the wrestler forces the target to make a DC20 Consitution save.  Failure on the save means the target falls unconscious.  In each round after the 3rd that the wrestler maintains the grapple, the target must make another save with a DC two higher than the previous round.  Undead and constructs are immune to this.
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Offline Asinjin

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Re: Monk
« Reply #6 on: September 14, 2014, 07:38:27 PM »
Second, the Saoi Callum:

When you choose this path at 3rd level, the stone burden you have placed upon yourself begin to pay dividends.  The stones provide you a +1 bonus to armor class, a +1 bonus to Strength, and a +1 bonus to Consitution.  The ability increases are due to the training of your body to endure the stones.  The armor class is due to the prescence of the stones.

Strike of Stone
Starting at 6th level, you have dedicated yourself to the defeat of arcane magic through physical perfection.  You have learned how to focus you ki to harden your fists into stone.  For a number of rounds equal to your Constitution modifier, your unarmed attacks deal and extra 1d6 points of damage.

Skin of Stone
When the saoi callum reaches 11th level, you have learned how to harden his skin into stone to turn back physical attacks.  By using 2 points of ki, you gain resistance to physical attacks for a number of rounds equal to your Constitution modifier.

Turn Away the Arcane
At 17th level, the soai callum can use his ki to turn back the effects of magic.  By spending 3 point of ki, you gain advantage on saves against spells and gain resistance against damage dealt by a spell.  These protections last for a number of rounds equal to your Constitution modifier.  These protection only work against arcane magic.
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Offline Asinjin

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Re: Monk
« Reply #7 on: September 15, 2014, 08:12:12 PM »
Third:

Pugilism
When you choose this path at 3rd level, your long training and practice has made you difficult to get off your feet and hard to keep down.  As a bonus action, if you are prone, you may stand without causing any attacks as reaction because you stood.  In addition, you gain a +2 bonus against any opposed roll that would knock you down or a +2 bonus to any save against an effect that would knock you down.

At Armís Length
Starting at 6th level, your mastery of close quarter fighting is such that you can anticipate othersí attacks better than most.  As a bonus action in any round where you are within reach of an opponent, you may make an unarmed strike.  This attack is made more to gauge range than damage your opponent, and hence you do not add your strength modifier to the damage of this attack.

Speed Combination
Upon reaching 11th level, you can spend 2 ki points to enact a speed combination of attacks as an action.  He may make a number of attacks with that action equal to 1 + his dexterity modifier.  He may not move in between attacks, so all of the attack must be made against targets that started his round within his threatened range.

Power Combination
When getting to 17th level, you can use 4 ki points to enact a power combination of attacks as an action.  For the duration of that round, any attack you make deals maximum damage.  This includes attacks made through flurry of blows.
The hand that rolls the Dice rules the world.