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Revised
Monk Class (LeVeLs 1-40) | sermon | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Epic Demographics |
NB. I am still working on a few of the below abilities. Revised Monk Hit Dice: d8 hit points per level. Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (one craft), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Wis), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex). Skill Points at 1st-level: (4 + Int modifier) x4. Skill Points at Each Additional Level: 4 + Int modifier.
Fast Movement (Ex): At 1st-level and every four levels thereafter (5th, 9th, 13th) the monk's movement rate increases +10 feet. This benefit only applies when he is wearing no armor, light armor or medium armor and not carrying a heavy load. Flurry of Blows (Ex): At 1st-level and every 10 levels thereafter (11th, 21st etc.), the monk gains an additional attack at their highest BAB bonus. Meditate (Ex): At 1st-level the monk learns to meditate. While meditating, which is a full round action), the monk can heal a number of hit points per day up to his level x 4, and he can spread this out among several uses. Unarmed Damage (Ex): The monks unarmed damage is 1d6 at 1st level and increases every four levels thereafter as shown in the table above. Weapon and Armor Proficiency (Ex): A monk is proficient with club, crossbow (light and heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, kai, sai, shuriken, siangham and sling. Monks are not proficient with any armor or shields. When wearing armor, carrying a shield or carrying a medium or heavy load the monk loses his Fast Movement, Flurry of Blows and Ki Defense abilities. Ki Defense (Ex): At 2nd-level and every four levels following, the monk gains a +1 enhancement bonus to their Armor Class. The monk can learn defensive techniques which can duplicate armour or shield special abilities of a market modifier equal to their Ki Defense bonus. They can only learn one such special ability for each point of Ki Defense and they cannot learn any ability with a market modifier greater than their current maximum Ki Defense bonus. e.g. A 20th-level monk could have learnt: Light Fortification, Spell Resistance (13), Invulnerability, Spell Resistance (17) and Heavy Fortification. At any given time the monk can use any of these learnt abilities so long as the total market modifiers of any abilities being used at the same time are not greater than their current Ki Defense bonus. e.g. At 20th-level the above monk could have Light Fortification, Spell Resistance (13) and still have two points of enhancement bonus increasing their AC by 2. Or they could have simply Heavy Fortification with no other abilities and no enhancement bonus to AC. Ki Strike (Ex): Beginning at 3rd-level, and at each four levels thereafter, the monk gains a +1 enhancement bonus to their unarmed attack rolls. The monk can learn offensive techniques which can duplicate weapon special abilities of a market modifier equal to their Ki Strike bonus. They can only learn one such special ability for each point of Ki Strike and they cannot learn any ability with a market modifier greater than their current maximum Ki Strike bonus. Evasion (Ex): At 4th-level, a monk who makes his Reflex saving throw against an attack which deals half damage on a successful save, instead takes no damage. A helpless monk (such as one that is paralyzed or sleeping) does not gain the benefits of evasion. Still Mind (Ex): At 6th-level, while meditating, the monk can grant themselves a second saving throw on any Will save with their wisdom modifier doubled. The monk can only only attempt to overcome a single effect once per day. Improved Evasion (Ex): At 8th-level, a monk still takes no damage on a successful Reflex save, but now also takes half damage on a failed save. A helpless monk (such as one that is paralyzed or sleeping) does not gain the benefits of improved evasion. Purity of Body (Ex): At 11th-level, while meditating the monk can attempt to rid their body of any physical ailments (poisons, diseases etc.) that have forced a Fortitude save. To that extent they can grant themselves a second saving throw on any Fort save with their Constitution modifier doubled. e.g. A Monk thats been poisoned and infected with a disease in the same day can meditate and gain a new saving throw on both ailments. But if this new save fails they cannot try again for that particular ailment. Way of the Tiger (Ex): By 15th-level, the monk can fall any distance, and as long as they are conscious and unbound, will suffer no damage. Empty Soul (Ex): At 16th-level, a monk, in contact with another, can meditate and either heal them (as per his meditation ability) or cleanse and purify their minds or bodies as per the Still Mind and Purity of Body abilities. Master of Spring (Ex): At 20th-level, the monk is effectively immortal in that they no longer age, but can still die from extreme old age. Also, if slain, the monk's body will not decompose, and can be raised or resurrected after any length of time. Way of the Crane (Ex): At 20th-level, the monk can balance on any object, even one which could not normally support his weight. Hibernate (Ex): At 21st-level the monk can enter a period of hibernation wherein they require no sustenance, do not need to breathe and effectively stop aging for the duration of their hibernation. Ki Blast (Ex): At 21st-level the monk can channel their ki into a ray (ranged melee) attack. This is a full round action, dealing 1d6 damage per monk level plus 1d6 damage for each point of Wisdom modifier. e.g. A 40th-level monk with Wisdom 30 (+10 modifier) would deliver a ki blast dealing 50d6 damage. Master of Summer (Ex): At 24th-level, the monk need not eat or drink to sustain themselves. Way of the Toad (Ex): At 25th-level, the monk can make extreme jumps, as if wearing boots of striding and springing. Diamond Mind (Su): At 26th-level the monk gains spell resistance equal to 10 + Monk Levels. Master of Autumn (Ex): By 28th-level, the monk need no longer sleep. Way of the Lizard (Ex): At 30th-level, by using esoteric breathing techniques, the monk can walk on walls or even ceilings just as easily as they could walk on the ground. Diamond Body (Su): At 31st-level the monk gains Damage Reduction x/-, equal to its wisdom modifier. e.g. A monk with Wisdom 19, would gain Damage Reduction 4/-. Master of Winter (Ex): At 32nd-level, the monk need no longer breathe. Diamond Soul (Su): [Unfinished] Way of the Mole (Ex): As of 35th-level, the monk burrow through earth, sand or gravel at their normal movement rate. Master of Flowers (Ex): At 36th-level, the monk is effectively immortal in that they no longer age, and will not die from old age. Master of Petals (Ex): [Unfinished] Way of the Dragon (Ex): As of 40th-level, the monk can fly at three times their movement rate with perfect maneouverability. New Epic Feats (Monks Only) Improved Ki Blast
[Epic] Superior Ki Blast
[Epic] Perfect Ki Blast [Epic] New Metamartial Maneouvre (Monks Only) Quivering
Strike [Metamartial] Epic Monks Possible epic monks could include the heroes and villains from popular anime including The Fist of the North Star and Dragon Ball Z. None of the characters in The Fist of the North Star should be considered 40th-level or above (since none of them can fly, although in the climactic battle between Kenshiro and Roah they both seem to levitate). I can't recall exactly at what point in Dragon Ball Z characters learn to fly, but it should be a clear marker that they have reached 40th-level. As for live action movies, epic monks are probably thinner on the ground than you might expect. Certainly Zu Warriors and Legend of Zu have their share. King Raoh (32nd-level Monk) - STILL IN PROGRESS King Raoh is the brother of Kenshiro: the Fist of the North Star. In the Fist of the North Star movie, Raoh displays a number of powers including the ability to levitate, cause melee blows at distance (which you can duplicate with epic metamartial maneouvers or ki blast), damage metal opponents, crush stone with his bare hands and explode opponents. Male Human; CR 30; Medium-size humanoid; HD 32d8+400; hp 620; Init +10; Spd 100 ft.; AC 55 (+20 armor, +10 ki defense, +10 Dex, +5 natural armor), flat-footed 45, touch 30; Atk: +63 melee 63 damage/19-20 (unarmed strike) or +71 missile 1d6+15/19-20/x3 (+5 shuriken); AL LN (Evil tendencies); SV Fort +33; Ref +32; Will +32; Str 36; Dex 30; Con 32; Int 14; Wis 30; Cha 16; Height 7 ft. Skills (Total Skill Points 160): Balance +14, Climb +35, Concentration +23, Handle Animal +11, Intimidate +13, Jump +35, Listen +11, Sense Motive +11, Spot +11, Swim +35. Feats (6): Improved Critical (unarmed strike), Power Attack. Epic Feats (7): Blinding Speed, Even-handed, Dire Charge
Comments on the Revised Monk Class If you have any other comments or questions about the Revised Monk Class feel free to email me agooddesigner@hotmail.com or come to the forums. Next week (fingers crossed)...the Revised Rogue Class...you can't see me, but I can see you. ;-) |
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