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Variant Monk

Started by Epic Meepo, April 27, 2006, 03:26:20 PM

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Epic Meepo

Except for quotes from earlier posts, the content of this post is Open Game Content, as defined in the Open Game License version 1.0a Section 1(d).

Quote from: nastynateI still think a scholarly monk needs more skill points (on par with a rogue).
The bonus non-lethal damage isn't bad, although I think it could be better. Maybe + 1d6 per five levels starting at fifth. Something good, but not tied to the PHB monk in anyway, so it won't cause confusion in it's application.[/blockquote]

Yeah, that wording was kind of confusing.  I'll probably just change it to 1 die per X levels, as you suggest.  On the other hand, I think one die per 5 levels may be too much; see my response to the quote that follows.

QuoteCutting down the number of uses of the aura is a bad idea I think. monks don't have any game breaking abilities in their arsenal, and some will not even be usable by the people around them most of the time (like the AC bonus)...unless the non-lethal bonus damage is available as an aura effect...

Even though the aura itself is supernatural, it can grant extraordinary abilities, so the nonlethal damage bonus is available as an aura effect.  That - along with the ability to toggle between improved evasion and spell resistance for the entire party - was my primary reason for thinking I might want to cut back on the aura uses somewhat.

Also, if I limit the number of uses of the aura, I don't have to take away the fast movement ability from the monk.  (A continuous aura that can grant a massive enhancement bonus to speed is way too powerful, but an X per day aura that has that option is more reasonable, and more versatile than a continuous aura that can't do that.)

Quote...the 50' radius is huge! That should definately be smaller. You could try an aura of 10' that gradually gets larger as they gain levels.

I wanted the range of the aura to compete with the range of bardic music buffs, all of which easily compete with a 50' range.

(I had picked 50' because that's the raius of a bless spell.  If I were going to make the aura usable only a certain number of times per day, I was going to tie it to a bless effect that also applied to the monk's allies.)

QuoteAlso if it's usuable once per round as free action, why not make it constant, and they can assign a new ability as a free action? that seems to make more sense to me.

Good point.  Unless I decide to give it uses per day, I'll probably just make it continuous.

QuoteI think it is balanced, though it would make a better cohort than PC. That however may just be my personal taste showing through on things however.

Cohort's good enough for me.  I just want a non-combatant monk variant to be around in some capacity other than NPC class.

But I agree that I will have to do some tweaking and clarification before I finalize things.
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Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

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Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

I've editted the OP so that it now uses the format of the PHB II.  I've also simplified things a bit, so hopefully, the variant monk class features are unique, easy to use, and balanced.
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Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Soup Nazi

Eric this latest version is brilliant! The only thing I question is if the aura converts enough damage to non-lethal damage. It scales on a level similar to damage reduction, but it doesn't actually negate any. You could probably increase the amount of damage converted, or possibly even use damage reduction in place of it (although that might be a little too powerful). Just something to consider, and this is wonderful even if you elect to leave it just as it is.
The spoon is mightier than the sword


Epic Meepo

Quote from: nastynateThe only thing I question is if the aura converts enough damage to non-lethal damage. It scales on a level similar to damage reduction, but it doesn't actually negate any. You could probably increase the amount of damage converted, or possibly even use damage reduction in place of it (although that might be a little too powerful). Just something to consider, and this is wonderful even if you elect to leave it just as it is.

I'd thought about making the aura convert more damage, too.  In the end I was conservative because the monk is giving up very little to get the aura (the ability to choose three bonus feats instead of having them assigned, and a speed bonus that doesn't stack with very much).

Besides, having both lethal and nonlethal damage can effectively double the strength of healing spells used on you.  I didn't want to make parties with both a cleric and a monk too powerful.  (Otherwise, every cleric ever is going to take a monk cohort without thinking twice about it.)
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Soup Nazi

Quote from: Epic_Meepo
Quote from: nastynateThe only thing I question is if the aura converts enough damage to non-lethal damage. It scales on a level similar to damage reduction, but it doesn't actually negate any. You could probably increase the amount of damage converted, or possibly even use damage reduction in place of it (although that might be a little too powerful). Just something to consider, and this is wonderful even if you elect to leave it just as it is.

I'd thought about making the aura convert more damage, too.  In the end I was conservative because the monk is giving up very little to get the aura (the ability to choose three bonus feats instead of having them assigned, and a speed bonus that doesn't stack with very much).

Besides, having both lethal and nonlethal damage can effectively double the strength of healing spells used on you. I didn't want to make parties with both a cleric and a monk too powerful.  (Otherwise, every cleric ever is going to take a monk cohort without thinking twice about it.)

Like I mentioned there's nothing at all wrong with this build as it is. It's just a little difficult for me to imagine the non-lethal conversion being too powerful, even if it does effect the whole party; your point however on the synergy it has in conjunction with a cleric is well made, and I wouldn't want the monk to be a "must have" cohort. I'm glad to see some of my suggestions helped.
The spoon is mightier than the sword