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[poll] The Academy Monk

Started by Wix of Bel-Air, June 16, 2006, 07:19:29 PM

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Do you like it?

No, I think it is unnecessary
3 (50%)
No, but I have an idea to make it better
0 (0%)
No, only because I\'m confused
1 (16.7%)
Yes, I think it is good for your campaign
1 (16.7%)
Yes, I think this will make a good class
1 (16.7%)

Total Members Voted: 0

Wix of Bel-Air

In my campaign, I didn't feel like the monk having all of these supernatural powers. It wasn't the way I wanted the monk to be represented. Therefore, I created the Academy Monk and then adapted the Original Monk to be the Spirit Monk. The Spirit Monk has the same class stats as the monk does in the PHB. The Academy monk is a little different as it doesn't get the unarmed attack bonus like the original but still obtain the AC and speed bonuses as well as the unarmed damage.

Here is my partially constructed Academy Monk. Each training ability it gets is from the different school which will be reflected in the type of monk school the academy monk belongs to. The School Feats will also reflect upon it too but they'll just be feats that I've selected as bonus feats for the schooled monk. Please enjoy.

Academy Monk
Adventures: Same as original monk.
Characteristics: Same as sprit monk, except they have more warrior-like training and no magicks.
Alignment: Any alignment, but usually lawful neutral as their spirit monk counterparts.
Religion: Usually takes up the Enlightened Defenders, Quiet Champions, or Gifted Sages pantheons.
Background: As the original monk and always from a monastery.
Races: All except most savage humanoids and monsters.
Other Classes: Very distant from other class types.

Game Rule Information
Monks have the following game statistics.
Abilities:
Alignment: Any
Hit Dice: d6

Class skills
The monkâ,¬,,¢s class skills (and the key abilities for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

[table=Academy Monk]

[tr][th]Class Level[/th][th]Base Attack Bonus[/th][th]Fort Save[/th][th]Ref Save[/th][th]Will Save[/th][th]Special[/th][/tr]

[tr][th]1[/th][td]+1[/td][td]+2[/td][td]+2[/td][td]+2[/td][td]Unarmed Strike, Flurry of Blows, Evasion[/td][/tr]

[tr][th]2[/th][td]+2[/td][td]+3[/td][td]+3[/td][td]+3[/td][td]Deflect Arrows feat[/td][/tr]

[tr][th]3[/th][td]+3[/td][td]+3[/td][td]+3[/td][td]+3[/td][td][/td][/tr]

[tr][th]4[/th][td]+4[/td][td]+4[/td][td]+4[/td][td]+4[/td][td]Slow fall (20ft.), Training 1[/td][/tr]

[tr][th]5[/th][td]+5[/td][td]+4[/td][td]+4[/td][td]+4[/td][td]School Feat[/td][/tr]

[tr][th]6[/th][td]+6/+1[/td][td]+5[/td][td]+5[/td][td]+5[/td][td]Slow fall (30ft.), Improved Trip Feat[/td][/tr]

[tr][th]7[/th][td]+7/+2[/td][td]+5[/td][td]+5[/td][td]+5[/td][td]Leap of the Clouds[/td][/tr]

[tr][th]8[/th][td]+8/+3[/td][td]+6[/td][td]+6[/td][td]+6[/td][td]Slow fall (50ft.), Training 2[/td][/tr]

[tr][th]9[/th][td]+9/+4[/td][td]+6[/td][td]+6[/td][td]+6[/td][td][/td][/tr]

[tr][th]10[/th][td]+10/+5[/td][td]+7[/td][td]+7[/td][td]+7[/td][td]School Feat[/td][/tr]

[tr][th]11[/th][td]+11/+6/+1[/td][td]+7[/td][td]+7[/td][td]+7[/td][td]Improved Evasion[/td][/tr]

[tr][th]12[/th][td]+12/+7/+2[/td][td]+8[/td][td]+8[/td][td]+8[/td][td]Training 3[/td][/tr]

[tr][th]13[/th][td]+13/+8/+3[/td][td]+8[/td][td]+8[/td][td]+8[/td][td][/td][/tr]

[tr][th]14[/th][td]+14/+9/+4[/td][td]+9[/td][td]+9[/td][td]+9[/td][td][/td][/tr]

[tr][th]15[/th][td]+15/+10/+5[/td][td]+9[/td][td]+9[/td][td]+9[/td][td]School Feat[/td][/tr]

[tr][th]16[/th][td]+16/+11/+6/+1[/td][td]+10[/td][td]+10[/td][td]+10[/td][td]Training 4[/td][/tr]

[tr][th]17[/th][td]+17/+12/+7/+2[/td][td]+10[/td][td]+10[/td][td]+10[/td][td][/td][/tr]

[tr][th]18[/th][td]++18/+13/+8/+3[/td][td]+11[/td][td]+11[/td][td]+11[/td][td]Slow fall (any distance)[/td][/tr]

[tr][th]19[/th][td]+19/+14/+9/+4[/td][td]+11[/td][td]+11[/td][td]+11[/td][td][/td][/tr]

[tr][th]20[/th][td]+20/+15/+10/+5[/td][td]+12[/td][td]+12[/td][td]+12[/td][td]Training 5, School Feat[/td][/tr]

[/table]



[spoiler=Schools Currently Created]
Monk Schools
Veiled Gate School (Daisuke Togakure)
One of the most well known traditions in the realms, it encompasses more than one fourth of all the monasteries teachings. This martial arts path is known for its use of tactical stealth, shuriken wielding, and its general philosophy of existence.
School Feats: Iron Will,
Training 1:
Training 2:
Training 3:
Training 4:
Training 5:

Rock Tiger School (Cho Gyokko)
The Rock Tiger school is the oldest and most deadly of the martial arts paths. Students taking this path have a tendency to become severely injured or die during training. However, those who emerge are some of the most feared in the realm. The teachings focus on inner strength and ripping and tearing strikes to important muscles.
School Feats:
Training 1:
Training 2:
Training 3:
Training 4:
Training 5:

Nine Deadly Sins School (Izuma Kanja Yoshiteru)
A battleground type school who uses a wide range of weapon techniques to help them along their way. The weapons include longspears, two-bladed swords, javelins, staves, ranseurs, kama, dire flails, katars, and kukris. The techniques include any kind of ways to make the nine weapons more useful in combat and non-combat situations.
School Feats:
Training 1:
Training 2:
Training 3:
Training 4:
Training 5:

Wayward Heart School (Iga Gyokushin)
The most secretive and dangerous techniques lie within the Wayward Heart school. This way of the martial arts master focuses on the stealth aspect of training and how to take out multiple opponents while concealed. Ways to throw your opponent into really bad positions is also made possible with this training.
School Feats:
Training 1:
Training 2:
Training 3:
Training 4:
Training 5:
[/spoiler]
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

CYMRO

I will withhold my vote until I see the table, but the concept is sound.


Wix of Bel-Air

Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

CYMRO

Much less mystical, more realistic.  What are the training trees to be?

Wix of Bel-Air

There are none, parsay, but if you look at the schools, they'll kidna outline what kinda stuff they'll be getting for abilties.
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

limetom

I really think this is redundant.

First, there is already a variant for monks to have a school, found in both Unearthed Arcana and the SRD.  Link.

Second, its just not different enough, especially considering the fact that training already exists for monks.

I noticed you included Leap of the Clouds in the table.  Is this class based off of the v3.0 monk?

Why are the skills different?  If it is essentially a monk, then the skills shouldn't be any different.

If you want to mess around with stuff, that's cool, but make sure there's a good reason and do a little research first.  Hope I didn't come off as condescending, but there simply is not enough here to justify the difference.

Numinous

I think it's awfully redundant, especially if you're still including the spirit monk in your games.  If you think it's necessary however, I can't stop you.  So good luck, and I look forward to how this turns out.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Wix of Bel-Air

Yeah, I've been told by my loud friend that I'm stupid to do it since UA has it done already. However, mine is still different in the way that the Training abilities will be unique and I'm going to be putting in special feats (School Feats, if you will) for the Academy Monks.
The skills are almsot the same except I changed them around a little. I think I might take out Ride but other than that, I think it is good.
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

limetom

You could just add the descriptor [Monk] to the feats and say that a monk can replace his/her bonus feats with them.  You really don't need to change the class, especially if you already have the regular monk.

While it may seem like a cool idea, it will just overcomplicate things.  Make it easy on yourself.

Or don't.  Its your choice, just trying to help.

CYMRO

Quote from: The Lonely WixmanThere are none, parsay, but if you look at the schools, they'll kidna outline what kinda stuff they'll be getting for abilties.

There should be feats/abilities unique to each school, to keep the uninitiated from abusing the secrets of the universe.

Wix of Bel-Air

It's not that complicated in the sense that you just pick one or the other. The Spirit Monk class is just the original class except different fluff. I need the schools in my game to make it more like someone is actually doing something with the kids and that each monk can have a different fighting style based on their school.

@CYRMO: Yeah totally, except they'll need more feats in their Bonus School Feat list from the regular PHB ones. Crazy Monkey Fighting [Monk] looks good!
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

Epic Meepo

I would say that instead of creating a redundant new class, you should create alternate class features for the existing monk, in the same way the PHB II does.  That way, you can have some monks that are normal and some that choose to learn non-supernatural abilities without splitting the monk class in two.

After all, having two monk classes makes things confusing and potentially problematic.  What happens when an academy monk multiclasses as a spirit monk?  What role does an academy monk play that a spirit monk doesn't play?  Are the two monk classes perfectly balanced?  (Even a small unbalance will result in every monk PC only playing the stronger monk class; at which point, there's little reason to keep the weaker monk class around.)
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.

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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]

Wix of Bel-Air

Quote from: Epic MeepoI would say that instead of creating a redundant new class, you should create alternate class features for the existing monk, in the same way the PHB II does.  That way, you can have some monks that are normal and some that choose to learn non-supernatural abilities without splitting the monk class in two.

After all, having two monk classes makes things confusing and potentially problematic.  What happens when an academy monk multiclasses as a spirit monk?  What role does an academy monk play that a spirit monk doesn't play?  Are the two monk classes perfectly balanced?  (Even a small unbalance will result in every monk PC only playing the stronger monk class; at which point, there's little reason to keep the weaker monk class around.)

Hmmm... then maybe I should make a few schools that give out supernatural abilities... hmmmm....
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

Wix of Bel-Air

I've recieved some less-approving comments of my class in the post, and I take them with gratitude.

However, I need to know what to do...
Do I insert more mystical schools of thought? Create a different class mechanic? Something else?
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

Epic Meepo

I would say that the way to get the most out of the academy monk would be to drop the regular monk altogether and just give the academy monk some schools that duplicate ordinary monk class abilities.  The fact that you are trying to have two monk classes at once (instead of just one, more versatile monk class) is what seems to be causing most of the resistance to the academy monk class.
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]