A try at a Monk class

Foxworthy

Mongoose
Here my attempt at a Monk class. Thoughts would be appreciated. Hopefully the chart can be read with out much of aproblem but I'm not the best when it comes to tables in bbcode.





The Monk

Code:
Level BAB       Dodge  Parry  MAB        Fort  Ref  Will      Special
1     +0            +0       +0     +0       +0   +2   +2  Improved Unarmed Strike
2     +1             +1       +1     +1       +0   +3  +3  New Sorcery Style (Oriental Magic), Base Power Points
3     +2             +1       +1     +1       +1    +3  +3   Disciplined Defense
4     +3             +2       +2     +2       +1    +4  +4  Bonus Feat
5     +3             +2       +2     +2       +1    +4  +4  Mobility
6     +4             +3       +3     +3       +2    +5  +5  Increased Maximum Power Points (Triple)
7     +5             +3       +3     +4       +2    +5  +5  Advanced Spell
8     +6/+1        +4       +4     +4       +2    +6  +6  Bonus Feat
9     +6/+1        +4       +4     +4       +3    +6  +6  Bonus Feat
10   +7/+2        +5       +5     +5       +3    +7  +7  Improved Mobility, Damage Reduction 1-
11   +8/+5        +5       +5     +5       +3    +7  +7  Advanced Spell
12   +9/+4        +6       +6     +6       +4    +8  +8   Bonus Feat
13   +9/+4        +6       +6     +6       +4    +8  +8   Increased Power Points (Quadruple)
14   +10/+5      +7       +7     +7       +4    +9  +9   Damage Reduction 2-
15   +11/+6/+1  +7      +7     +7       +5    +9  +9   Greater Mobility
16   +12/+7/+2  +8      +8     +8       +5   +10  +10  Bonus Feat
17   +12/+7/+2  +8      +8     +8       +5   +10  +10  Damage Reduction 3-
18   +13/+8/+3  +9       +9     +9      +6   +11  +11  Advanced Spell
19   +14/+9/+4  +9       +9     +9      +6   +11  +11  Damage Reduction 4-
20   +15/+10/+5 +10    +10   +10     +6   +12  +12       Bonus Feat

Hit Dice d8

Class Skills The Monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (alchemy) (Int), Craft (herbalism) (Int), Craft (any mundane) (Int), Decipher Script (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcane) (Int) Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) x4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features:

Weapon and Armour Proficiency: A Monk is proficient with all simple weapons. Note that armor check penalties for wearing medium or heavy armor apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight-of-Hand and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.

Improved Unarmed Strike: At 1st level, the Monk gains Improved Unarmed Strike as a bonus feat.

New Sorcery Style: Oriental Magic At 2nd level the Monk gains the Sorcery Style Oriental Magic and the basic spell associated with it.. The Monk is treated as a Scholar of equal level for all effects with this style.

Base Power Points At 2nd level the Monk learns to access his own personal magical energy. This is referred to as Base Power Points or Base PP. A beginning Monk has base PP equal to 4 + Wis Modifier to a minimum of 1.

Disciplined Defense: At 3rd level, the Monk learns how to turn his preternatural awareness of self and surroundings into defense. While unarmored he gains a bonus to Defense equal to his Wisdom modifier (if positive). This is an extraordinary ability.

Bonus Feat At levels 4, 8, 9, 12, 16 and 20 The Monk is eligible to take feats from the following list as long as he has the prerequisites. Skill Focus (Any), Iron Will, Diligent, Investigator, Brawl, Defensive Martial Arts, Improved Critical (Unarmed Strikes or Staff), Stunning Attack, Weapon Focus (Staff Or Unarmed Strike), Weapon Specialization (Staff Or Unarmed Strike), Two Weapon Combat, Two Weapon Defense, Acrobatic, Agile, Improved Grapple, Parry, Dodge

Mobility: From 5th level onwards, Monk gets a +4 bonus to Dodge Defense against attacks of opportunity caused when he moves out of or within a threatened area. If the Monk already has Mobility from some other source, such as being a 5th level nomad already, he instead gains Improved Mobility (see below). Note that Mobility does not apply if the Monk is mounted. This is an extraordinary ability.

Increased Maximum Power Points: As the Monk become more experienced and knowledgeable, they become able to store far more magical power in their bodies, so long as it is available to by means of sacrifice or some artefact or other. At 6th level the Monk's maximum Power Points rise to triple rather than double. At 13th level this rises to quadruple.

Advanced Spell: At 7th, 11th and 18th level the Monk improves knowledge of any sorcery style he already knows by gaining any one of the advanced spells listed under the style. Alternatively at anytime he is eligible to gain an advanced spell, the Monk can instead gain a +2 bonus to skill points that he gains at that level.

Damage Reduction: Starting at 10th level, the Monk gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the Monk takes each time he is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 19th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.

Improved Mobility: From 10th level onwards, the Monk never provokes attacks of opportunity, whatever he does, so long as he moves at least 10 feet during the combat round. If the Monk somehow already has Improved Mobility, such as for already having had Mobility from another source before reaching 5th level and so gaining Improved Mobility at 5th level instead of Mobility, then he instead gains Greater Mobility (see below). Note that Improved Mobility does not apply if the Monk is mounted. This is an extraordinary ability.

Greater Mobility: From 15th level onwards, the Monk may move up to his speed as part of a full attack action, rather than merely taking a five-foot step. He may move and attack in any order, so he might for example move five feet, attack once, move another five feet, attack twice more and then move again for the remaining 20 feet of his movement. Note that greater mobility does not apply if the Monk is mounted or wearing armor. This is an extraordinary ability.
 
Try adjusting the stat block witht he
Code:
 tags. It'll take more time to line stuff up, but it's worth it 'cause then everything is alligned. You may also have to set the text size to smaller - [size=9] is what I usually use, because smaller than that and it's illegible.
 
Sutek said:
Try adjusting the stat block witht he
Code:
 tags. It'll take more time to line stuff up, but it's worth it 'cause then everything is alligned. You may also have to set the text size to smaller - [size=9] is what I usually use, because smaller than that and it's illegible.[/quote]

It looks better, but I'm still crap at it. Thanks for the help.
 
It's quite good, but I wouldn't call this class Monk -such characters are quite usual in Howard (Khemsa in People of the Black Circle, four Khitans, some priests of Set would probably qualify) but they are never called monks, and they are somewhat different from usual Kung-fu monks.

I would use a name such as "Mystic", "Black Seer", "Oriental Mage", "Acolyte", "Initiate" etc.
 
Didn't a martial artist class for Conan appear in Signs and Portents a while back?

IIRC, it was issue 30 (roleplayer version), called the Martial Disciple, and written by Joshua Cole.
 
VincentDarlage said:
Didn't a martial artist class for Conan appear in Signs and Portents a while back?

IIRC, it was issue 30 (roleplayer version), called the Martial Disciple, and written by Joshua Cole.

Yeha but I thought that class seemed a bit off. So I wanted to see what I could do since some people in other threads expressed intrest.
 
i find the sorceror of the scarlet circle from the scrolls of skelos book to be the best depiction of a monk for conan. the martial disciple wasnt too bad but the increased movement speed was a little too much of a hold over from the d@d monk. as the classes are though you could make a pretty good monk from multiclassing scholar and barbarian. just include some variant rules so instead of crimson mist they might get a bonus to trips and grapples.
 
This might be an interesting character to introduce into a campaign. Then he could walk the earth getting into adventures like Kane in "Kung Fu" (or so Jules would have us believe...)
 
I think it's a good idea, but it should definitely be limited to areas in Howard's world.

Plus I think that there has always been a cry for a Monk class in every D20 game system.
 
No way should they have magic at so early a level. Also, having onlt staff as the "designated weapon of choice" seems too narrow. There's a ton of specific martial arts weapons that would need to be included. Also, stuff like being a master herbalist and a sort of "practicioner of ancient knowledge" seems to be missing.

I'll look it over some more and see if I can figure any tweaks. For instance, I think the D&D pattern of "all good saves" woul dmake them very unique.

Then again, I haven't looked at the martial artist from S&P so I'll take a look at that too.
 
See I gave them magic at an early level cause they are forced to take Oriental Magic which is good for improving stats but not much else. Unless the cross class with Scholar they won't get much out of Oriental Magic that would really unbalance them.

The Craft (Herbalism) and Knowledge (Aracana).

I think your right about the unarmed strike or staff thing. The problem is I don't see many Monkish weapons, though I should probably add spear intot he list and maybe one of the straight bladed swords. It would help to make up for thier lack of damage increase to unarmed attacks. (Though the feats that do that should be in the bonus feat list, I just don't have the name of the feat to add them.)

And The saving throws seem weird to me, I think I took them straight off the Martial Disipline class. I should pump the fort save up but balance worries me.
 
Generally the Damage Reduction should increase in a consistent number of steps. That's the way abilities tend to add up, whether it is 3 steps, 4 steps or whatever (see many abilities like Barbarian DR, Fav. Terrain Bonuses, Thief Special Abilities, etc.).
 
Right now, after cursory examination of both this one and the Martial Disciple, I kinda like the latter better except for the way it handles DR. If you take the Mountains Discipline (or whatever it's called) you can manage DR6 by 14th level, and that's un-armored. Not sure about that.

I do like the way it allows youto have faster increase in MAB and use that instead of your BAB to attack, also forcing the opponents to use it for thier defense instead of Dodge or Parry.

But, there should be some stage where that class gains magic, or sacrifices the Disciplines in order to learn a school. I think if that were done, just make the Oriental School one of the martial options, since you can only pick one and have to stick with it, that fits so that any kind of martial artist fantasy Monk type of character can be created pretty much.

I'm still going over it all in detail though. So far there's stuff I like of both.
 
I am by far not the best at making crunch up anyway. I'm sure if thier is a real need or want for the class someone far better than me can make a better balanced and flavored one. The DR in mine isn't staggered right cause I had abilities I wanted the class to have but I didn't want them to get anything earlier than any the class.
 
i still think the sorceror of the scarlet circle is the most appropriate monk class for conan. he's a sorceror first and foremost and thats part of how he can do all this crazy martial arts stuff, he gets bonuses to trips, overruns and grapples as well as an increase to unarmed damage(up to 2d6), you also add your wisdom to unarmed strikes and you dont count as having an off-hand when using unarmed strikes. overall a pretty cool prestige class.
 
For some reason I like the idea of using Magic Attack Bonus better than adding WIS bonus. WIS bonus just feels like D&D monks and if I wanted to do that, I'd play D&D. (hehe)

I don't know. It's a puzzle. The Martial Disciple is a great example of a Kung Fu movie style character model. It does all the things I'd expect to see in a Shaw Brothers movie from the 1970s (lol). I lilke tha a lot. Utilizing the MAB also emulates Chi enfluence in the art, but some of the abilities may get a little high (particularly Flesh of the Mountains and Speed of the ____). It eventually gets to add WIS bonus in addition to STR or DEX at 9th level like you describe, but it is missing that element of true magic that might seem to be needed.

Personally, that may just be a Martial Disciple with the Dabbler Feat pulling off Darting Serpent now and again, but it would be nicer to have Oriental Magic be a Martial Discipline option.

I think the more magic-heavy ideas that are coming up aren't really the martial artist that this thread was originally looking for, the true Monk Class, but rather combat heavy minor sorcerers. That's a fine idea too, but I dont'think it says "Monk" to me as much as Martial Disiple is starting to.
 
I've been puzzling over this issue while working with a player who wants to play a monkish character. During the creation process, she was dismayed by the prospect of not having increased unarmed damage as her character rises in level, and frustrated that the effects of the Brawl feat (d6 unarmed damage) weren't just part of the Martial Disciple's class features in the first place.

Has anyone gamed with Martial Disciple characters for any period of time? Are they competitive at higher levels given their discipline special abilities? While I can how the disciple abilities are very useful, I don't see them compensating for being doomed to d6 damage level after level. Am I wrong?

For our campaign, I was contemplating simply giving the Martial Disciple the D&D Monk's unarmed damage progression, though I fear that this may be unbalancing.

Any thoughts?
 
Well, I haven't played with one, but the auto threat at 2nd level is not bad. That's 2d3+2xSTR. Not greatat all, but not bad for bare hands at 2nd level in Conan. Adding Brawl makes it 2d6+2xSTR. Even with a +1 STR mod, that's a max damage of 14. Trouble is, you have to rely on esoteric damage, not straight lethal blows, to dish out punishment.

Try adding Sneak Attack as a class feature at first level, even at just d6, and progress it like Thief. That makes sense, but it goes against the grappling and DR disciplines thematically.

I knnow ther are other Feats like Iron Fists or Hard Hands or something like that. Anybody remember where those other "hand" feats are?

(hand feets?) :shock:

:P
 
Ok, here's my take on the monk class. Don't Do It.
Why: well you already have a class that can deal oodles of d6/d8 damage and jump and tumble and be acrobatic and all that. Its called the thief. You can essentialy craft a thief to be a very competent hand to hand fighter, especially with his skill points for bluff (useful for feints and Striking Cobra attacks), combined with his sneak attack multipliers, and his natural feat progresssion.
For Example the thief who chooses unarmed strike as his 'sneak attack style' coupled with improved unarmed strike, and Striking Cobra can deal up to 1d3 + 5d8 damage on his first strike (at 10th level) in ideal conditions (24-30 hp damage) Thats massive damageville pretty much everytime you hit. to bump up the damage more, add 2 weapon combat and improved 2 weapn combat, then get short swords for your weapons (although I think the concept behind the monk/martial class is to be a weaoponless bad-A$$).
The massive skill points each level let your dude to pump up his intimidate ability, bluff ability, jump, balance, and all the related crouching tiger, hidden dragon skills.
What do you guys think?
As for the DND monk damage progression, I think that can be seriously overpowering. Remember this guy is just using his hands and feet.
 
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