Lately I've been wondering how the Dungeons & Dragon Online's Monk class would fare in a table top game.
It is pretty much the monk - daily crap + ki.
In DDO each time a monk hits a creature they gain (default) 1 ki which can then be expended in various amounts to augment their melee capabilities. Such as Fire Strike IV costing 7 ki and dealing +2d20 fire damage.
So I copy and pasted, tweaked the numbers a bit as to avoid game breaking (+2d20!) and this is what I came up with. Let me know if you can understand things as I may not have been explanatory enough in some areas (it does have a huge block-o-rules) and any balance issues, aside from it's stronger than the monk, and any tweaks or suggestions to this you may have.
Original idea is Dungeons & Dragons Online, all credits of concept go to them. I only worked on adaptability & rescaling.
The DDO MonkGame Rules
(attached is a handy local version of these rules for you.)[spoiler]
InformationAlignment: Any lawful.
Hit Die: d8.
Skill Points at 1st Level: (4 + Intelligence modifier) x 4.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
Class SkillsBalance (dex), Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Escape Artist (dex), Hide (dex), Jump (str), Knowledge (arcana) (int), Knowledge (religion) (int), Listen (wis), Move Silently (dex), Perform (cha), Profession (wis), Sense Motive (wis), Spot (wis), Swim (str), Tumble (dex).
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, and sling. Monk's are also proficient with the following weapons which are considered special monk weapons; kama, nunchaku, quarterstaff, sai, shuriken, and siangham (including unarmed strikes). Monks are not proficient with any armor or shields.
Centered (Ex): In order to use their special abilities, monks must be in a state of physical and mental balance called being centered. To remain centered a monk cannot wear armor, use a shield, encumbered above a light load and must fight unarmed or with special monk weapons.
An uncentered monk loses her AC bonus, as well as her fast movement and flurry of blows. She also loses 4 ki per round and cannot obtain more. Further she drops out of he stance as well.
AC Bonus (Ex): When centered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed.
Flurry of Blows (Ex): While centered a monk's base attack bonus is equal to her class level. This benefit can be used to meet feat prerequisites requiring a certain base attack bonus, however as always the monk loses the benefits of the feat if she becomes unable to meet the prerequisites, such as losing center and no longer having the required base attack bonus.
Unarmed Strike:Ki (Su): Though intense physical training and mental discipline, monks gain the ability to generate and control ki. They use this vital energy to launch powerful combination attacks and project amazing beneficial effects. A monk starts the encounter with an amount of ki based on her concentration modifier and gains additional ki with successful attacks (typically 1 per attack). A monk may store an maximum amount of ki equal to her concentration modifier times five. However, ki stored above her concentration modifier drains out at the rate of -2 ki per increment of her of her concentration modifier her. This loss cannot result in a value lower than her concentration modifier in ki and will instead stop at an equal value. Expending ki for a monk abilty is a free action.
For example, if she has a concentration modifier of 15 and 18 Ki she would lose 2 ki on her turn dropping her ki pool to 16. On her next turn she would lose 2 ki again which would put her below her concentration modifier so instead her ki storage is set to 15.
Stance (Su): As a full round action while centered a monk map enter an elemental stance slimier to the stances presented in the Tome of Battle (see Elemental Stances below). In higher levels, additional stances requires an ability score to be at or above a certain value in order to enter them, for the purposes of these prerequisites only the ability score's base value, racial enhancements, inherent bonuses and increases derived from leveling count. Other bonuses such as enchantment, profane, sacred, and even other unnamed bonuses are ignored.
Ki Strike (Su):Finisher: By using ki strike to deal additional damage a monk can set up and use a combination finisher move. A finisher must be done on the same target hit with the entire ki strike line required to use it however the chain does not have to be preformed in a single round. Hitting another creature, becoming uncentered, or rendered into any kind of state preventing movement stops the combination attack preventing use of a finisher.
Unless noted otherwise, finishers are a swift action preformed as part of an attack action. Lingering affects have the duration of one round and the save DC (if any) is 10 + 1/2 monk level + wisdom modifier.
Bonus Feat: At 1st level, a monk may select a bonus feat. At 2nd level, she may another bonus feat. And finally, at the 6th level, she may select one more bonus feat. A monk must meed the prerequisites normally required for these feats to select them.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the monk is centered.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. An uncentered monk loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Path Choice: At the 3rd level the monk must choose to follow the path of Harmonious Balance or the path of Inevitable Dominion.
- Path Of Harmonious Balance
Grants a special elemental that can be used with Ki Strike referred to Fist Of Positive. This allows access to finishers requiring Positive as a set up. - Path Of Inevitable Dominion
Grants a special elemental that can be used with Ki Strike referred to Fist Of Darkness. This allows access to finishers requiring Negative as a set up.
Slow Fall (Ex):Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a centered monk can heal her own wounds by expending ki. Once per hour a monk may enter a trance, expending 10 ki in the process, to gain fast healing 1 + her wisdom modifier. The duration is equal to her class level and during the trance she may not do anything else (as an elf trancing for a restful night's sleep).
Void Strike (Su): At 8th level or higher, a monk can select force for an elemental strike (see ki strike).
Improved Evasion (Ex):Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher and while centered, a monk can step on the air granting them a fly speed equal to their land speed with perfect maneuverability for one round by expending 10 ki.
Diamond Soul (Ex):Quivering Palm (Su):Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Shining Star (Su): At the 18th level the monk gains a special finisher, the Shining Star Strike.
Empty Body (Su): At 18th level, a centered monk gains the ability to assume an quickened state for 1 minute per monk level by expending 10 ki allowing her to move quickly to her destination. While in this state her land speed is increase by 30 ft. and she gains a 50% miss chance from concealment (slimier to blur). Becoming uncentered or interacting with the world, such as opening a door or attacking, ends this affect.
Monk Serenity: Your understanding of things has evolved to a level that defies description. you're a paragon of centeredness. You gain a +10 insight bonus to concentration and generate one ki per round allowing you to freely use your monk abilities without requiring combat.
Perfect Self:Stances[spoiler]
Stance (Su): As a full round action while centered a monk map enter an elemental stance slimier to the stances presented in the Tome of Battle (see Elemental Stances below). In higher levels, additional stances requires an ability score to be at or above a certain value in order to enter them, for the purposes of these prerequisites only the ability score's base value, racial enhancements, inherent bonuses and increases derived from leveling count. Other bonuses such as enchantment, profane, sacred, and even other unnamed bonuses are ignored.Air ElementFocus: Dexterity.
Summery: Air stances grant additional attacks when preforming a full attack option.
[spoiler]
Stance of the Breeze
Level: Least.
Prerequisite: None.
Benefit: You gain a -2 penalty to constitution and gain a +2 bonus to dexterity.
Stance of the Wind
Level: Lesser.
Prerequisite: Dexterity 14.
Benefit: As stance of the breeze. In addition, you make make an additional attack during a full attack action by accepting a -2 penalty on all your attacks that round.
Stance of the Thunder
Level: Greater.
Prerequisite: Dexterity 16.
Benefit: As stance of the wind except the bonus to dexterity improves to +3 and the penalty imposed is removed.
Stance of the Storms
Level: Master.
Prerequisite: Dexterity 18.
Benefit: As stance of the wind except the bonus to dexterity improves to +4. In addition, you can make two additional attacks with a -2 penalty imposed on all attacks made that round. You may still choose to only make one additional attack penalty free.[/spoiler]
Earth ElementFocus: Constitution.
Summery: Earth stances focused on endurance, granting damage reduction and additional ki when hit.
[spoiler]
Stance of the Pebbles
Level: Least.
Prerequisite: None.
Benefit: You gain a -2 penalty to dexterity and gain a +2 bonus to constitution. In additional you generate 1 ki when you are hit with an attack that deals damage.
Stance of the Rock
Level: Lesser.
Prerequisite: Constitution 14.
Benefit: As stance of the breeze. In addition, you gain damage reduction 2/adamantine.
Stance of the Stone
Level: Greater.
Prerequisite: Constitution 16.
Benefit: As stance of the rock except the bonus to constitution improves to +3. Additionally you generate 2 ki when hit and the damage reduction improves to 4/adamantine.
Stance of the Mountains
Level: Master.
Prerequisite: Constitution 18.
Benefit: As stance of the stone except the bonus to constitution improves to +4. Additionally you generate 3 ki when hit and the damage reduction improves to 6/adamantine.[/spoiler]
Fire ElementFocus: Strength.
Summery: Strength stances focused on powerful attacks and grants additional ki gained from successful attacks.
[spoiler]Stance of the Candle
Level: Least.
Prerequisite: None.
Benefit: You gain a -2 penalty to wisdom and gain a +2 bonus to strength. In additional, you generate one extra ki on successful attacks.
Stance of the Flame
Level: Lesser.
Prerequisite: Strength 14.
Benefit: As stance of the candle. Additionally you generate two extra ki on critical hits.
Stance of the Bonfire
Level: Greater.
Prerequisite: Strength 16.
Benefit: As stance of the flame except the bonus to strength improves to +3. Except you now generate two extra ki on successful attacks and an extra three ki on critical hits.
Stance of the Sun
Level: Master.
Prerequisite: Strength 18.
Benefit: As stance of the bonfire except the bonus to strength improves to +4. Except you now generate three extra ki on successful attacks and an extra four ki on critical hits.[/spoiler]
Water ElementFocus: Wisdom.
Summery: Water stances focused on conservative nature increasing your saves and armor class.
[spoiler]Stance of the Puddle
Level: Least.
Prerequisite: None.
Benefit: You gain a -2 penalty to strength and gain a +2 bonus to wisdom. In addition, you gain a +1 bonus to your saves and a +2 insight bonus to your armor class.
Stance of the Rain
Level: Lesser.
Prerequisite: Wisdom 14.
Benefit: As stance of the puddle. Except your bonus to saves and armor class is +3.
Stance of the Sea
Level: Greater.
Prerequisite: Wisdom 16.
Benefit: As stance of the rain except the bonus to wisdom improves to +3. Except your bonus to saves and armor class is +4.
Stance of the Ocean
Level: Master.
Prerequisite: Wisdom 18.
Benefit: As stance of the sea except the bonus to wisdom improves to +4. Except your bonus to saves and armor class is +5.[/spoiler]
[/spoiler]
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Finishers[spoiler]
Pure Elemental Strikes[spoiler]The Gathering Storm
Setup: Electricity - Electricity - Electricity.
On a successful attack the subject has a -2 penalty to attack rolls.
The Trembling Earth
Setup: Acid - Acid - Acid.
On a successful attack the subject must make a special concentration check against this strike's save DC in order to cast a spell.
Breath Of The Fire Dragon
Setup: Fire - Fire - Fire.
As a standard action the monk may breath a 15ft. cone of fire that deals 1d6 per monk level (max 15d6), reflex halves.
The Raging Sea
Setup: Cold - Cold - Cold.
On a successful attack the subject is slowed, as if by the Slow spell. Will negates.
Falling Star Strike
Setup: Acid - Electricity - Fire.
You combine the various elements to set up a harmonic vibration within your opponent dazing them, will negates. [/spoiler]
Positive Enhanced[spoiler]Healing Ki
Setup: Positive - Positive - Positive.
Special: Costs 10 ki. With a burst of positive energy all allies within 10ft. heal 1d4 plus an additional 1d4 per two monk levels you process.
Dance Of The Clouds
Setup: Electricity - Positive - Electricity.
As a move action the monk may wrap allies within 10ft.in a shourd of fog granting concealment.
Grasp Of The Earth Dragon
Setup: Acid - Positive - Acid.
As a move action the monk can fill allies within 10ft. with the strength of the earth making them immune to stunning, daze, and sleep.
Walk Of The Sun
Setup: Fire - Positive - Fire.
As a move action the monk can heighten the fire burning within the hearts of allies within 10ft giving them a +2 moral bonus to attack rolls, saves, and skill checks.
Aligning The Heavens
Setup: Cold - Positive - Cold.
As a move action the monk can cleanse the minds of spellcasters within 10ft. with the celerity of water. Spells they cast have an additional +1 to their save DCs.
[/spoiler]
Negative Enhanced[spoiler]Touch of Dispair
Setup: Negative - Negative - Negative.
You strike your oppononet with a terrible curse reducing their forification by 25%. Creatures immune to critical hits are instead treated as having 75% fortification for the purposes of critical hits and precision damage. Fortitude negates.
Falling Star Strike
Setup: Electricity - Negative - Electricity.
You have studied esoteric nerve strikes. Your attack can blind an opponent, fortitude negates.
Pain Touch
Setup: Acid - Negative - Acid.
You twist the ki in a living creature disrupting the harmony in their body rendering them nauseated, fortitude negates.
Karmic Strike
Setup: Fire - Negative - Fire.
As a move action you can study your opponents movement for a moment of vulnerably, your next attack made that round automaticlly scores a critical hit (if able). Using this finisher distracts you, the next successful attack against you is also a critical hit.
Freezing the Life Blood
Setup: Cold - Negative - Cold.
You strike at pressure points paralyzing a humanoid opponent, foritiude negates.
[/spoiler]
Force Enhanced[spoiler]Ten Thousand Stars
Setup: Electricity - Force - Electricity.
As a standard action you gain the benefit of the Manyshot feat without meeting the prerequisites so long as you use it to throw shuriken.
Fists Of Iron
Setup: Acid - Force - Acid.
You imbue your attack with the weight of a mountain. Your next melee attack gains a +1 to it's critical multiplier.
Unbalancing Strike
Setup: Cold - Force - Cold.
You attack the weak points of your opponent throwing them off balance. This renders them flat footed unless they succeed on a reflex save.
Curse Of The Void
Setup: Force - Negative - Force.
Special: Costs 25 ki.
Your strike confuses and curses your opponent. On their next turn they attack their nearest ally to the best of their ability believing they is you. Will negates.
Moment Of Clarity
Setup: Force - Positive - Force.
Special: Costs 25 ki.
You clear away all distractions from your allies within 10ft. granting a +5 insight bonus to attack rolls, saves, and skills.
[/spoiler]
Additional Positive/Negative Finishers[spoiler]Lifting The Veil
Setup: Positive - Electricity - Electricity.
Special: Costs 15 ki.
Your meditations allow you to clear the vision of an ally. This mirrors the effects of a remove blindness spell.
Static Charge
Setup: Negative - Electricity - Electricity.
Special: Costs 15 ki.
You strike your opponent cursing them to feel the fury of the sky. Electricity damage deals an extra point of damage to them per die.
The Receptive Earth
Setup: Positive - Acid - Acid.
Special: Costs 15 ki.
Your meditations allow you to purify an ally of infection. This mirrors the effects of a remove disease spell.
Porous Soul
Setup: Negative - Acid - Acid.
Special: Costs 15 ki.
You strike your opponent cursing them to draw acid in like a sponge. Acid damage deals an extra point of damage to them per die.
Restoring The Balance
Setup: Positive - Fire - Fire.
Special: Costs 15 ki.
Your meditations allow you to restore the harmony of an ally. This mirrors the effect of a remove curse spell.
All Consuming Flame
Setup: Negative - Fire - Fire.
Special: Costs 15 ki.
You strike your opponent cursing them to light up like tinder. Fire damage deals an extra point of damage to them per die.
Difficulty At The Beginning
Setup: Positive - Cold - Cold.
Special: Costs 15 ki.
Your meditations allow you to fill an ally with cleansing energy. This mirrors the effect of a lesser restoration spell.
Winter's Touch
Setup: Negative - Cold - Cold.
Special: Costs 15 ki.
You strike your opponent cursing them to fill the chill of death. Cold damage deals an extra point of damage to them per die.[/spoiler]
[/spoiler]
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