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SorO_Lost

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The DDO Monk
« on: March 09, 2011, 02:12:30 PM »
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 Monk

Game Rules (attached is a handy local version of these rules for you.)
[spoiler]

Information
Alignment: 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 Skills
Balance (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 Element
Focus: 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 Element
Focus: 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 Element
Focus: 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 Element
Focus: 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]

***

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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« Last Edit: March 09, 2011, 02:29:39 PM by SorO_Lost »
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]

SorO_Lost

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Re: The DDO Monk
« Reply #1 on: March 09, 2011, 02:16:25 PM »
Prestigious Classes

Shintao Monk
Shintao Monks specialize in dealing with evil kami from other worlds.
[spoiler]
Information
Requirements: Void Strike, Stunning Fist.
Special: Must have choosen Path Of Harmonious Balance.
Hit Die: d8.
Skill Points: 4 + Intelligence modifier.
Class Skills: Balance (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).

Code: [Select]
Level BAB Saves Special
1 +0 +2/+2/+2 Monk Advancement, Tainted Resistance (+2), Shintao Ki
2 +1 +3/+3/+3 Smite Tainted Creature
3 +2 +3/+3/+3 Stunning +2
4 +3 +4/+4/+4 Jade Phoenix Strike
5 +3 +4/+4/+4 Stunning +4, Tainted Resistance (+4)
6 +4 +5/+5/+5 Jade Strike, Ki Strike(cold iron)
7 +5 +5/+5/+5 Stunning +6
8 +6 +6/+6/+6 Tomb of Jade
9 +6 +6/+6/+6 Stunning +8, Tainted Resistance (+6)
10 +7 +7/+7/+7 Kukan Do, Ki Strike(silver)
Tainted Creature: Many Shintao Monk abilities only work on or against tainted creatures. Nonlawful outsiders, undead, and abberations are considered tainted creatures.

Monk Advancement: Shinato Monk stacks with monk to determine unarmed damage, AC bonus, slow fall, ki strike, stance level, and stunning fist. But not furry of blows or the other monk acquired abilities.

Tainted Resistance (Ex):
A shintao monk gains a +2 deflection bonus to AC and +2 resistance bonus to saves against the attacks, spells, and abilities of tainted creatures. At the 5th level and again at the 8th level this bonus increases by two, to a maximum of +6 at level 8.

Shintao Ki: A shintao monk gains a number of new ki strike abilities. These abilities function as other ki strikes including the limits of one ki strike used per attack, duration, and save DCs. However unless noted otherwise they only work on tainted creatures.

Shintao Ki (smite tainted creature) (Su): This one allows her to use 15 of her ki to smite a tainted creature. She adds her wisdom bonus (if any) to her attack roll and deals 1 extra point of damage per shintao monk level (including levels in monk). If the monk accidentally smites a creature that isn't tainted, the smite has no effect, but the ki is still consumed for the use of this ability.

Stunning (Ex): A shinao monk's stunning fist save DC is increased by two at the third level. For every two levels there after this bonus improves by two points to a maximum of +8 at level the 9th level.

Shintao Ki (dismissing strike) (Su): You perform a melee attack that attempts to force an extra planar enemy back to its proper plane. This ability functions as Banishment except you use your monk and shintao monk level in place of your caster level.

Shintao Ki (jade strike) (Su): You perform a melee attack that is anathema to tainted creatures, that increases their physical damage vulnerability and reduces their fortification by 25%. Melee attacks against the tainted creature deal an additional +1d6 damage. Creatures immune to critical hits are instead treated as having 75% fortification for the purposes of critical hits and precision damage.

Ki Strike (Su): A shintao monk's develops a way to use her ki strike to mimic the effects of metals to further assist her to defeat her enemies. At the 6th level a shintao monk's unarmed strikes are treated as cold iron for the purpose of dealing damage to creatures with damage reduction. At the 10th level a shintao monk's unarmed attack is also treated as silver for the purpose of dealing damage to creatures with damage reduction.

Shintao Ki (tomb of jade) (Su): You perform an attack that encases a tainted target in a tomb of jade on a failed Will save. Imprisoned creatures gain damage reduction 10/- and cannot defend them selves and are treated as helpless but they may continue to make will saves as if they were not. Unlike other ki strikes the duration of this ability is equal to the monk's shintao class level.

Kukan Do (Su): A shintao monk learns how to stun her opponents with a glance. Treat this as a gaze attack with a range of 60ft. except it can be done as a swift action. The save DC equals the shintao monk's stunning fist save DC. The subject does not have to be tainted for this to affect them.

***
[/spoiler]


Ninja Spy
Ninja Spys specialize in dealing deadly assassinations.
[spoiler]
Information
Requirements: Void Strike, Hide 5 ranks, Forgery 5 ranks.
Special: Must have chosen Path Of Inevitable Dominion
Hit Die: d8.
Skill Points: 4 + Intelligence modifier.
Class Skills: Balance (dex), Climb (str), Concentration (con), Craft (int), Escape Artist (dex), Forgery (int), Hide (dex), Jump (str), Knowledge (arcana) (int), Knowledge (religion) (int), Listen (wis), Move Silently (dex), Perform (cha), Profession (wis), Search (int), Sense Motive (wis), Spot (wis), Swim (str), Tumble (dex).

Code: [Select]
Level BAB Saves Special
1 +1 +0/+2/+0 Monk Advancement, Dark Ki, Sneak Attack +1d6
2 +2 +0/+3/+0 Water Strider, Increased Senses
3 +3 +1/+3/+1 Soulshatter, Sneak Attack +2d6, Poison Use
4 +4 +1/+4/+1 Dexteritous Hands, Hide In Plain Sight
5 +5 +1/+4/+1 Icechill, Sneak Attack +3d6
6 +6 +2/+5/+2 Absorb Darkness
7 +7 +2/+5/+2 Sneak Attack +4d6, Thoughtburn
8 +8 +2/+6/+2 Shadow Fade
9 +9 +3/+6/+3 Assassinate, Sneak Attack +5d6
10 +10 +3/+7/+3 Expert Assassin

Monk Advancement: Shinato Monk stacks with monk to determine unarmed damage, AC bonus, slow fall, and ki strike. But not furry of blows or the other monk acquired abilities. In addition you are now considered proficient in short swords and treat them as special monk weapons.

Dark Ki: A ninja spy focuses on the negative energy aspect of ki gaining new ki strike abilities. These strikes can only be preformed if sneak attack would qualify, the effects are also poison-like and will not work on creatures immune to poisons. The abilities function as other ki strikes including the limits of one ki strike used per attack, duration, and save DCs.

Sneak Attack: A ninja spy strikes the weak points of unaware opponents dealing an additional 1d6 damage per two levels of ninja spy. This ability is identical to the rogue's sneak attack.

Water Strider (Su): As long as a ninja spy has at least ten ki and moves more than five feet in a round a ninja spy may walk on liquids. Hazardous liquids will inflict their effects on you as if you were exposed to them. For example walking across lava would deal 2d6 fire damage to you per round.

Increased Senses (Su): The ninja spy uses her ki to increase her senses. This benefit gives her a bonus on listen, spot, and search checks equal to her ninja spy level as long as she has 10 or more ki.

Poison Use: Ninja spys are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Dark Ki (soulshatter) (Su): You perform a melee attack imbued with your poisonous dark ki that reduces the subject's spell resistance by 1 per ninja spy level you possess and lowers their will save by 2. This strike costs 15 ki.

Dexteritous Hands (Su): The ninja spy learns to use her ki to supplement her dexterity for fine work. She gains a bonus to forgery checks to copy a document she is reading equal to her ninja spy level.

Hide in Plain Sight (Su): A ninja spy can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a ninja spy can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. In addition a ninja spy only suffers half the penalty to her hide & move silently checks for moving at her full speed in a round.

Dark Ki (icechill) (Su): You perform a melee attack imbued with your poisonous dark ki that deals dexterity damage equal to your ki strike's elemental bonus damage. In addition the target's speed is reduced by 5ft per two ninja spy levels you possess.

Dark Ki (thoughtburn) (Su): You perform a melee attack imbued with your poisonous dark ki that deals intelligence damage equal to your ki strike's elemental bonus damage. In addition their caster level for their spells and spell-like abilities (if any) is reduced by an amount equal to half the ninja spy levels you possess. This strike costs 15 ki.

Absorb Darkness (Su): You gain a passive ki generation by drawing the negative emotions of nearby creatures. Each round as long as there is an evil creature within 60ft you gain one point of ki to a maximum of your concentration bonus. You cannot absorb the darkness of your self.

Dark Ki (assassinate) (Su): You perform a melee attack imbued with your poisonous dark ki that kills the target on a failed save. On a successful save they take an additional 10d6 damage. This attack may only be used during the surprise round of combat against a flat-footed opponent that is subject to critical hits. This strike costs 25 ki.

Shadow Focus (Su): You focus your Ki and draw shadows around you, becoming invisible and partially insubstantial. By spending 25 ki you gain a 20% miss chance similar to the effects of the blur spell for a number of rounds equal to your ninja spy level except true seeing does not ignore this effect. Effects that would allow you to ignore miss chances due to incorporeality ignores this effect.

Expert Assassin: At the 10th level a ninja spy is considered an ninja spy. She deals an additional +1 damage per die with all sneak attacks (including assassinate). In addition she can now make a sneak attacks against a creature immune to critical hits by expending 40 ki to empower her attack. This affect does not prevent you from using a ki strike and when used in conjunction with it you can Dark Ki strikes on craetures normally immune to poison. Many ninja spys use this ability to assassinate otherwise "unassassinatable" creatures.

***[/spoiler]


« Last Edit: March 15, 2011, 08:30:56 PM by SorO_Lost »
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]

BeholderSlayer

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Re: The DDO Monk
« Reply #2 on: March 09, 2011, 02:31:28 PM »
I demand that you immediately PM me your DDO forums handle.

I also hope that you plan to include Handwraps as weapons.
Hi Welcome
[spoiler]
Allow me to welcome you both with my literal words and with an active display of how much you fit in by being tone deaf, dumb, and uncritical of your babbling myself.[/spoiler]

Prime32

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My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

SorO_Lost

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Re: The DDO Monk
« Reply #4 on: March 09, 2011, 07:53:17 PM »
I demand that you immediately PM me your DDO forums handle.

I also hope that you plan to include Handwraps as weapons.
Actually I skipped em.

Well more accurately I skipped the Stunning enchantment. To extend Shintao Monk from 3 prestigious enhancements to a ten level prestigious class I inflated via granting Stunning +X for various levels. Given Shintao's Jade Prison & Kukan-Do benefits it seemed only natural to include Stunning.

Currently tinkering with Ninja Spy but I figure I'll be done with it Sunday (but since I said that, probably not now o.o). As you are probably aware, the Spy's PrE special moves are limited to walking on water and blur. I am honestly thinking of stealing DDO's Rogue's Assassin's special attacks to inflate it. I'll let you know what I decided on when I post it and then in turn you can let me know what you think.

I forgot to reserve it but yes there will be a 3rd post handling items. Gotta love Orim right? :)
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]

SorO_Lost

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Re: The DDO Monk
« Reply #5 on: March 15, 2011, 08:42:38 PM »
K, Shintao Monk & Ninja spy up. I did end up stealing the Rogue's Assassin's Special Attacks and adding the Spy to Ninja Spy.
As before, comments are helpful and I take it BeholderSlayer loves it and Prime32 has been wanting some kinda of combo class for a while.

Items up next. After some thought, set item is out the door. Going to build some legacies. Set Items, particularly the Devil's ones are too high in level for any real use. Pricing the abilities them selves seems like a good idea, but then what the heck. We need more legacy stuff, plus I can finish off what the Shintao Monk started.

<snippet>
5: Poverty
6: Endure Evil
7: Tainted Strike
8: Incorporate Effect I
...
Poverty: Wearing and using Shintao Cord does not violate a character's Vow of Poverty (if any). This ability is granted even if it's bearer has not completed Shintao Cord's least ritual. (made up)

Endure Evil (Su): At 6th level and higher, you enjoy the constant effect of a protection from evil spell. Caster level 5th. (divine spark, wol-pg73)

Tainted Strike (Ex): You gain a bonus on attack and damage rolls equal to +1 per three character levels against aberrations, undead, or evil outsiders. (faithful avenger, tob-pg135)

Incorporate Effect I (Su): You may imbue Shintao Cord with one magical item's powers. If so, Shintao Cord gains the magical properties of the item. Incorporate Effect cannot be used to copy effects from a magical item valued above 4,000gp, is single use, or requires either a certain item type or for Shintao Cord to be welded as a different item. For example, you could add the magical effects of a Hat of Disguise to Shintao Cord but you could not add in the effects of the Frost enchantment. Using an item to imbue Shintao Cord does not remove the magical effect from the copied item and using an item for this ability does not violate a vow of poverty. (made up)

</snippet>

Thoughts?
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]