tenletter

17 September 2009

[Pathfinder] Let’s build a Gish

Filed under: d20, pathfinder, rpg — Tags: , , , , , , — jatori @ 8:15 pm

During 3.0 and 3.5, I played nearly every type of gish build available. There’s just something about combining spellcasting and martial prowess into one character that intrigues me. Today, I’m going to be investigating a possible Pathfinder gish build and the changes to the polymorph rules. However, I’ve cheated a little bit – technically, this is one character… the siblings Gabrelovic:

Talindra Gabrelovic

Small Female Halfling Fighter 7

Init: +1 Perception: +2

Defense

AC: 24; Touch 12; Flat 23

CMD: 11

HP: 60

Fort: 9 Ref: 5 Will: 4 (6 vs Fear)

Offense

Speed: 15

Melee: Lance +12/+7 1d6+11; Longsword +11/+7 1d6+6

Ranged: Sling +9 1d6+3

Statistics

Str 16 Dex 12 Con 14 Int 8 Wis 10 Cha 16

Base Attack: 7

CMB: 10

Feats: Power Attack; Mounted Combat; Ride-By Attack; Spirited Charge; Weapon Focus (Lance); Dazzling Display; Weapon Specialisation (Lance); Leadership

Skills: Ride 6; Intimidate 16; Perception +2; Climb +0; Acrobatics -2

Gear: +1 Full Plate; +1 Arrow Catching Heavy Steel Shield; +1 Adamantine Lance; Masterwork Silvered Longsword; Masterwork Halfling Sling; 2 Potions of Cure Moderate Wounds; Oil of Bless Weapon; Belt of Giant Strength +2; Circlet of Persuasion; Cloak of Resistance +1; Feather Token (Whip); Adventuring Gear; 293 gp

Special Abilities

Armour Training 2; Bravery +2; Weapon Training 1 (Spear)

Tick Gabrelovic

Male Halfling Transmuter 5

Init: +1 Perception: +4

Defense

AC: 12; Touch 12; Flat 11

CMD: 14

HP: 42

Fort: 5 Ref: 4 Will: 6 (8 vs Fear)

Offense

Speed: 20

Melee: Dagger +6 1d3+2

Ranged Touch Attack Bonus: +4

Special Attacks: Telekinetic Fist 6/d – +4 1d4+2

Spells: L3 – Silent Blur; 2 x Beast Shape I; L2 – Bull’s Strength; Alter Self; Bear’s Endurance; Rope Trick; L1 – Expeditious Retreat; Feather Fall; Grease; Shield; Mount; L0 – Detect Magic; Read Magic; Acid Splash

Statistics

Str 14 Dex 12 Con 14 Int 16 Wis 10 Cha 10

Base Attack: 2

CMB: 3

Feats: Scribe Scroll; Silent Spell; Toughness; Eschew Materials; Combat Casting

Skills: Acrobatics 3; Climb 4; Fly 9; Knowledge (Nature) 11; Knowledge (Nobility) 11; Perception 4; Spellcraft 11

Gear: Adventuring Gear; Spell Book; Spell Component Pouch; Cloak of Resistance +1; Wand of Ray of Enfeeblement (50 charges); Masterwork Dagger; 9gp

Other Spells Known: L3 – Haste; L1 – Animate Rope

Languages Known: Common; Halfling; Draconic

Special Abilities

Physical Enhancement (Strength +2); Restricted Schools (Enchantment; Evocation); Arcane Bond

If I was GM, I’d let my players ride their cohorts into battle. Now, if only I can figure out a way to get a saddle that won’t meld with Tick when he casts Beast Shape.

- jatori

16 September 2009

[Pathfinder] Let’s build a grappler

Filed under: d20, pathfinder, rpg — Tags: , , , , — jatori @ 8:45 pm

Grappling happens to be one of my favourite 3.5 mechanics (maybe I understood the rules incorrectly or I’m just a sick, sick, sick, sick individual). Pathfinder promised to simplify and streamline the grappling mechanics. So, today, following on from my arrow-fu build, I present a grappler-build that wouldn’t have been possible in 3.5.

I know that I promised to showcase a grappler that specialised in using wands to fry his pinned foes, but since you cannot quick draw a wand (sad face), the build was not efficient enough (for me). A glove of storing, however, would make the build far more playable, but it’s just a wee bit too expensive for a level 7 character. That’s why, I instead give you: Grobbi!

Grobbi

Small Male Goblin Rogue 3 Fighter 4

Init: 6 Perception: 10 (11 vs Traps) (60ft Darkvision)

Defense

AC: 22 Touch 17 Flat 16

CMD: 21 (23 vs Grapple)

HP: 71

Fort: 7 Ref: 10 (11 vs Traps) Will: 2 (3 vs Fear)

Trapsense +1

Offense

Speed: 40

Melee: Sap +14/+9 1d4; Short Sword +14/+9 1d4+1; Unarmed Strike +13/+8 1d2

Ranged: Shortbow +14/+9 1d4

Special Attacks: Sneak Attack +2d6

Statistics

Str 10 Dex 22 Con 14 Int 13 Wis 10 Cha 6

Base Attack: 6/1

CMB: 11 (15 Grapple)

Feats: Improved Unarmed Strike; Improved Grapple; Greater Grapple; Weapon Finesse; Quick Draw; Agile Maneuvers; Toughness

Skills: Acrobatics 16 (21 Jump); Climb 5; Disable Device 23; Escape Artist 12; Perception 10 (11 vs Traps); Sleight of Hand 16; Ride 10; Stealth 29; Swim 10

Gear: Belt of Incredible Dexterity +2; Boots of Springing and Striding; +1 Mithral Chain Shirt; +1 Short Sword; Masterwork Sap; Cloak of Elvenkind; Vest of Escape; Gray Bag of Tricks; Feather Token (Swan Boat); Potion of Bear’s Endurance; Potion of Cure Light Wound; Masterwork Shortbow; Masterwork Thieves’ Tools; Quiver of Arrows; Adventuring Gear; Grobbi’s Love Letter*; 69 gp

Languages: Goblin; Common

Special Abilities

Rogue Talents (Rogue Crawl); Trapfinding; Evasion; Trap Sense +1; Bravery +1; Armour Training I

* Grobbi’s traveling the world, looking for love. In combat, Grobbi will single out the prettiest female (regardless of race) on the opposing team and, using his speed (he crawls on the ground as quickly as a dwarf in full plate jogs) and high grapple modifier to remove her from combat without having to deal any real damage. If Grobbi is forced to retreat, he slips the note** into the unfortunate woman’s pack/pocket/whatever (the rules say that you can’t use sleight of hand to steal something from somebody while in combat, but it says nothing about using the skill to plant something).

** Grobbi isn’t very good with words. That’s why he got his mom*** to write a love note – she’s much better with words.

*** Grobbi is the only son amongst a gaggle of daughters. That might explain why his mom has a special place for him in her heart. It might also explain why she has interferred with and ruined every vaguely romantic relationship he’s ever had. Though obviously upset about Grobbi leaving for an adventurer’s life, she could do nothing to stop him. She can, however, make sure that the next pretty girl won’t be stealing him away. The note has been rigged with explosive runes that only trigger when read by a female.

- jatori

14 September 2009

[Pathfinder] Let’s build a character

Filed under: d20, pathfinder, rpg — Tags: , , , , , — jatori @ 8:09 pm

There’s plenty of Pathfinder reviews and 3.5 vs PF comparisons floating around the net, and, since it is every blogger’s right to post their opinion on any and all topics, I have decided to post my views too. I’m going to take a different approach to the typical review post though. Since I run a 7th level game (and, if lucky enough, I may get to play in a 7th level game), I’ve spent some time creating characters (both PC-possibles and NPCs), experimenting with the new system – especially the differences between 3.x and PF. So, I plan to blog about my character builds in a series of posts, each with a specific theme or mechanic in mind. Beware though, I am a Johnny/Spike (expect quirky builds).

My first offering looks at using improvised weapons. The Catch Off-Guard feat allows a character to use improvised weapons without penalty. The feat also renders unarmed opponents flat-footed against attacks you make with improvised weapons. Interestingly, arrows, when used in melee, count as improvised weapons. So, here’s a rogue build that focuses on disarming opponents and then stabbing them with arrows for 4 lovely 6-sided dice of sneak attack damage. I like this build, as it allows for a very toolkit-ish weapons payload for a relatively low price (40gp for a +1 arrow; 160gp for a +2 arrow). An alternate build may also focus on archery a bit more, or even Use Magic Device.

Jane Straight-Arrow

Female Human Rogue 7

Init: 5 Perception: 10 (13 vs Traps)

Defense

AC: 22; Touch 16; Flat 22

CMD: 20 (22 vs Disarm)

HP: 66

Fort: 4 Ref: 10 Will: 2

Trapsense +2

OffenseSpeed: 40

Melee: Sap +11 1d6; Arrow +10 1d4; +1 Arrow +11 1d4+1

Ranged: Shortbow +11 1d6

Special Attacks: Sneak Attack +4d6

StatisticsStr 10 Dex 20 Con 14 Int 14 Wis 10 Cha 8

Base Attack: 5

CMB: 10 (12 Disarm)

Feats: Weapon Finesse, Catch Off-Guard; Quick Draw; Combat Expertise; Improved Disarm; Agile Maneuvers; Toughness

Skills: Acrobatics 14 (19 Jump); Bluff 9; Climb 9; Disable Device 17; Escape Artist 14; Knowledge (Dungeoneering) 12; Perception 10 (13 vs Traps); Sense Motive 10; Sleight of Hand 14; Stealth 14; Swim 8

Gear: Belt of Incredible Dexterity +2; Mithral Breast Plate; +1 Shortbow; MW Sap; Ring of Protection +1; Efficient Quiver; Boots of Springing and Striding; Potion of Bear’s Endurance; Potion of Cure Light Wounds; +1 Bane (Aberration) Arrow (x2); +1 Bane (Human) Arrow (x4); +1 Bane (Dragon) Arrow (x1); +1 Bane (Undead) Arrow (x3); +1 Bane (Giant) Arrow (x3); +1 Bane (Evil Outsider) Arrow (x2); Silvered Arrow (x10); +1 Arrow (x9); Arrows (x20); Universal Solvent; Dust of Tracelessness; Thieves’ Tools; Adventuring Gear; 34 gp

Special Abilities: Rogue Talents (Combat Trick; Finesse Rogue; Stand Up); Evasion; Trapfinding; Uncanny Dodge; Trap Sense +2

Next time, I’ll be taking a look at the revised skill system and favoured class rules. So, prepare to see a fighter that specialises in  grappling and pinning foes and then shocking them with his trusty wand of shocking grasp. O_o

- jatori

8 June 2009

What does a rat have in common with a snake and a rabbit?

Filed under: Dungeons and Dragons, d20, game design, open source, rpg — Tags: , , , — jatori @ 11:42 pm

Just a short post to let you know that my 3.X monk project has been updated. Still looking for good Rooster ideas.

Next time, I will reveal level 2 and 3. Stay tuned.

- jatori

7 June 2009

Pathfinder and Combat Maneuver Bonus (CMB)

Filed under: d20, rpg — trashcondor @ 6:27 pm

This post assumes the reader is familiar with Pathfinder’s Combat Maneuver Bonus system. So a quick description:

Instead of using opposed rules for combat maneuvers such as Improved Bullrush as used in 3.5 – Pathfinder proposes that every (N)PC has a CMB (combat maneuver bonus) calculated as:

CMB = BAB + Strength modifier + special size modifier

Furthermore the CMD (combat maneuver defense) is equal to

15 + CMB

To resolve whether a bullrush attempt works requires the attacker to equal or exceed the target’s CMD with a roll of

d20 + CMB

It is obvious that in this system, compared to 3.5, the defender effectively “Takes 15″ on her opposed roll.

I’ve been very ambivalent regarding the use of CMB in the games we have. On the one hand, I love the clarity and simplicity of the CMB system as presented in Beta. But on the other, assuming that opponents are always on-their-game by giving them a flat 15 + CMB seemed just so rigged and biased towards the defender – which makes use of already-underused combat maneuvers even less likely. Coupled with a powerful defensive feat “Defensive Combat Maneuvers” that adds +4 to the CMD – and relatively weak offensive feats (Improved Bullrush and friends only adds +2 to the offensive check on the appropriate combat maneuver) – this implies that combat maneuvers are driven more and more into a niche corner.

I’ve paid attention to the threads and the various house rules that are discussed in forums (the interested reader is referred to the all-knowing oracle); and the two most prominent house rules that are universally applauded are:

a. CMD = 12 + CMB  (instead of CMD = 15 + CMB)

b. Maneuver AC (CMD = TouchAC + CMB)

I would like to suggest two simple alternatives, please let me know if these are good, or whether there is some horrible flaw that undermines my ideas.

1. Expanding Feat Benefits

The first option I personally find compelling. Essentially the offensive CMB feats such as Improved Bullrush all additionally to their current effect also add a flat +1 to CMB. This represents the innate training and awareness that comes with achieving a higher combat awareness and insight that the appropriate feat instills.

This means that taking Improved Bullrush now adds a +3 on bullrush attempts – but also a +1 on all other CMB-related activities both offense and defense.

This also means that it stacks with other CMB feats, so it is readily possible for a CMB specialist to take Improved Bullrush, Improved Sunder and Improved Overrun to gain a flat +3 to all combat maneuvers (including defense) – and +5 to bullrushing, sundering and overrunning. This makes a true “wrestler” build or similar combat maneuver specialist a powerful (albeit feat intensive option).

The one cave-at I would add is that Defensive Combat Maneuvers should now give a +2 on defensive combat maneuvers – and a +1 to all combat maneuvers. (Thus increasing combat maneuver defense by 3 and all other combat maneuvers by 1).

2. Combat Maneuver Readiness

This second option should probably not be used in conjunction with the first option (or other CMB-related house rules). This version suggests that, yes, opponents are on top of their game and use 15 + CMB to deny your combat maneuvers – but only while they are combat ready.

Mechanically it works as follows: the combat maneuver DC is innately 10 + CMB; but the defender is allowed to expend one attack of opportunity to increase her defense by 5 (thus effectively 15 + CMB).

This has the added benefit of allowing PCs and NPCs to “wear down” an opponent’s defense by either provoking an attack of opportunity – or simply by using two combat maneuvers in succession. Unless the defender has Combat Reflexes the defender can only increase her combat maneuver defense once.

I think mechanically and in terms of flavor this is a very simple yet solid approach to combat maneuvers in Pathfinder.

17 May 2009

[3.X Monk Project 2009] My monk is mad.

Filed under: Dungeons and Dragons, d20, ogl, rpg — Tags: , , , , — jatori @ 7:32 pm

This post continues my exploration of the monk class of Dungeons and Dragons 3.X. You can view the previous entries here:

Reducing Monk MADness

MAD or Multiple Attribute Dependence plagued several of the class designs of 3.X. But what exactly is MAD? Classes that suffer from MAD require three or more high attributes to function adequately. A wizard, arguably, requires only a high intelligence score, able to overcome any lower scores in her other attributes through the creative use of magic. In fact, lower scores in her other attributes may allow for more interesting roleplaying characters (overcoming physical disabilities or frailties [constution; strength]; combatting madness [wisdom]; clumsiness [dexterity]) A rogue could fulfill all of her prescribed duties with dexterity alone (opening locks, pick pockets, sneaking around, tumbling and landing sneak attacks). A monk however, however, requires both wisdom and dexterity to survive (due to the armour-wearing restriction); and strength to deal out damage. To illustrate further:

I’ve rolled the following scores for a new character’s attributes: 16, 14, 10, 10, 10, 10. Trying to decide between a rogue and a monk, I compare the two classes to each other. The rogue gets a 16 in dexterity and 14 in constitution; I give the monk 16 in dexterity and 14 in wisdom. At level 1:

Monk: 8 HP; 15 AC; +0 to melee attack; 1d6 damage (melee attack – kama)
Rogue: 8 HP; 15 AC (leather armour); +0 to melee attack; 1d6 (melee attack – short sword)

Level 2:

Monk: 12,5 HP; 15 AC; +2 to melee attack; 1d6 damage (melee attack – masterwork kama)
Rogue: 13,5 HP; 17 AC (chain shirt); +2 to melee attack; 1d6 (melee attack – masterwork short sword)

In the above, very simplified example, the monk quickly starts to lose out in terms of hit points and armour class.

So, how will I be addressing the monk’s MAD, yet still keep to the concept of unarmoured warrior (both design goals)? I believe the answer lies with the Martial Combat Stances I introduced in part 1. Though there are many good stance suggestions in the comments, I believe that there needs to be a select few that directly reduce MAD, yet still offer enough variety to allow for many different, but still efficient, builds. Furthermore, I don’t want to simply duplicate feats with these stances, because, if I did, I might as well just make an alternate bonus fighter feat list instead.

I think that my monk design needs access to at least the following base stance powers:

  • A monk may add her Wisdom modifer to her Dexterity modifier for the purpose of calculating her Dexterity bonus to her Armour Class.
  • A monk may add her Wisdom modifer to her Strength modifier for the purpose of determing her Strength bonus to her melee damage rolls.
  • A monk may add her Wisdom modifer to her Strength modifier when making a grapple, trip, bull rush or overrun check.
  • A monk may add her Wisdom modifer to the following skills as an insight bonus:
    • Stealth (Hide; Move Silently)
    • Perception (Spot; Listen)
    • Acrobatics (Balance; Tumble)
    • Athletics (Jump; Swim; Climb)
    • Charisma-based skills
  • A monk may use the highest of either her Wisdom or Constitution modifier when determing hit points (Qi Surge to add them together for Wisdom modifier minutes)

- jatori

14 May 2009

[3.X Monk Project 2009] Reset

Filed under: Dungeons and Dragons, d20, ogl, rpg — Tags: , , , , , — jatori @ 10:17 pm

If you’ve been following my 3.X monk redesign antics, you’ll remember me disliking how the last attempt went. So, I’m going back to the beginning, starting at level 1 once more. See here for the haphazardly strung together design goals.

Monk (Redesign Version 3-ish)

Hit Die: d8

Base Attack: 0.75 (progression as a cleric)

Saves: All good.

Armour Proficiencies: A monk is not proficient with any armour and wearing armour restricts or prevents the monk from using some of her class abilities.

Weapon Proficiencies: A monk is proficient with all simple weapons and all martial weapons.

Skills: A monk gets [(6 + intelligence modifier) * 4] skill points at level 1. A monk gets 6 + intelligence modifier skill points at each additional level. The following skills count as class skills for the monk:

Balance, Climb, Craft, Escape Artist, Heal, Hide, Jump, Knowledge (Arcana, History and Religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble and Use Rope.

In addition a monk may choose one of the following to add to her skill list: Bluff, Diplomacy, or Intimidate.

Level 1:

Bonus Feat: At level 1, a monk gains Improved Unarmed Strike as a bonus feat.

Chosen Weapons: At level 1, a monk chooses any three weapons from her list of weapon proficiencies. A monk specialises in the use of these weapons and, unless otherwise stated, all of the monk’s special attacks can only be performed when she uses one of her chosen weapons as part of the attack. A monk may change her list of chosen weapons (replacing one weapon with another, including weapon proficiencies gained by later taking the appropriate feat(s) whenever she has the time to refocus and retrain herself, but she may never have more than 3 chosen weapons. A monk may choose unarmed strike as one of her chosen weapons.

ChosenWeapon Damage (Ex): A monk does increased damage with her chosen weapons. Whenever a monk deals damage with her chosen weapons, she may choose to roll damage using either the  weapon’s standard damage die or the damage die from the following list:

  • Monk level 1 – 3: d6
  • Monk level 4 – 7: d8
  • Monk level8 -11: d10
  • Monk level12 – 15: 2d6
  • Monk level16 – 19: 2d8
  • Monk level20: 2d10

For example, a level 4 monk, using a short sword could choose to use the standard weapon die of a d6 or  rather the d8 granted from this ability, when determining damage.

Qi Surge (Ex): A monk is capable of performing incredible acts of strength and agility through the harnessing of her body’s own qi. A monk is able to perform a Qi Surge 1 + Wisdom modifier times per day. Qi Surges are spent as part of the cost of activating other monk class abilities. At levels 5, 10, 15 and 20, you gain an additional Qi Surge per day.

Martial Combat Stance (Ex): A monk begins her career knowing a few martial arts styles, learned in her formative years. These styles are represented as Stances and each represents a different fighting technique and philosophy. As a monk advances in skill, she learns how to combine the teachings of multiple styles and schools into her own unique combat stance. At level one, a monk knows two different stances and may have one stance active at a time. At later levels, a monk learns more stances and is able to have more than one active. As a swift action, a monk may activate a stance. If activating a stance would cause a monk to exceed the maximum number of active stance she may have at her current level, she may deactivate any of her other stances as part of the same action. Unless otherwise stated, a monk may not activate nor maintain a stance while wearing armour.

Example Stance (Stance of the Willow):

Base Power: While in this stance, a monk may add her Wisdom modifier to her Dexterity modifier when determining her Dexterity bonus to her Armour Class.

Qi Surge: When an enemy makes a melee attack against the monk, she may spend a Ki Surge as an immediate action, enabling her to make one melee attack against her attacker, before his attack is resolved. The attack granted by this ability counts as an Attack of Opportunity.

Class Options:

Feats:

Inner Reserves of Power: Gain +3 Qi Surges per day. This feat may be taken multiple times; its affects stack.

Comments? Thoughts? What if I name the sample stance: ‘Style of the Whomping Willow’?

- jatori

9 May 2009

Your attempts to nerf my character are in vain, for I am a two-trick pony.

Filed under: Dungeons and Dragons, d20, rpg — Tags: , , , , — jatori @ 9:17 pm

This post continues my series on keeping RPG combat scenes fun.

Nothing frustrates me more than feeling useless, or being unable to help my fellow adventurers in any meaningful way. Nobody likes to feel like a burden on others, but there will always come a fight when you are just not able to perform at the your usual high level of combat badassery. There are two things you can do in such a situation: you can either complain and whine about it, or, you can get creative and stick it to your GM.

Using the d20 SRD as a basis, here follows a few suggestions you may want to try out (and, of course, you can sculpt them to suit your system of choice):

Bluff: The bluff skill has two combat uses, according to the SRD, namely: feinting and creating a diversion to hide. Surely, these can’t be the only combat uses of the best skill in the game? Let’s see what else we can come up with:

Creating a diversion: Who says that diversions should only allow you to hide? Here are some other suggested actions your team can use after a successful diversion:

  • Allow an ally to attempt a hide check, even whilst under observation, on her next turn.
  • Allow an ally to take a move action, that would normally provoke an attack of opportunity (e.g. get up from prone), on her next turn without provoking an attack of opportunity.

Obviously, this should affect only opponents that have failed their opposed sense motive check.

Use Rope (and Tumble): With rope in hand, as a full-round action, you may move up to your speed, provoking attacks of opportunity as normal. You may make one unmodified melee touch attack with your rope against one opponent you were adjacent to at least once during your movement. This attack does not provoke an attack of opportunity. If the attack is successful, you may make a Use Rope check, with a -5 penalty, opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). If you win, the opponent falls prone. If you beat the defender’s check by more than 10, he  also becomes entangled.

If you have the Weapon Finesse feat, you can use your dexterity modifier instead of your strength modifier on the attack roll.

Any reference to Hoth, Snowspeeders, Imperial AT-ATs or anything Star Wars whilst executing this move will cause it to automatically fail.

- jatori

20 April 2009

[3.5 Monk Project 2009] Levels 2 and 3

Filed under: d20, game design, ogl, rpg — Tags: , , , , , , — jatori @ 8:05 pm

This post forms part of my redesign of the 3.5 monk project. Previous entries on this topic can be found here and here.

Today, I shall  continue the discussion on level 2 and introduce my ideas for level 3. Hopefully, after some discussion, I can develop this into a playtest 3-level class. More on that as things develop.

Additions to level 2:

Combat Style:

Swift: This style focuses on speed and agility. A monk that follows this path is infuriatingly difficult to hit in combat. A swift monk’s attacks do less damage than those of other styles, but she is able to attack far more often and far more accurately.

Favoured Qi Flows: Qi Defense

Bonus Feat List: Agile, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Mobility, Run, Quick Draw, Spring Attack, Snatch Arrows, Stealthy, Weapon Finesse.

Balanced: A monk that follows the balanced style combines both offense and defense into a highly adaptive fighting style.

Favoured Qi Flows: ???

Bonus Feat List (A balanced style monk may use her wisdom score, instead of her intelligence score, as the prerequisite for any of the feat): Blind-Fight, Dodge, Combat Expertise , Improved Disarm, Improved Feint, Improved Disarm, Power Attack.

Level 3:

Unarmoured Speed Bonus (Ex): At level 3, a monk gets a +10ft (enhancement?) bonus to her speed.

Enhanced Qi Strike (Ex): As she gains experience, a monk learns to better control her body and qi in order to deliver powerful attacks. The type of attack depends on the monk’s combat style.

Strong: After a successful Qi Strike, a monk may make expend 1 qi point as a free action to either make a grapple or bull rush attempt against the same foe. The bull rush or grapple attempt is resolved as normal (incurring attacks of opportunity if applicable).

If you succeed with a grapple attempt, you deal extra damage equal to your wisdom modifier.

If you succeed with a bull rush attempt, you may push your opponent back an additional distance equal to your wisdom modifier, rounded up to the nearest multiple of 5 feet. When moving your opponent this extra distance, you do not have to travel with him.

Swift: After a successful Qi Strike, a monk may make expend 1 qi point as a free action to make another Qi Strike  against the same foe without having to deactive an additional Qi Flow. At level 3, you are limited to making only two Qi Strikes per round. At level x, you are limited to making only y Qi Strikes per round.

Balanced: After a successful Qi Strike, a monk may make expend 1 qi point as a free action to make either a disarm or trip attempt against the same foe. The disarm or trip attempt is resolved as normal (incurring attacks of opportunity if applicable).

You may add your wisdom modifier to your disarm attempt roll.

If your trip attempt is successful and you have the Improved Trip feat, you may add your wisdom modifier to the damage dealt to your follow up attack.

Other Notes:

After thinking about it, I think Stunning Fist is a rather silly feat. TC  made some comments about it in part 2, providing an alternative. I still need to consider this.

- jatori

14 April 2009

[3.5 Monk Project 2009] Level 2

Filed under: Dungeons and Dragons, d20, game design, ogl, rpg — Tags: , , , , , , — jatori @ 8:10 pm

I am once again attempting to redesign the Dungeons and Dragons 3.5 Monk class. This post continues the project. See here for the design goals.

~~~

Just to let you know, I shall be compiling everything I’ve written about the monk (and the various comments and inputs from others) into one central place. I shall let you know when that’s done. For now, though, let’s have a look at the class skill list and my ideas for level 2.

A monk gets [(6 + intelligence modifier) * 4] skill points at level 1. A monk gets 6 + intelligence modifier skill points at each additional level. The following skills count as class skills for the monk:

Balance, Climb, Craft, Escape Artist, Heal, Hide, Jump, Knowledge (Arcana, History and Religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble and Use Rope.

In addition a monk may choose one of the following to add to her skill list: Bluff, Diplomacy, or Intimidate.

Now for level 2:

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 a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Combat Style (Ex)

At 2nd level a monk chooses to follow a particular approach to her martial arts training and development. Each style has a list of preferred Qi Flows. A monk may add +1 to her wisdom modifier when calculating the benefit gained from a favoured Qi Flow. A monk’s combat style also determines the list of feats from which she can choose bonus feats. A monk can choose from the following styles:

Strong: This style focuses on delivering individually powerful and damaging attacks.

Favoured Qi Flows: Qi Body; Qi Offense.

Bonus Feat List: Athletic, Cleave, Diehard, Endurance, Great Cleave, Improved Bull Rush, Improved Critical, Improved Grapple, Improved Overrun, Improved Sunder, Power Attack, Stunning Fist, Toughness, and Weapon Focus.

Swift: (still under development)

Balanced: (still under development)

Bonus Feat: At 2nd level, a monk gains a bonus feat from the list provided by her combat style. She still needs to meet all the prerequisites for the feat.

~~~

OK, this was missing from part one, but unless otherwise specified all class abilities are to be considered extraordinary.

I’m still unsure of how to incorporate Stunning Fist.

Comments/suggestions?

- jatori

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