This post continues my exploration of the monk class of Dungeons and Dragons 3.X. You can view the previous entries here:
- Design Goals
- Part 1 (Level 1)
- Part 2 (Expanded Design Goals)
- This post, first published: 28 May 2009; last edit: 08 June 2009 – latest updates in red.
Flavour First; Mechanics Later
I’ve received a little bit of positive feedback regarding this project, especially on combat stances and qi surges. However, trying to design mechanically sound stances and surges has proven to be difficult. Therefore, I’ve decided to tackle things differently. I am going to start with the flavour (you know, the role playing bit of the game) and work backwards from there to the mechanics.
For this project, I’ll be using the Chinese zodiac as the theme behind 12 different schools of martial arts (one school for each of the animals). Each school’s fighting style will be based on the connotations (probably incorporating both Occidental and Oriental viewpoints) surrounding each animal. The list is currently incomplete, but I shall be making repeated edits to this post (being sure to alert interested readers either via comments on this post or through other posts)
TC has also suggested that this monk revision not be restricted solely to what I write. Consider customizing the schools and stances to suit your own campaign world. Perhaps your styles are based on the teachings of your world’s many deities, other fantasy creatures , dragon colours, as examples.
First, though, let’s get just a bit of the mechanics out of the way. The following table lists, by class level, the number of stances a monk knows and the number of stances she may have active simultaneously. A monk knows all qi surges, but each surge has certain prerequisites that need to be met before it can be used (previously, qi surges were tied directly to specific stances).
| Level |
Known |
Active |
| 1 |
2 |
1 |
| 2 |
3 |
2 |
| 3 |
3 |
2 |
| 4 |
3 |
2 |
| 5 |
4 |
2 |
| 6 |
4 |
2 |
| 7 |
4 |
2 |
| 8 |
5 |
3 |
| 9 |
5 |
3 |
| 10 |
5 |
3 |
| 11 |
6 |
3 |
| 12 |
6 |
3 |
| 13 |
6 |
3 |
| 14 |
7 |
4 |
| 15 |
7 |
4 |
| 16 |
7 |
4 |
| 17 |
8 |
4 |
| 18 |
8 |
4 |
| 19 |
8 |
4 |
| 20 |
8 |
5 |
Schools and Stances
EDIT (08 June 2009): I’ve added favoured skills to each of the classes, as suggested by TC. Bonuses/uses of favoured skills still to be determined.
Rat: According to legend, the Rat, being a small and weak creature, had to rely on his intellect, quick wit and cunning to overcome the many obstacles he faced. Monks that follow this school strive to emulate this quality and are often recognized as either wise diplomats and negotiators or cunning and crafty conmen. Favoured Skill: Bluff.
Stance of Cunning: The monk may add her Wisdom modifier to her Bluff, Diplomacy and Sense Motive checks as an Insight bonus (Effectively, she adds double her Wisdom modifier to Sense Motive checks).
Design note: I don’t see the stance of Cunning as a physical stance, but rather a state of mind, wherein the monk allows herself to better perceive (and thus manipulate) the thoughts and intent of others.
Ox: Work in Progress
Tiger: Work in Progress
Rabbit: Monks that follow this school are typically viewed as soft-spoken, friendly and amiable. They are generally cautious combatants.
Stance of Caerbannog: Attacks with your chosen weapons all deal slashing damage in addition to their normal damage types. Any chosen weapon you wield is considered to have the vorpal property.
Dragon: Work in Progress
Snake: Monks that follow the school of the snake move with a sensual grace, making no unnecessary movements, preserving their energy, waiting for the perfect moment to strike. Favoured Skill: Hide.
Stance of the Python: The monk may add her Wisdom modifier to any damage dealt through a successful grapple check.
Stance of the Viper: The monk may add her Wisdom modifier as an insight bonus to her Hide and Move Silently skill checks. She also adds her Wisdom modifier as an insight bonus to her initiative checks.
Horse: Work in Progress
Ram: Work in Progress
Monkey: Monks that follow the school of the monkey, quickly learn that mental strength and agility are as (if not more) important as physical strength and agility. Monks of this school tend to be quick thinkers and innovative combatants. Favoured Skill: Tumble.
Design note: I envision the melee monkey monk as a combatant that specialises in enfuriating other melee opponents, restricting their ability to strike back. I can’t decide if this should be portrayed mechanically as one stance that adds a bonus to disarm checks, or a stance that adds a bonus to grapple checks, or a stance that adds a bonus to both disarm and grapple checks. I’m favouring the third option.
Rooster: Work in Progress
Dog: Work in Progress
Boar: Work in Progress
I am also considering adding the 5 elements as seperate schools:
Wood: Work in Progress
Fire: Work in Progress
Earth: Work in Progress
Metal: Work in Progress
Water: Work in Progress
And, of course, we can’t forget:
Cat: Work in Progress
Surges
Finger Pointing A Way to the Moon: Requires: 1 rank in Bluff; Active Stance of Cunning; Improved Feint. Cost: 1 Qi Surge. You may feint in combat as a swift action.
Serpent’s Fangs: Requires: Active Stance of the Viper; (Other Dexterity or Speed-based requirement still to be determined. Suggestions?). Cost: 1 Qi Surge. As a standard action, the monk may make two attacks, using her full base attack bonus, against any flat-footed opponent or any opponent that she flanks.
Design note: I’ve always really liked the concept of Flurry of Blows, but never the implementation of it. Hopefully, Serpent’s Fangs can provide a less clunky alternative. Right now, I don’t want to enforce a penalty to the attack roll, as unlike Flurry of Blows, a monk only has a limited number of Qi Surges per day.
More to follow.
- jatori