Okharthos, the World Born Without A Pulse
Monk Class Tweaks
This Wiki Page is devoted to the house-ruled changes in the Monk class that go on in this campaign.
So far, these rules are still under construction, so anything here is subject to change.
Modifications to Existing Monk Abilities:
Wisdom Modifier: One of the Monk’s major downsides lies in how reliant they are on many different ability scores, with the only scores they don’t need to worry about so much are only Intellect and Charisma for making a competent combative monk. So the current response to this issue is to make strength less vital by modifying their Wisdom Score a tad. Monks can use their Wisdom Modifier for both their Melee Attack Bonus if it is higher than their Strength. Though Strength is still important for skills, lifting, dealing extra melee damage, and breaking out of bonds.
AC Bonus: This ability will scale differently now, such that the Monk will start out with +1 AC as a bonus rather than a +0. This bonus changes to a +2 bonus at 5th level where it used to be +1. Basically, just take the Armor Class Bonus that is there normally, and scale it up by +1, such that at level 20, the monk has a +5 AC bonus in total.
Still Mind: The bonus to resisting Enchantment Spells also applies to the resistance of the Telepathy Discipline of Psionics as well.
Diamond Soul: You can choose either Diamond Soul, or Crystal Soul. Crystal Soul is equivalent to Diamond Soul in every way, except that instead of Spell Resistance, the Monk who chooses Crystal Soul gains Power Resistance of an equal level as the Spell Resistance would grant.
Basic Attack Changes:
This isn’t so much a change as it is a wider selection of attacks that you can do when you roll for basic attacks, just to add some flavor. All of the following attacks are effectively the same in power as the other attacks, but will look different based on the order in which you want to strike with those attacks, and might possibly also help with certain combos of attacks for other stronger combat abilities. All monks have access to these types of attacks:
Punch: The punch is a strike with the hands.
Kick: The kick is a strike with the legs.
Elbow: The elbow is a strike with the elbow.
Knee: The knee is a strike with the knee.
There are others such as Headbutts amongst other odd strikes, but the four above that were written are by far the more common ones.
Ki System and Mechanics:
Ki is a new resource for the Monk class that can be used to execute certain attacks, withstand certain blows, or be used for more extraordinary abilities.
Ki is the power of the body, in the same way Psionics are the power of the mind, Incarnum is the power of the soul, Divine Magic is the power of something’s being, and Arcane Magic is the power of the world itself. Monks exemplify Ki as their source of power, and by training yourself to tap into it can you do extraordinary things.
The amount of Ki that a Monk has is represented by Ki Points. The Monk starts out with an amount of Ki Points equal to 3 + Bonus Ki Points, and the Monk must have at least 10 Wisdom to even be able to use Ki at all.
The Monk however does gain bonus Ki depending on their Wisdom Score that is measured as in the following table:
You can only invest as many Ki Points into one thing equal to your Monk levels.
Another new development in the Monk class are the Stances a Monk can take. A stance is a bodily position a Monk takes up that re-channels their body to perform different sorts of extraordinary abilities.
A Monk can learn as many stances as they like, but they can only take on one stance at a time. Switching from one stance to the next is a Full Round Action that provokes an attack of opportunity.
Every Monk starts play knowing at least 1 stance.
Traits of a Stance:
The abilities a Monk Stance has are categorized as follows:
Strike: A strike is an ability the Monk has that augments the Monk’s normal or Flurry of Blows attack in some way.
Block: A block is an ability that the Monk can use when the enemy attacks said Monk. Some blocks can only be used during specific circumstances in the attack that are detailed in the ability itself.
Combo Strike: A combo strike requires a certain number of hits with certain kinds of attacks for you to be able to use a combo strike. A combo strike is more powerful than an ordinary strike.
Passive: A passive ability grants the Monk a passive effect the more Ki that gets invested into it, or sometimes, it doesn’t need any Ki for the effect to be at its full potential.
Ability: An ability isn’t something specifically combat oriented, and mostly has a utility purpose.