Monk Perks

Started by Lyvathar, February 09, 2012, 11:11:49 AM

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Lyvathar

I've noticed a lot perk implementations and suggests for many classes but I believe that the monk is probably one of the most in need of perks. This assumption can be reflected by the number of monks that are played in EFU.

I have to admit I don't have any brilliant ideas but here's some ideas for Monk Perks in the same general format that the other perks have been.

Still minded
lvl 1: + 2 vs mind effecting spells + 4 Concentration
lvl 5: Clarity 2 use per day.
lvl 8: + 4 vs mind effecting spells + 8 Concentration

Shadow Disciple
lvl 1: +2 MS & Hide
lvl 5: +10% concealment
lvl 8: +4 MS & Hide +20% Concealment

Snake Blooded
lvl 1: Use poison
lvl 5: Removed feat Purity of Body, + Immunity to poison
lvl 8: Fists inflict poison damage. (Random DC 15 1d3 dmg poison?)

Body of the Gods
lvl 1: + 1 Universal saves
lvl 5: 2/+4 DR
lvl 8: + 1 Str, Con & Dex

Withered Disciple
lvl 1: +20% Negative energy damage immunity + 1 Negative energy saves
lvl 5: +1 Natural AC, +40% Negative energy damage immunity + 2 Negative energy saves
lvl 8: +60% Negative energy damage immunity + 3 Negative energy saves Fists do 1d2 Negative damage and 1 Vamperic Regeneration

These are some basic suggestions I think EFU can come up with some much better ones.

Paha

I myself am really sceptic with these perks for many of the classes that have popped up nowdays.

If these kind perks are thrown to already strong classes - like a monk in this case, they will render the previous perks given to more weaker classes near pointless in terms of their intention and limitations, as these stronger classes go even further. Perks are awesome and create variety, but they are not meant to make strong even stronger, just different.

Monk in itself is a class that can achieve highest possible AC out of all classes, with relatively little effort, and it has been seen how easily it becomes a very destructive force - so for this reason I hope we will not see perks that strengthen them further on top of what they already have.

If perks are made, these classes need perks that give flavor towards certain aspects, and either remove something they have in change for something else, or give more conceptual style perks to compliment the class. Huge buffs to further their abilities without any trade should not happen.

Unmatched Socks

lol lol lol monks are already craaaaazy powerful get off the grass

Talir

Quote from: Unmatched Socks;274032lol lol lol monks are already craaaaazy powerful get off the grass

Next post like that will get you a temporary ban with possible removal from the suggestion forum in a more lasting manner.

Ebok

If a person is looking to add perks into a class, you must first ask this question. Is the class powerful before the suggestion? If is, then you need to make sure that your suggested perks do not increase that power.  Many of the perks in play are put there in order to do one of two things... a.) provide incentive to be pure class. b.) provide a bit of power to make them interesting and viable when compared to their competition.

Monk is one of those classes that are first questionable in how  appropriate they are for the setting, they are powerful in the first point and then they already are mandated that you  maintain a pure class when you take these paths. So I do not see a positive benefit in perking the monk class. It gains more per level then any other class in the game.

If you are to push this path, you should approach perks that provide really no mechanical benefit but lots of flavor. That's my opinion anyway.

Unmatched Socks

sorry, you're right i'll clean up my behaviour. I didnt mean to offend you lyvathar

The Pathfinder

Okay. Monks. I think that it would be a good idea to model their perks more after Rogues than Fighter/Sorcerer. That is, multiple perks of relatively-weaker bonuses.
 
Why? Because Monks have a lot of pieces to them: they're usually religious; they're a unique martial style; they're about self-improvement. Based on the sheer number of monk orders in canon, I think it'd be a good idea to explore the idea of mix-and-match with these guys, and I have a suggestion on how to do it:
  • Level 1: Vow
  • Level 5: Style
  • Level 8: Enlightenment
You pick one at each level and they each have requirements that restrict while also empowering. I'll give a few examples below:
 
-
 
Vows: Gain a bonus for meeting certain restrictions. If the restrictions are violated, take penalties.
 
Vow of Chastity
You may not receive touch spells or mundane healing from members of the opposite gender. If you do, you take a -4 penalty to Concentration for 1 minute.
  • Gain the Bullheaded feat.
Vow of Nonviolence
You may not be the first to attack. If you take damage from a hostile source, within the next minute you may attack without penalty. Otherwise, you take a -4 penalty to AB and AC until you rest.
  • Gain +2 Dodge AC and the Uncanny Dodge ability.
Vow of Purity
You may not imbibe any drug, including alcohol. If you do, you lose the benefits of Purity of Body and take -4 penalty on saves against poison until you rest.
  • Gain +2 vs. Poison.
-
 
Styles: Gain bonuses while using certain combat styles and take penalties when not.
 
Dragon Style
You attacks are ferocious and powerful.
  • Lose Improved Knockdown. Gain Power Attack and Improved Power Attack.
  • When using Power Attack or Improved Power Attack, the bonus damage is converted to elemental damage (decided when this perk is taken. It cannot be changed.)
  • When attacking without Power Attack or Improved Power Attack, take a -8 penalty to Discipline.
Disciple of Tempus
You approach the use of weapons differently, which can give you the edge in combat.
  • Lose Improved Knockdown. Gain all weapon proficiencies.
  • When wielding any weapon except the Kama, gain +2 AB at level 5 and an additional +1 AB at level 9. At level 6, gain an extra attack until level 8. (This is intended to mimic the Fighter BAB progression.)
  • When attacking unarmed, take a -2 penalty to AB and Damage.
Improvisor
Your monastic traditions follow the tenets of knowledge more than war. Yet your enemies would be wise not to underestimate you for that; you know much that is not revealed.
  • Lose Improved Knockdown. Gain Improved Disarm.
  • Lose Flurry of Blows.
  • For 2 rounds after successfully using Improved Disarm, gain all weapon proficiencies and a +4 bonus to AB and Damage when using the weapon type you disarmed.
-
 
Enlightenments: Bonuses that specialize a single aspect of the character, being mind, body, or soul, at the expense of another.
 
Enlightenment of the Mind
You have mastered your own mind, which has become like a fortress; vast and impregnable.
  • Gain Immunity to Mind-Affecting Spells, -2 Constitution, and -3 Fortitude.
Enlightenment of the Body
You have strengthened your body like no other, and are able to shrug off blows that would cripple others.
  • Gain 5/+2 DR, -2 Charisma, and -2 to all saves.
Enlightenment of the Soul
You have purified your soul such that it is resistant to all but the strongest corruption.
  • Gain +2 Charisma, partial resistance to the Withering, and -2 Wisdom.

Brimstone Sermon

The thing about Monks is they are already very strong on EfU without any class specific bonuses. They have good defences vs everything, and EfU's high supplies level means that they can get past their lower AB, easily gain +4 Armor AC and so on. They don't need anything that increases their power level or chance to make some minmaxed nightmare. It would just lead to power creep. Everyone doesn't need 2/+4 DR or CHA bonuses, or it stops being special.

However, I would argue that with the possibility to script custom class bonuses comes an opportunity to fix the glaring Monk bug in NWN. Monks are supposed to be able to Flurry with with any Monk weapon, not just Kamas. There's very little point in a Monk using any weapon except Daggers for Heal or Stealth bonuses.

I think it would seriously benefit the server if Monks could have bonuses that let them work with other weapons.

Monk:
L1: Bonus Feat: Rapid Shot.
L6: +1 Attack Per Round when wielding a Staff, Sling or Shuriken.
L8: Replaced with +1 AB while wielding any of the given weapons.

This would let Monks effectively have Flurry of Blows with monk ranged weapons and to use a quarterstaff effectively, by leveling out the AB progression to be about the same as for fists and kamas. It would make them no more powerful with their best available weapon (fists) but it would open up flavourful options as only being a bit weaker, not a dead end.