Monk Fighting Style Perks

Started by DryDepths, March 10, 2014, 06:07:00 PM

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DryDepths

It's been said that it would be preferred that Monk perks, if such a thing were to ever exist, be tied to a particular 'style'. Here, I have some suggestions.

And yeah, this is a pretty selfish suggestion thread.
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All perks require pure.

QuoteHermit: Secluded away from the rest of the world, the enigmatic hermit gives themselves over to contemplation of the multiverse. Eschewing the comforts of civilization, they are most at home in the harsh, spartan environs of the wilds.

Lvl 1: +2 Hide/MS
Lvl 5: Only need Bedroll to rest in the wilderness (As ranger/barb)
Lvl 8: +2 Wis

QuoteMonks of the Old Order: Monks of the Old Order do not worship any deity specifically, but instead espouse a dogma of self mastery, contemplation, and endurance.

Lvl 1: +2 Conc/+2 Heal
Lvl 5: 10% DR Physical
Lvl 8: +2 Con

QuoteWarrior Monk: Not all Monastics eschew weapons and arms, or the call of battle. Some devote themselves wholly to this pursuit, and the mastery of weapons.

Lvl 1: +2 Disc/tumble, +1 AB when wielding a weapon
Lvl 5: Martial Weapon proficiency, +1 DMG when wielding a weapon
Lvl 8: +1 Dodge AC, +2 Str

QuoteDivinely Inspired: Many major religions sponsor monastic orders, be they the Sun Soul, The Yellow Rose, The Saint Sollars, or others. Devoted to the philosophy of a particular deity or deities, divinely inspired monks draw power from their conviction and their faith in their patron.

Lvl 1: +2 Disc, +2 Conc
Lvl 5: Bless gives an additional +1 divine dmg to attacks (as per Man Of Faith)
Lvl 8: +2 Wis

QuoteArcanely Inspired: From the magically tatooed warriors of the far east to the well trained monks of the Shining Hand, these Monastics embrace the power of magic which flows through all things.

Lvl 1: +2 Conc, +2 Lore
Lvl 5: 12 SR
Lvl 8: +2 Int, Automatically apply Mage Armor to cloths (as per armor of wilds)

QuotePsionicist: Long forgotten among the likes of men, the Invisible Art is making a resurgence with the rise of the Dread Empire, and the predation of the Abberant. These strange warriors tap the power of their own minds to perform incredible feats.

Lvl 1: +2 Conc, +2 Lore
Lvl 5: Gain Iron Will feat
Lvl 8: +2 Int, Unarmed attacks do +2 bonus magic dmg

QuoteAssasin: Trained to kill, these shadowy warriors eschew conventional methods and endure much to become the perfect tool of murder. They strike suddenly, without mercy or respite.

Lvl 1: +2 Hide/MS
Lvl 5: Extra Stunning Attacks feat
Lvl 8: +2 Dex

QuoteZen Archer: A curious tradition, these warriors have trained to focus their Qi through the bolts of their crossbows, making them deadly at range.

Lvl 1: +2 Listen/Concentration, +1 AB/DMG when wielding light or heavy crossbow
Lvl 5: Zen Archery, Spawn a stack of random magical bolts on reset
Lvl 8: +2 Wis, Rapid Reload

QuotePerformer: Whether an acrobat or the dreaded clown, you master yourself with a flaire intended to being delight (or horror) to the masses.

Lvl 1: + 2 Concentration, +2 tumble. Honk Honk! Gain magic horn that casts Horizikauls Boom (lvl 3) 1x Day
Lvl 5: Random Throwable every reset, gain item: Throwing Pie (as rotten fruit) every rest
Lvl 8: +2 Charisma, Defensive Roll feat

DryDepths

PS: It can be noted that some of these give much better bonuses than the other, that is because they require the monk to give up it's primary mechanic: Unarmed strike, OR, the lvl 8 stat bonus is in a stat usually regarded as "dump" for a monk - Intelligence or Charisma. (Mental note, add one that gives a bonus to Charisma)

Gippy

This is a well thought out suggestion but I am afraid that "Monks" are a class best rewarded by DM loot if they are played and RP'd well. These perks are a bit out of line with how good I perceive monks to be already.

DryDepths

My perception is that while monks were indeed, hella strong during last chapter, EFU has undergone a change in it's meta-game: there's more money, and less magical loot/potion glut. As a result, Monks don't have as many consumables to become Chinese Ninja God Warrior.

And even fully buffed, a strong monk won't be as good of a front-liner as a fighter class due to their lower HP and AB progression, that was true even during EFU:M. One could argue that's not their role, of course, they're supposed to be strikers that quickly run around hitting vulnerable targets. Even so, I feel as if they could use some leveling out, as they seem to schizophrenically swing between 'Useless' and 'OP'

Plus, I selfishly, really really want to be able to rest without a campfire.

Gippy

I have played monks in EFU (similar supply dearth) and EFU:A, both heavily involved in PvP and having positive charisma scores. They're certainly reliant on magic, supplies, etc -

That said they gain the MOST of any PC for the use of supplies / magic. As such they're balanced to their maximum efficiency. Now, I am not one that believes in "waiting for DM attention" but this is a case where it is regrettably necessary. If you are playing an excellent  monk with a subtle and interesting philosophy that informs their goals, play style & personality, you will be noticed and receive loot.

DryDepths

More than any other class, bar maybe cleric however, once they get hit with a dispel they're done. They NEED a pocket mage to function at their best, without it they're basically useless to any group

Howlando

These are definitely nice ideas (except for performer, which I don't see being very appropriate for monks).

gravekeeper

QuoteFakir: Men that seek inner strength and wisdom through the control upon the mortal body, subjecting themselves to a myriad of acts of penitence, including long periods without food and several sorts of painful experiences. A mix of scholar and highly self disciplined men, the fakirs focus on transcending above both good and bad, allowing their souls to shine through the body.

Lawful Neutral Only

Level 1: +2 Disc, 10% DR Physical
Level 5: Masochism on Hit (needs some type of light armor)
Level 8: 20% DR Physical +2 Wis, -2 Cha

gravekeeper

I personally think that if monks get any perk at all, it should be based on something else, although. Not on following the same design of sorcerers...

In my former suggestion, for instance, I would preferably change the ability of stun fist for 3x masochism per day. All the other perks would follow the same pattern of exchanging of stun fist for another ability suitable to the flavor desired.

Paha

Yeah, for one, perk suggestions are always welcome to the perk suggestion thread. Many here are cool, but I have to say, ones like above here for physical damage reduction and such will never, ever happen. 20 percent immunity that can stack further is by far nothing that would ever be considered. Balance is a huge deal and monks are very strong for many things as they are.

As much as people make them to be very reliant on supplies, I understand it, but they also forget how good base abilities they have. They got speed, they have stun strikes, they can also have pretty high base ac with just having some levels, even more very easily if they just get a buff potion or two for couple stats, and they have no clothes restraining them or weighting them down.

Balance is not all about who has highest ab or damage, or even ac. There's many more factors in roleplaying and setting that relies also on exploration, situations, different terrains and levels of moving about.

granny

The Sidewinder Monk

[INDENT]The Order of the Sidewinder, a small and controversial order, is among the world's strangest and least understood monastic organizations. Called sidewinder monks, those of this order imitate the attitudes of the deceptive snake from which they take their name, getting abilities that grant them a silver tongue (they master deception and intimidation), deep connection with the earth and also venomous fangs.

(Pure Monk Only)

Level 1:
[INDENT]+2 Bluff, +2 Discipline, +2 Intimidate

Fangs once per day
Instead of the stunning fist, this monk gets the ability to grow fangs that grant her a +1d4 piercing bonus and 1d6 Constitution damage (DC: 12). The fangs last 1+ Constitution bonus rounds.[/INDENT]

Level 6:
[INDENT]1d6 Sneak Attack

Fangs thrice per day lasting 3 + Constitution Bonus rounds[/INDENT][/INDENT]