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After seeing "The Sidewinder Monk" in Dragon #331, I thought I'd give it a
go at a variant monk, from the Order of the Badger.
I picture this being an order composed mainly of races with close ties to
the earth (dwarves, gnomes, etc.), and the mindset is based almost entirely
on offense and testing your mettle directly in the face of your adversaries.
I haaven't got any of the rulebooks with me; all the changes come from the
SRD.
I'd like people's opinions on this. Is it too powerful? Is it too close to
being a barbarian? Is it BETTER than a barbarian to the point where this
would replace barbarian in your game?
Thanks a lot.
Order of the Badger
Level Special
1st Bonus Feat, Flurry of Blows, Unarmed Strike
2nd Bonus Feat, Light Fortification
3rd Scent, Rage 1/day
4th Damage reduction 1/-, Ki strike (magic)
5th Rage 2/day, Purity of body
6th Bonus Feat, Rage 2/day
7th Burrow 5 ft., Fast Healing 1/2
8th Damage reduction 2/-
9th Rage 3/day
10th Medium Fortification, Ki strike (lawful)
11th Diamond Body, Greater Flurry
12th Damage Reduction 3/-, Abundant Step
13th Rage 4/day, Diamond Soul
14th Burrow 10 ft.
15th Quivering Palm
16th Damage reduction 4/-, Heavy Fortification, Ki strike (adamantine)
17th Rage 5/day, Timeless Body, Tongue of the Sun and Moon
18th Heavy Fortification
19th Empty Body
20th Perfect Self, Damage Reduction 5/-
Class Skills: A badger monk swaps out Escape Artist (Dex) from his class
skills list for Intimidate (Cha).
Weapon and Armor Proficiency: Same as normal monk weapon and armor
proficiencies, with the following exceptions; javelin and shuriken are
removed from the list, and replaced with punching dagger and spiked
gauntlet. Badger monks focus very little on ranged combat, and prefer their
combat up close, so smaller, close-quarters weapons are preferred.
HP Bonus (Ex): When unarmored and encumbered, Badger monks add half their
Strength Bonus (if any) per level to their hit point total. In addition,
Badger monks receive the Toughness feat at 5th level, and again every 5
levels thereafter. This replaces the normal monk's AC Bonus.
Bonus Feat: At 1st level, a monk may select either Improved Grapple or
Stunning Fist as a bonus feat. At 2nd level, she may select either Improved
Bull Rush or Cleave as a bonus feat. At 6th level, she may select either
Improved Sunder or Whirlwind Attack as a bonus feat. A monk need not have
any of the prerequisites normally required for these feats to select them.
Fortification (Ex): Starting at 2nd level, a Badger monk is able to protect
vital areas of his body more effectively. When a critical hit or sneak
attack is scored on the badger monk, there is a 25 percent chance that the
critical hit or sneak attack is negated and damage is instead rolled
normally. At 10th level, that chance is increased to 75%, and at 18th,
level, the chance is 100%, effectively making the badger monk immune to
critical hits and sneak attacks. This ability replaces the normal monk's
Evasion and Improved Evasion abilities.
Scent (Ex): At 3rd level, badger monks gain the scent ability. This
replaces a normal monk's Still Mind ability.
Rage (Ex): At 3rd level, an unarmored, unencumbered badger monk is able to
focus his will into a rage similar to the barbarian ability. The number of
times a badger monk can rage increases every three levels after the 3rd
level. This ability replaces a normal monk's Fast Movement ability.
Burrow (Ex): At 7th level, a Badger monk gains the ability to travel
through soft earth, but not solid stone, by digging, receiving a burrow
speed of 5 ft. The badger monk's burrow speed increases to 10 ft. at 14th
level. A monk in armor or carrying a medium or heavy load loses this
ability. This replaces the normal monk's Slow Fall ability
Fast Healing (Su): At 7th Level, a badger monk gains Fast Healing. He is
able to heal 1 hit point of damage per 2 rounds so long as he has at least 1
hit point. This ability replaces a normal monk's Wholeness of Body ability.
--
==========
Are you a RPG Player?
Visit my website: http://www.morvia.tk
After seeing "The Sidewinder Monk" in Dragon #331, I thought I'd give it a
go at a variant monk, from the Order of the Badger.
I picture this being an order composed mainly of races with close ties to
the earth (dwarves, gnomes, etc.), and the mindset is based almost entirely
on offense and testing your mettle directly in the face of your adversaries.
I haaven't got any of the rulebooks with me; all the changes come from the
SRD.
I'd like people's opinions on this. Is it too powerful? Is it too close to
being a barbarian? Is it BETTER than a barbarian to the point where this
would replace barbarian in your game?
Thanks a lot.
Order of the Badger
Level Special
1st Bonus Feat, Flurry of Blows, Unarmed Strike
2nd Bonus Feat, Light Fortification
3rd Scent, Rage 1/day
4th Damage reduction 1/-, Ki strike (magic)
5th Rage 2/day, Purity of body
6th Bonus Feat, Rage 2/day
7th Burrow 5 ft., Fast Healing 1/2
8th Damage reduction 2/-
9th Rage 3/day
10th Medium Fortification, Ki strike (lawful)
11th Diamond Body, Greater Flurry
12th Damage Reduction 3/-, Abundant Step
13th Rage 4/day, Diamond Soul
14th Burrow 10 ft.
15th Quivering Palm
16th Damage reduction 4/-, Heavy Fortification, Ki strike (adamantine)
17th Rage 5/day, Timeless Body, Tongue of the Sun and Moon
18th Heavy Fortification
19th Empty Body
20th Perfect Self, Damage Reduction 5/-
Class Skills: A badger monk swaps out Escape Artist (Dex) from his class
skills list for Intimidate (Cha).
Weapon and Armor Proficiency: Same as normal monk weapon and armor
proficiencies, with the following exceptions; javelin and shuriken are
removed from the list, and replaced with punching dagger and spiked
gauntlet. Badger monks focus very little on ranged combat, and prefer their
combat up close, so smaller, close-quarters weapons are preferred.
HP Bonus (Ex): When unarmored and encumbered, Badger monks add half their
Strength Bonus (if any) per level to their hit point total. In addition,
Badger monks receive the Toughness feat at 5th level, and again every 5
levels thereafter. This replaces the normal monk's AC Bonus.
Bonus Feat: At 1st level, a monk may select either Improved Grapple or
Stunning Fist as a bonus feat. At 2nd level, she may select either Improved
Bull Rush or Cleave as a bonus feat. At 6th level, she may select either
Improved Sunder or Whirlwind Attack as a bonus feat. A monk need not have
any of the prerequisites normally required for these feats to select them.
Fortification (Ex): Starting at 2nd level, a Badger monk is able to protect
vital areas of his body more effectively. When a critical hit or sneak
attack is scored on the badger monk, there is a 25 percent chance that the
critical hit or sneak attack is negated and damage is instead rolled
normally. At 10th level, that chance is increased to 75%, and at 18th,
level, the chance is 100%, effectively making the badger monk immune to
critical hits and sneak attacks. This ability replaces the normal monk's
Evasion and Improved Evasion abilities.
Scent (Ex): At 3rd level, badger monks gain the scent ability. This
replaces a normal monk's Still Mind ability.
Rage (Ex): At 3rd level, an unarmored, unencumbered badger monk is able to
focus his will into a rage similar to the barbarian ability. The number of
times a badger monk can rage increases every three levels after the 3rd
level. This ability replaces a normal monk's Fast Movement ability.
Burrow (Ex): At 7th level, a Badger monk gains the ability to travel
through soft earth, but not solid stone, by digging, receiving a burrow
speed of 5 ft. The badger monk's burrow speed increases to 10 ft. at 14th
level. A monk in armor or carrying a medium or heavy load loses this
ability. This replaces the normal monk's Slow Fall ability
Fast Healing (Su): At 7th Level, a badger monk gains Fast Healing. He is
able to heal 1 hit point of damage per 2 rounds so long as he has at least 1
hit point. This ability replaces a normal monk's Wholeness of Body ability.
--
==========
Are you a RPG Player?
Visit my website: http://www.morvia.tk
