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Dev Diary: The Way of the Monk
[28-May-2008]
Welcome students! It is good that you wish to follow the path of enlightenment, and I, being The Master, shall show you The Way of the Monk!
There are many intricate and complicated philosophies to learn, so
let’s embark on your journey and soon you will learn The Way. Monks are a distinct new character class that you will be able to choose when Module 7: The Way of the Monk goes live. A Monk’s role is that of high speed, control, and discipline. Your senses and wisdom of the elements will be challenged. Becoming a Monk will be very different than anything you’ve experienced in Eberron, and you’ll need to learn to accommodate any situation. An old Monk proverb tells of a young student, who asks his Master; “Teacher, why are teacups made so thin and fragile that they break so easily?” The teacher smiled and replied: “It is not that they are too delicate, but that you do not yet know how to handle them. You must learn to adjust yourself to the environment, and not vice versa.” As it will be, to learn The Way of The Monk.
Monks are the best defense against magic and sorcery, relying mostly on melee abilities and movements in combat. However, there are certain weapons students may study, like Kama, Quarterstaves, and Shuriken, which will still ensure that the Monk is treated as if they have a full Base Attack Bonus.
Your abilities as you learn The Way will be many, and as you grow more powerful you will rely more and more on Ki, ( Pronounced “Kee”) the power of a Monk. Students with one or more levels of monk will possess a unique UI element called the Ki Meter. The Ki Meter charges up a small amount each time a monk damages an enemy with a monk weapon or is hit for damage, with a larger boost any time the monk lands or recieves a critical hit.
Ki energy can be expended to perform special attacks trained by the Monk (similar in nature to spell points) so long as the Monk uses their unarmed attacks or a monk weapon. Ki energy can also be used to gain a short term boost to the monk’s combat abilities through our Flurry of Blow ability. If a Monk ever runs out of Ki, the student can pause and meditate to slowly regenerate Ki. The regeneration rate is based on the student’s Concentration. Ki decays over time at a variable rate, based on the Monk’s total Concentration score and centered state. Remaining centered is essential for all students of The Way.
To achieve Monk greatness, it is important that a Monk remain “centered,” which means that a student does not use armor or a shield, is not heavily encumbered, or is not using a weapon that is not a Monk or Ki related weapon such as Kama, Quarterstaves, or Shuriken. You may come across some other “Ki Weapons” during your adventures. A non centered monk will be unable to concentrate fully, and many abilities will not be available.
Early in your training as a Monk, you will study the basic abilities. Upon the 3rd stage of your training, you will be given the choice of path to master, such as “Path of Harmonious Balance” or the “Path of Inevitable Dominion,” which allow you to master finishing moves, that only a Monk and perform. You’ll also be able to choose Elemental Stance enhancements, such as Wind, Mountain, Sun, and Water, which grant specific bonuses and penalties depending on the stance.
Choose your paths wisely. The Way of the Monk is a rewarding and enlightening journey, with many roads to travel.
With the release of Module 7: The Way of the Monk, Turbine is proud to introduce the brand new Monk Character Class! As a Monk, you’ll be able to choose a vast array of feats, enhancements, and abilities! Here, is a comprehensive list of the features that will be available to train when The Way of the Monk goes live!
Feats: - Level 1
- Armor Class
Bonus: While unarmored and not using a shield monks gain a passive
bonus to Armor Class equal to their Wisdom modifier if their Wisdom
modifier is positive. As you
increase in power, you will receive additional bonuses to Armor Class.
(Levels 5, 10, 15, and 20)
- Flurry of
Blows: When a monk is either unarmed or is wielding only monk weapons
(Kama, Shuriken, Quarterstaff), the monk is treated as if they had a full
Base Attack Bonus for all monk levels they possess rather than a ¾ base
attack bonus.
- Unarmed
Strike: You are tremendously skilled at unarmed combat and inflict
more damage with your bare hands.
As you increase in levels, so will the damage you inflict with
your unarmed attacks. (Levels 4,
8, 12, 16, and 20).
- Choice of a
Martial Arts Feat: Your training grants you the choice of one of the following feats: Combat Expertise,
Deflect Arrows, Discipline, Dodge, Great Fortitude, Improved Sunder,
Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack,
Precision, Stunning Fist, Toughness, orWeapon Finesse. You must meet all prerequisites of the
feat you select.
- Finishing
Moves: As your martial arts training continues, you will be
able perform special “finishing moves” of great versatility and
power. These finishing moves are
unlocked by performing certain sequences of attack forms, and the
finishing move icon will change (and a visible glow of ki will appear
about you) when you are ready to perform one. Your fellow monks may be able to teach
you what some of these moves are.
- Level 2
- Evasion: When
a monk makes a successful Reflex save to avoid
damage, he or she suffers
no damage instead of half damage.
Evasion requires light or no armor. - Meditation:
A limited number of times per rest, a monk can meditate to slowly regain
Ki.
- Choice of a
Martial Arts Feat: At second level, a monk receives another martial
arts feat selection.
- Level 3
- Still Mind: Your
training and meditation improve your resistance to mind-affecting
attacks, granting you a +2 bonus on saving throws against enchantments.
- Fast
Movement: While centered, you run faster for every three monk levels
you possess.
- Choice of
Philosophy: You have advanced far enough that you must make a
choice – whether to follow the Path of Harmonious Balance and seek to be
at peace with the world, or to follow the Path of Inevitable Dominion and
seek to dominate the world. This
choice will affect enhancement choices open to you and will affect what
finishing moves you receive.
- Level 4
- Ki Strike:
Magic: All of your unarmed melee attacks are empowered with ki and
are considered magical for damage reduction purposes.
- Slow Fall:
Your focus allows you to bend nature around you to make gravity have less
effect. This is an active feat,
and can be turned off should you desire normal gravity to affect you. The
Monk must be centered to use this ability, and its effectiveness
increases as you continue to gain power, at every second level.
- Level 5
- Purity of
Body: You have gained control over your body’s immune system and are
now unaffected by all diseases.
- Level 6
- Choice of a
Martial Arts Feat: At sixth level, a monk receives another martial
arts feat selection.
- Level 7
- Wholeness of
Body: This feat allows you
expend ki to heal your own hp damage over time.
- Level 9
- Improved
Evasion: When a monk fails to make a successful Reflex save to avoid damage, he or she suffers only half damage.
- Level 10
- Ki Strike
(Lawful): Unarmed attacks from the monk are now considered Lawful and
Magic weapons for damage reduction purposes.
- Level 11
- Diamond
Body: This feat grants the Monk immunity to poison.
- Level 12
- Abundant
Step: A monk can use Ki to make amazing horizontal leaps, closing to
targets, traversing chasms, or zipping past enemies with less chance of
being detected.
- Level 13
- Diamond
Soul: The Monk gains Spell Resistance equal to Monk Level +10
- Level 15:
- Quivering
Palm: Starting at 15th level, a monk can set up fatal vibrations
within the body of a living creature.
Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected, but
other creatures must make a Fortitude Save after being struck by the
Quivering Palm or die instantly.
- Level 16:
- Ki Strike
(Adamantine): Unarmed attacks from the monk are now considered
Adamantine, Lawful, and Magic weapons for damage reduction purposes.
Enhancements:
- Fists of
Light: Available only to Path of Harmonious Balance monks, this attack
deals 2d6 additional damage against undead, and applies a retributive
healing shield on the target which heals your allies that strike your
target for 1d2 points of positive energy damage. This attack is flagged as a “Positive”
attack for unlocking finishing moves.
Level 3.
- Fists of
Darkness: Available only to Path of Inevitable Dominion monks, this
performs an attack that deals 2d6 additional damage against living
creatures, and the rendering the target shaken. (A successful DC 10 + Monk Level +
Wisdom Mod Will save negate the shaken effect.) This attack is flagged as a “Negative”
attack for unlocking finishing moves.
Level 3.
- Improved
Recovery: +10% to +30% vulnerability to positive energy healing,
similar to the human Improved Recovery line. Available at levels 3/7/11.
- Ten Thousand
Stars: Activated ability to increase thrown weapon speed for a short
period of time. Requires Air Stance
2, level 6.
- Fists of Iron:
Active attack with +1 critical damage multiplier, “Earth” tagged. Requires Earth Stance 2, level 6.
- Eagle Claw
Attack: Active attack that reduces your target’s by 4 for a short
period of time. A successful
Fortitude save negates this effect. (DC 10 + Half Monk Level + Wisdom
mod) The target receives periodic
saves to attempt to break free of this effect. “Fire” tagged. Requires Fire Stance 2, level 6.
- Unbalancing
Strike: Active attack that reduces your target’s Balance by 10, AC by
2, and allows them to be sneak-attacked (if vulnerable to them). A successful Reflex save negates this
effect. (DC 10 + Half Monk Level + Wisdom mod) The target receives periodic saves to
attempt to break free of this effect.
“Water” tagged. Requires
Water Stance 2, Level 6.
- Void Strike: Active
attack that makes an attack with 1d4 additional force damage.
- Animal Ways:
Five exclusive lines exist to further differentiate monks, available at
levels 2/5/10/15:
- Way of the
Tenacious Badger: You gain +1/2/3/4 to your Intimidate skill, and
whenever you are below 15/20/25/30% health, you gain +2/3/4/5 to your
Mauled Ki Regen rate, but -1/2/3/3 to your Meditation Regen rate.
- Way of the
Elegant Crane: You gain +1/2/3/4 to your Diplomacy skill and generate
1/2/3/4 additional Ki on critical hits, but have -1/2/3/4 to your
Fortitude saves.
- Way of the
Faithful Hound: You gain +1/2/3/4 to your Listen skill and a +2/3/4/5
bonus to hit flanked opponents.
- Way of the
Patient Tortoise: You gain +1/2/3/4 to your Concentration skill and
+5/10/15/20 hit points.
- Way of the Clever
Monkey: You gain +1/2/3/4 to your Haggle skill, +1/2/3/4 to saves
against traps, and energy resistance 2/4/6/8.
- Lifting the
Veil: Casts Remove Blindness, Harmonious monk only, level 3. Requires Air Stance 1.
- The Receptive
Earth: Casts Remove Disease, Harmonious monk only, level 6. Requires
Earth Stance 1.
- Restoring the
Balance: Casts Remove Curse, Harmonious monk only, level 5. Requires
Fire Stance 1.
- Difficulty at
the Beginning: Casts Lesser Restoration, Harmonious monk only, level
4. Requires Water Stance 1.
- Rise of the Phoenix: Casts
Raise Dead, Harmonious monk only, level 9.
Requires Lifting the Veil, The Receptive Earth, Restoring the
Balance, and Difficulty at the Beginning.
- Monk Wisdom: Grants
an increase to your Wisdom Score.
Available at levels 2/6/10.
- Monk Balance,
Concentration, Jump, Spot, and Tumble: Grant increases to various
skills. Available at levels
1/4/8/10.
- Elemental Ways: Grant an elemental stance and an elemental attack, with increasing effects as you go higher in the chain. Available at levels 1/6/12/18, and require a base ability of 12/14/16/18 to acquire. (Air: Dexterity, Earth: Constitution, Fire: Strength, Water: Wisdom.)
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