Pimp My Class #1 - Pimp My Monk !!
Hey All,
It’s me again, Damionte, bringing you another gem of D&D wisdom. My second series will be about revamping an original class by mixing it with something else to come up with a specific character archetype. Our first one will be….
Pimp My MONK
Here’s an idea for bringing a specific character archetype into the game. I’ve always wanted to bring in a Street Fighter esq. Monk into the D&D world. The problem was trying to figure out how to make him throw fireballs without unbalancing him. On top of that Monks on their own are kind of gimpy. There really isn’t anything you can do with a monk in your party that you couldn’t have done better with a more specialized class like a Fighter or Rogue.
This archetype brings together the Monk, Scout, and Warlock classes in a multi-class combination designed to give the character the same feel you would get from a video game, while staying true to the D&D roots and story, and not unbalancing the game.
In order to use this class in your game you will need GM permission to do two things.
1st you’ll need permission to Freely Multi-Class your monk. Because you are sticking within a theme your GM should not have any trouble with it. As long as you present all of the information ahead of time, and not deviate from the class outline you should be ok.
2nd You need permission to change the class background for the Warlock class. Originally the story behind the warlock is that you have some kind of infernal connection somewhere back in your ancestry which you now have either rejected or embraced. Because of this the class requires either a Chaotic or Evil alignment.
Well in our case we’re not using this story. In our case your powers come from your intense focus and martial study, channeling your Chi in this very advanced yet specific endeavor. Thus you retain whatever Alignment is required by your Monk school. Your powers will still be considered arcane but you’re not actually a warlock. You’re a Channeler.
All other aspects of the classes will be staying the same. This includes Saving Throws, Hit Progression, and so on. Even your Characteristic Based abilities will stay the same. You’ll need to roll high to be this class. I would recommend at least a 13 to start in Str/Dex/Wis/Chr. Wis being the Class Char for Monks. Chr being the same for Warlocks.
In a role play sense this character is a monk. You play him as you would any monk you may play. Not as a scout or warlock.
Now on to the Character Progression. (For the purposes of this example build I am using a human. This one will be built using the Stick and Move fighting Style.) You may note that he is a slow starter. Due to having to tripple class he doesn’t start being cool until lvl 3. And he doesn’t really start coming into his own until the later levels when he starts picking up magical items. Without the magic items I will admit that he’s still pretty gimpy. But at least now he’s gimpy with more utility and a bit of style.
Damionte “The World Warrior” Lvl 20
(Pardon the mess. This doesn’t format well on the forums.)
Str 13, Dex 18, Con, 11, Int, 12, Wis 16, Char 13
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Char/Lvl 1 - Monk (Lvl1) Atk+0(-2/-2), Fort+2, Ref+2 , Will+2, Flurry of Blows*, Improved Unarmed Strike*, Monk AC Bonus*, Improved Grapple*, Unarmed Damage(1d6) Feat - Dodge, Mobility
Char/Lvl 2 - Scout(Lvl1) Atk+0(-2/-2), Fort+2, Ref+4, Will+2 Skirmish(1d6)*, Trapfinding*
Char/Lvl 3 - Warlock(Lvl1) Atk+0(-2/-2), Fort+2, Ref+4, Will+4 Chi Blast(1d6), Evocations (Least), Evo- Hideous Blow, Feat - Combat Reflexes
Char/Lvl 4 - Monk Lvl2) Atk+1(-1/-1), Fort+3, Ref+5, Will+5 Evasion*, Deflect Arrows*, +1Str
Char/Lvl 5 - Scout(Lvl2) Atk+2(+0/+0), Fort+4*, Ref+6, Will+5 Battle Fortitude+1, Uncanny Dodge
Char/Lvl 6 - Warlock(Lvl2) Atk+3(+1/+1), Fort+4*, Ref+6, Will+6 Detect Magic*, Evo- Entropic Warding or Leaps and Bounds, Feat - Combat Expertise
Char/Lvl 7 - Monk(Lvl3) Atk+4(+2/+2), Fort+4*, Ref+6, Will+6 Still Mind Unarmored Speed +10 Ft*(40Ft)
Char/Lvl 8 - Scout(Lvl3) Atk+5(+3/+3), Fort+5*, Ref+6, Will+7 Fast Movement +10 Ft*(50Ft), Skirmish(1d6 - +1AC), Trackless Step, +1Char
Char/Lvl 9 - Warlock(Lvl3) Attack+6/+1(+4/+4/-1), Fort+6*, Rer+7, Will+7 Damage Reduction 1/Cold Iron*, Eldritch Blast(2d6)*, Feat - Spring Attack
Char/Lvl 10 - Monk(Lvl4) Atk+7/+2(+5/+5/+0), Fort+7*, Ref+8, Will+8, Ki-Strike(Magic), Slow Fall 20Ft, Unarmed Damage(1d8)*
Char/Lvl 11 - Scout(Lvl4) Atk+8/+3(+6/+6/+1), Fort+7*, Ref+9, Will+8, Elusive Target
Char/Lvl 12 - Monk(Lvl5) Atk+8/+3(+7/+7/+2), Fort+7*, Ref+9, Will+8, Purity Of Body*, Monk(+1AC), Feat - Improved Trip, +1Dex
Char/Lvl 13 - Scout(Lvl5) Atk+8/+3(+7/+7/+2), Fort+7*, Ref+9, Will+8, Improved Evasion*, Skirmish(+2d6 +1AC)
Char/Lvl 14 - Monk(Lvl6) Atk+9/+4(+8/+8/+3), Fort+8*, Ref+10, Will+9, Improved Disarm, Slow Fall(30FT), Unarmored Movement +20Ft (60Ft)
Char/Lvl 15 - Scout(Lvl6) Atk+10/+5(+9/+9/+4), Fort+9*, Ref+11, Will+10, Flawless Stride*, Feat - Hamstring
Char/Lvl 16 - Monk(Lvl7) Atk+11/+6/+1(+10/+10/+5/+0), Fort+10*, Ref+12, Will+11, Wholeness of Body*, +2Dex
Char/Lvl 17 - Monk(Lvl8) Atk+12/+7/+2(+11/+11/+6/+1), Fort+11*, Ref+13, Will+12, Slow Fall(40Ft)*, Unarmed Damage(1d10)
Char/Lvl 18 - Monk(Lvl9) Atk+12/+7/+2(+12/+12/+7/+2), Fort+11*, Ref+13, Will+12, Dive For Cover*, Unarmored Speed +30Ft (70Ft), Feat - Close Combat Fighting or Leadership
Char/Lvl 19 - Monk(Lvl10) Atk+13/+8/+3(+13/+13/+8/+3), Fort+12*, Ref+14, Will+13, Ki Strike(Lawful)*, Slow Fall(50Ft), Monk AC+2*
Char/Lvl 20 - Monk(Lvl11) Atk+12/+7/+2(+12/+12/+12*/+7/+2), Fort+12*, Ref+14, Will+13, Diamond Body*, Greater Flurry, +1Con
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Add in the following Magical Monk Items
*Headband Of Perfect Excellent (+6 Enhancement Bonus to Str/Dex/Wis)
*Amulet of Mighty Fists (+5 Enhancement Bonus to unarmed Attack & Damage)
*Ring Freedom Of Movement (Grants Freedom of Movement ability)
*Ring of Shocking Blows (Adds 1d8+3 Electrical damage to unarmed attacks. / Or Activate to Cast Shocking Grasp Spell.)
*Robes Natural Armor (Gives +5 Natural Armor Bonus to AC.)
Mantel Spell Resistance (Spell Resistance 21)
Greater Cloak of Protection/Resistance (+5 AC/ +5 All Saves.)
Bracers of Armor (+8 Armor Bonus)
Monks Belt ( Unarmed Damage and AC bonus as a monk 5 levels higher. Dmg 2d8 AC+3)
Training Dummy (Allows Monk to make 10″ steps in place of 5″ steps.)
Ending Abilities:
Str 20+5, Dex 26+8, Con 12+1, Int 12+1, Wis 22+6, Char 14+2
Attack Bonus and Saving Throws:
Atk+22/+17/+12(+22/+22/+22*/+17/+12), Fort+18*, Ref+24, Will+21
Unarmed Damage = 2d8+10 (+2d6 Skirmish)(+2d6 Focused Chi)(1d8+3 Magic)
Total is 3d8+13(+4d6)
AC:
47) Touch:(39) , Flat Footed:(37) , Immobilized/Helpless:(30) , Immobile/Touch: (22)
Base +10, Natural Armor +5, Dodge/Skirmish +2, Monk Lvls +3, Dex +8, Wis +6, Protection +5, Armor +8.
Not even this Monk can not hit himself except on a 20.
Hit Dice:
3d6+17d8+20 / Damage Reduction 1/Cold Iron
Skill Points:
12 Warlock, 54Scout, 53Monk
Special Maneuvers:
Doge - Mobility - Spring Attack - Elusive Target
Improved Grapple, Improved Trip, Improved Disarm
To sum it all up:
This guy plays and fights as a monk with the added Warlock ability of being able to throw fireballs. He can also channel this energy into all of his melee attacks. Or use the Energy in a defensive manner through Entropic Warding: (He can actually use his fireballs to deflect ranged and ray attacks like in the games.) (Note that because you are only taking Warlock to Lvl 3 you’ll be negated at lvl’s where your opponents have spell resistance.)
Your scout Skirmish ability and Monk speed give you the Stick and Move fighting style. Though you are not doing as much damage as a straight scout the Warlocks Channeled damage helps make up for some of it.
Other Fighting Style Options:
As another option you could use a different fighting style. Drop the triple calss and replace those 6 scout lvls with your choice of Monk/Warlock levels. This will give you a few more Monk abilities and Warlock Evocations. Plus you won’t take the 10%-XP Penalty at lvl’s 17-20. I would recommend a variant on the Combat Controller. This time specialize in grappling and take downs. Weapon Focus Grappling, Throw, and Natural Grappler from the Quesentential Monk. Throw let’s you choose any square that you threaten for your opponent to fall in after making an unarmed trip attempt. Natural Grappler allows you to make a free grapple attempt after any successful Unarmed Strike. Natural Grappler is a 3.0 Feat and may not be balanced well.
And there you have it. A totally tricked out Street Fighter style Monk. Sho-Ryu-Ken!!
Your Monk has now officially been Pimped !!
Popularity: 2%


November 12th, 2008 at 12:24 pm
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