What do you think about this kit?
CrevsDaak
Member Posts: 7,155
I'm currently creating this kit, and I wanted to hear what people thought about it, mostly from the balance part, and maybe some ideas to give the kit interesting Lore.
THUNDERFIST: These powerful warriors are trained not to rely on any weapon but those their body already provides—fists—and to channel the power of Lightning throughout them and their body. Because of their intense training to master the Way of the Thunder, they gain resistances to breath weapons and have innate skills to dodge ranged attacks. These Monks are unusual in Faerun, and their origin of their Order is said to be tied to other Planes as well.
Advantages:
— +10% to Move Silently and Hide in Shadows.
— Receives a +2 to Saving Throws vs. Breath Weapons.
— Gains -1 to Speed Factor every 5 levels, starting at level 1 (max. -4 at level 15).
— May get different High Level Abilities than other Monks.
— May use the Spiritual Thunderstorm ability once per day. Gains one use at level 1.
— May use the Thunder Strike ability once per day. Gains one use at level 5 and an additional use every 5 levels thereafter.
— May select the Storm Stance fighting form, starting at level 1.
— May select the Lightning Stance fighting form, starting at level 5.
— May select the Spark Stance fighting form, starting at level 10.
— May make 3/2 unarmed attacks per round. An Additional 1/2 attack per round is gained every 5 levels. The Lightning Damage shown here is only dealt when the Storm Stance fighting technique is being used. Damage dealt by unarmed attacks increases with level as follows:
Level 1-2: 1d6 Crushing, +1 Electrical Damage every 3rd strike
Level 3-5: 1d8 Crushing, +2 Electrical Damage every 3rd strike
Level 6-8: 1d10 Crushing, +2d2 Electrical Damage every 3rd strike
Level 9-14: 1d12 Crushing, +2d4 Electrical Damage every 3rd strike
Level 15-24: 1d20 Crushing, +2d6 Electrical Damage every 3rd strike
Level 25+: 1d20 Crushing, +3d8 Electrical Damage every 3rd strike
— Gains a +1 bonus to AC Modifier vs Missile weapons every 5 level, starting at level 1.
— Gains a +1 bonus to AC every 5 levels, starting at level 1.
Disadvantages:
— Alignment restricted to neutral.
— May not use any other weapon that own fists and feet.
— Does not gain any additional Saving Throw bonuses from the Monk class.
— Does not gain additional Speed Factor bonuses at levels 8 and 12.
— Does not gain additional Movement Speed bonuses from the Monk class.
— May not gain any Magic Resistance nor special immunities from the Monk class.
— Gains AC and AC Mod. vs. Missiles every 5 levels instead of 2 and 3 respectively.
— May not spend points in the Find Traps skills.
— May not spend any points in Fighting Styles nor Weapon Proficiencies.
— May not use the Lay on Hands ability.
— May not use the Stunning Blow ability.
— May not use the Quivering Palm ability.
SPIRITUAL THUNDERSTORM: Damages nearby enemies by 1d4 points of Electrical Damage per level (max. 20d4 at level 20) and lowers their AC by 2 every 5 levels (max. -10 at level 20).
THUNDER STRIKE: The first strike damages nearby enemies with Lightning Damage for 1d4/level for every level after level 5 (max 15d4 at level 20).
STORM STANCE: The monk draws the power of Lightning from his inner self and reflects it upon his fists. Every 3rd strike, the Monk knocks the target back (no save) and Stuns them for 1 round (save vs. spell at +2, minus 1 every 5 levels, max. -2 at level 20) and deals extra Lightning damage as noted before. Also, the Thunderfist is Hasted for 1 round after the 3rd strike happens.
LIGHTNING STANCE: The Monk gains the speed of Lightning. blows now deal 1d4 slashing damage plus 3 lightning damage, and the Monk becomes Hasted, movement speed doubled and gaining one extra attack per round.
SPARK STANCE: The Monk becomes one with the Thunder and transforms into a spark, gaining 5% Lightning Resistance/level (max. 125 at level 25), and an electrical shield for 2d4 damage to anyone that hits , besides becoming immune to Slow and Normal Weapons. There is, however, one big drawback: The Monk may only attack once per round for 1d3 Lightning damage.
Mind that: this kit doesn't gain the immunites, Magic Resistance and insane AC bonus other Monks do, hence the higher damage output. Tell me what do you people think on this and thanks in advance.
THUNDERFIST: These powerful warriors are trained not to rely on any weapon but those their body already provides—fists—and to channel the power of Lightning throughout them and their body. Because of their intense training to master the Way of the Thunder, they gain resistances to breath weapons and have innate skills to dodge ranged attacks. These Monks are unusual in Faerun, and their origin of their Order is said to be tied to other Planes as well.
Advantages:
— +10% to Move Silently and Hide in Shadows.
— Receives a +2 to Saving Throws vs. Breath Weapons.
— Gains -1 to Speed Factor every 5 levels, starting at level 1 (max. -4 at level 15).
— May get different High Level Abilities than other Monks.
— May use the Spiritual Thunderstorm ability once per day. Gains one use at level 1.
— May use the Thunder Strike ability once per day. Gains one use at level 5 and an additional use every 5 levels thereafter.
— May select the Storm Stance fighting form, starting at level 1.
— May select the Lightning Stance fighting form, starting at level 5.
— May select the Spark Stance fighting form, starting at level 10.
— May make 3/2 unarmed attacks per round. An Additional 1/2 attack per round is gained every 5 levels. The Lightning Damage shown here is only dealt when the Storm Stance fighting technique is being used. Damage dealt by unarmed attacks increases with level as follows:
Level 1-2: 1d6 Crushing, +1 Electrical Damage every 3rd strike
Level 3-5: 1d8 Crushing, +2 Electrical Damage every 3rd strike
Level 6-8: 1d10 Crushing, +2d2 Electrical Damage every 3rd strike
Level 9-14: 1d12 Crushing, +2d4 Electrical Damage every 3rd strike
Level 15-24: 1d20 Crushing, +2d6 Electrical Damage every 3rd strike
Level 25+: 1d20 Crushing, +3d8 Electrical Damage every 3rd strike
— Gains a +1 bonus to AC Modifier vs Missile weapons every 5 level, starting at level 1.
— Gains a +1 bonus to AC every 5 levels, starting at level 1.
Disadvantages:
— Alignment restricted to neutral.
— May not use any other weapon that own fists and feet.
— Does not gain any additional Saving Throw bonuses from the Monk class.
— Does not gain additional Speed Factor bonuses at levels 8 and 12.
— Does not gain additional Movement Speed bonuses from the Monk class.
— May not gain any Magic Resistance nor special immunities from the Monk class.
— Gains AC and AC Mod. vs. Missiles every 5 levels instead of 2 and 3 respectively.
— May not spend points in the Find Traps skills.
— May not spend any points in Fighting Styles nor Weapon Proficiencies.
— May not use the Lay on Hands ability.
— May not use the Stunning Blow ability.
— May not use the Quivering Palm ability.
SPIRITUAL THUNDERSTORM: Damages nearby enemies by 1d4 points of Electrical Damage per level (max. 20d4 at level 20) and lowers their AC by 2 every 5 levels (max. -10 at level 20).
THUNDER STRIKE: The first strike damages nearby enemies with Lightning Damage for 1d4/level for every level after level 5 (max 15d4 at level 20).
STORM STANCE: The monk draws the power of Lightning from his inner self and reflects it upon his fists. Every 3rd strike, the Monk knocks the target back (no save) and Stuns them for 1 round (save vs. spell at +2, minus 1 every 5 levels, max. -2 at level 20) and deals extra Lightning damage as noted before. Also, the Thunderfist is Hasted for 1 round after the 3rd strike happens.
LIGHTNING STANCE: The Monk gains the speed of Lightning. blows now deal 1d4 slashing damage plus 3 lightning damage, and the Monk becomes Hasted, movement speed doubled and gaining one extra attack per round.
SPARK STANCE: The Monk becomes one with the Thunder and transforms into a spark, gaining 5% Lightning Resistance/level (max. 125 at level 25), and an electrical shield for 2d4 damage to anyone that hits , besides becoming immune to Slow and Normal Weapons. There is, however, one big drawback: The Monk may only attack once per round for 1d3 Lightning damage.
Mind that: this kit doesn't gain the immunites, Magic Resistance and insane AC bonus other Monks do, hence the higher damage output. Tell me what do you people think on this and thanks in advance.
Post edited by CrevsDaak on
4
Comments
Personally, I feel the last advantage about every third strike might be a little bit overpowered, but if you like it, feel free to ignore me. I would probably make it a little less often though.
Other than that, I really like the idea of this kit and think it's pretty well balanced. A lot of advantages, but a decent number of disadvantages to balance it out.
Also, what about the hell trials? Will the rewards there that add magical and elemental resistance simply not apply?
The disadvantages should also be more rough, in my opinion.
Disadvantages:
— Alignment restricted to lawful neutral. Doesn't matter.
— May not use any other weapon that own fists and feet. Other than the Scarlet Ninja-to I never use weapons on my monk.
— May not gain any Magic Resistance nor special immunities. The only disadvantage that I feel is major, and even then it isn't that bad, the Magic Resistance does suck to lose.
— May not spend points in the Find Traps skills. I never use Find Traps on my monks.
— May not spend any points in Fighting Styles nor Weapon Proficiencies. I don't use weapons, and fists don't need Fighting Styles. This seem redundant when you have the no other weapon than fist above.
— May not use the Lay on Hands ability. Not major, paladin kits get the same.
— May not use the Stunning Blow ability. Not major.
— May not use the Quivering Palm ability. Not major.
The kit does look interesting though.
— Monks get +1 AC every 2 levels, Thunderfists every 5.
— Monks get +1 AC Mod. vs Missiles every 3 levels, Thunderfists every 5.
— Monks gain 1/2 attack per round every 3 levels, Thunderfists every 5 but start with 3/2.
That, besides no MR, no armour, no shields and no innate immunities, makes of the Thunderfist a real squishy. Anyway, I think you mean in terms of attacking, right? I feel that this kit will have a harder time in early BG1 due to the inability to use ranged weapons. No, I meant the innate Monk ones (immunity to Poison, Disease, Charm, Slow, Haste). Yeah, I could use more inspiration. Also, I don't remember this right... Do Monks kits work in non-EE BG2? o.0 You mean the Haste? Yeah, it's a last-moment addition I wasn't sure about anyway. I also thought on giving the Monk a little Movement Speed increase after the 3rd strike, since I was thinking about removing the innate extra Movement Speed, but I wasn't sure (or making it work only outside of combat, just to travel faster). Thanks! ;D
Edit: what do you guys think about making the 3rd strike only work on the third strike on one enemy?
Also, so far the nerfs would be:
— Less damage from attacks.
— No Haste after 3rd strike.
I'll update the OP whenever I change something.
Thanks for clearing that up about the hell trials! I was a bit confused
I think your nerfs make the kit a bit more balanced, and more like something I would definitely play I like powerful characters, but not OP characters...I don't want the equivalent of a KILLSW01 character in the game Harder-hitting than a regular monk is okay, though.
I like the idea of the third strike only working against one enemy at a time. That definitely balances it out more. The stun effect is only for a round, so that doesn't bother me so much, plus it allows a save, if a somewhat difficult one. The knockback makes sense and so does the lightning damage, so I'm totally behind that.
Real life is always getting in the way, isn't it? *sigh* I feel like I'm ten times as busy as I was ten years ago. It doesn't sound like an OP kit, but sometimes things are different in execution that you expect, so...anyway, if you want someone else to test it, I'm game. Just let me know
I would keep him somewhat close to the original monk when it comes to his abilities, but focus on the lightning part of him. Have the normal monk damage but add in the electrical damage. Remove the quivering palm, stunning blow and lay on hands, then add your three electrical abilities instead, but make them a bit weaker than they are.
You could also add some lightning resistance to him, but reduce another resistance or throw in another disadvantage. One of the special abilities could be a chain lightning hit, if that is possible to make in the engine? Your next attack unleashes a chain lightning on the closest enemies.
I love the lightning idea and I think that you should keep it and focus on more lightning abilities, but I don't think you should remove too much of the original monk.
For the electrical damage to your fists, I would do something like.
+1
+2
+2d2
+2d4
+2d6
It would be a bit more interesting to have a dice damage, instead of always the same damage.
The Defensive Ability could be something like : Lightning Resistance Increased 10/level (up to 100 at level 10), protection from normal missiles and the enemy take 1d4 when they strike you. I would use the same duration on it as the Cleric kits have on their special abilities.
So I've updated the OP:
— Capped the Speed Factor at -4 at level 15.
— Capped the uses of Spiritual Thunderstorm at 1 (gained at level 1).
— Changed the lightning damage dealt every 3rd hit, and base damage nerfed to the vanilla Monk's.
— Removed vanilla Monk Saving Throws bonus at level 9 and the +2 vs Spells. (I'm not sure about this.)
— Noted a bunch of differences already noted in this comment, but they're now in the kit description.
— Added the Defensive and Offensive abilities.
As for Fists - you do not specify whether/when their fists will improve enchantment level or if they get the +to-hit and/or damage to go with it.
I cannot comment on how well your kit is balanced but i just want to say that a monk kit is welcome.
It may not go well with your own kit flavour but I have always thought that the oversight mod implemented a really cool idea : grant Balthazar's power as HLAs. And it probably requires a refresh ... just in case it gives you a new idea.
What does the world think about it?
Edit: I forgot to clarify--the Stances are exclusive, they're intended to be used in different situations. I'm not sure how I'll handle this (I have two options, like SCS implements Shapeshifting, or like vanilla does), but the ideas are there.