Upper Level Monks

Discussion in 'General Modification' started by melancthon, Apr 24, 2007.

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  1. melancthon

    melancthon Member

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    Hi all, I hope this is the appropriate place for this thread.

    I'm wondering if there are any plans or works in progress for implementing the monk's upper level class features, namely 15th and up? Quivering palm seems especially tricky--the closest spell effect in the game seems to be Phantasmal Killer; DR 10/magic at 20th seems a simpler fix. 17th and 18th features would have no in-game effect that I can think of, but is there a possible way of implementing etherealness? Scouring the release notes, I see that class abilities are implemented up to 12th, as well as ki strike admantine. Does the admantine damage have any real in-game advantage? As one may have guessed, I'm a huge monk fan, and I've been saving myself for 5.0.x with intent of success for my little kung fu guy. I often feel the class gets shorted in the SRD anyway; how do yall feel about tweaking things to give monks upper-level oomph in-game? I'd be interested to hear about monk-intended magic item WIP as well.
     
  2. maggit

    maggit Zombie RipTorn Wonka

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    From what I know some of the monk features are emulated
    by the "monk's belt". I don't know if they work when a monk
    doesn't have the belt on.
     
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