Pankratiast, a variant monk *Questions & looking for hel

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Pankratiast, a variant monk *Questions & looking for hel

Post by Lurker »

Here is a variant monk Ive been thinking about. Ive not been able to play test it so there may be a few bugs Ive missed.

Pankratiast

*Sniped I guess it was a little long winded*

Since the first Warlord commissioned the smelting and forging of bronze swords and the metal breast plates for his followers, there have been other people skilled in the art of fighting but without the money to buy arms and armor. Others having little skill with weapons but still having a thirst for combat, or just having a preference for the feel of unarmed combat. These people have many names but here they are called Pankratiast.

The Pankratiast is a subclass of the standard fighter (or a variant of the monk depending how you look at it) that has specialized in lightly armed and armored combat. They have, due to birth into poverty, innate skill, or preference for hand to hand fighting, became skilled in the vicious art of hand to hand and lightly armed fighting. They tend to be from poorer backgrounds however not all practitioners are poor or come from brawling thug stock.

LEVEL PROGRESSION

Pankratiast's use the Monk class' experience

Prime Requisite: Constitution (And either Strength or Dexterity must also be chosen)

Hit Die: d12

Alignment: Any

Weapons: brass knuckles, club, dagger, dirk, hand axe, short sword hatchet, light flail, mace, sickle, scythe, short spear, staff sling & javelin.

Armor: Padded Armor, Leather Coat, Leather Armor, Ring Mail, Studded Leather. Buckler & Small shield*

Abilities: UNARMED ATTACK, IMPROVEDARMORED DEFENCE, STUNNING ATTACK, STUNNING THROW, QUICK REFLEXES , DISABLING ATTACK, COMBAT ROLL, CRUSHING ATTACK, DISABLING CHOKE, KILLING BLOW.

Pankratiast start with limited access to armor and weapons. As their skill improves they will begin to shun armor of all types unless going into massed combat and pitched battles. The Pankratiast may use rings, cloaks and jewelry of protection, including bracers of defense to assist in improving their defense. The same is true in use of weapons viewing the art of unarmed combat preferable to weapon use in normal situations. They may employ all items useable by warriors, however any weapons or armor not allowed to the Pankratiast will nullify their class abilities.

The art of pankration is taught in various lodges, gyms, clubs and training camps. The local culture and society will vary some of the specific skills taught. Some societies and cultures will even call their art of hand to hand combat by names other than pankration. A Pankratiast must be a member in good standing to one of these associations but may receive training from various schools, as long as he teach some of his known skills and abilities in return. If the players culture is at war or has a history of animosity with the local culture, they will more than likely not be allowed to study in the local school. These schools may, for a price, teach some of the abilities to Non-Pankratiast. The Non-Pankratiast will have to be at least one level higher than the ability being taught i.e. 2nd level for unarmed attack & the attack will never cause more than 1d4 damage. Some of the more advanced or potent abilities will require an even higher level deference i.e. stunning attack will require a 3rd level Non-Pankratiast & stunning throw will require a 4th level Non-Pankratiast. Some abilities will not be able to be taught at all.

Some of the various, style specific, abilities taught are disarming, defecting missiles, catching spears etc. These will be covered in other write-ups and are in addition to the basic abilities that all Pankratiast share.

UNARMED ATTACK: Pankratiast are specialists in hand-to-hand combat. This ability is similar to the Monks (See PHB page 20 for info)

The one difference being the use of weapons and the multiple attacks. As long as the Pankratiast is using an allowed one handed weapon and buckler or small shield, or a staff, and wearing allowed armor, the Pankratiast is allowed their second attack.

IMPROVEDARMORED DEFENCE: A knows how to use his or her body for defense, and gains an armor class bonus that increases with experience. Add 1 to the Armor class, as long as they are in allowed armor, per every 3 levels of experience.

STUNNING ATTACK: This ability is the same as the Monks. ( See PHB page 20 for info)

This ability can be used with any of the Pankratiasts allowed weapons.

STUNNING THROW: At 2nd level the Pankratiast can throw an opponent. Like the stunning attack if the foe fails a constitution save he is stunned for 1d8 rounds. Even if the save is made the foe is unable to take any action for the current round and will automatically go last on the next. This can be used no more than once per every 2 levels per day

QUICK REFLEXES: Starting at 3rd level the Pankratiast can improve their initive. Improving it up to their dex bonus. This ability is usable no more than once per level per day.

DISABLING ATTACK: Starting at 3rd level the Pankratiast is able to disable a limb of an opponent. With a successful attack the Pankratiast is able to over stress a joint, strike a nerve center, etc to cause the foe to drop any weapon held in the limb, and render the limb unusable for a time lasting longer than the combat but not longer than 24 hours. The opponent is allowed a constitution save. A successful save nullifies the disabling effect after 1d4 rounds. If the target is the foes primary arm then all further attacks will be at -2, if it is a leg then initive will be at -2 and all movement rates will be halved. The eyes of an opponent may be targeted with a -4 to hit. If successful all actions effected by vision will be at -4. This ability is usable no more than once per day per every 3 levels.

COMBAT ROLL: Starting at 4th level the Pankratiast, with a successful dexterity check, can halve all damage from a fall or throw. This ability can also nullify the effect of a stunning throw.

CRUSHING ATTACK: Starting at 5th level the Pankratiast has the ability to place his foe in a damaging, bear hug like, hold. With a successful attack roll and strength check the foe receives 1d10 in damage and drops any objects being held. Each round the opponent is in the hold results in 1d10 points. The foe is in the hold until a successful strength or dexterity (which ever is worse) save is made. The Pankratiast is not allowed to use any weapons with this attack.

DISABLING CHOKE: Starting at 6th level the Pankratiast has the ability to place a foe into a painful and dangerous choke hold. With a successful attack roll the foe is placed into the choke hold. On that and in each following round the opponent must make a successful constitution save to remain conscious. Each round after the first, the save is at -3 and progressively worsens by 3. The opponent will, from the point that the attack is first started until released or unconscious, be allowed to only attempt to break the hold. To break the hold, the constitution save must first be successful and then a successful dex or strength (which ever is worse) save. This ability is usable no more than once per day per every 3 levels.

KILLING BLOW: Starting at 9th level the Pankratiast has the ability to kill with a single strike. The Pankratiast must be of higher level than the opponent, and make a successful attack at -2. With a successful constitution save the foe survives the attack but is stunned for 1d6 rounds and receives max damage from the attack. This ability is usable no more than once per day.

Notes

If Dexterity is chosen as a prime then the dexterity modifier is uses as the to-hit and damage bonus.

If both strength and dexterity are taken as primes then the better of the two is used as the to-hit and damage modifier.

The challenge level for the Pankratiasts abilities is, as normal, his level.

The Pankratiast has no innate magical ability or protection. Therefore a magical weapon will be needed to hit any creature needing a +1 to hit. Also wrestling with various undead is not a good idea!

Chokes and holds are not possible on creatures significantly larger than the Pankratiast. A human can successfully choke an Ogre but not a giant and good luck if you try and choke out a full grown Dragon!

My games have normally been of lower levels and 12th level for the Monk's killing blow could tend to be out of reach most of the time.

#Historic note. I realize that pankration is a hand to hand style however -with my limited knowledge- I believe that it was as much a battle field fighting form as it was an Olympic sport. Only a fool goes to a battlefield without as good arms and armor as they possess. Therefore Ive allowed limited access to simple weapons and armor.
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danbuter
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Post by danbuter »

Thanks!
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Post by Lurker »

Your welcome

Again if I've missed the mark on this any where let me know.
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Post by Lurker »

I'm not sure but either I was so complete that there were no questions -doubt it-, I was barking up the wrong tree and people that like monks aren't toooo keen on a Greek style without mystical power - very probable- or I didn't ask correctly for input and thoughts.

First I'm not sure if this one is overbalanced. When reading this along with the btb fighter this one has allot of pluses.

Second the to hits. Should they be straight AC or the AC of 15 for unarmed combat? If it is the unarmed choice would it be fair to bump it down to 12 to reflect the monk's skill in unarmed fighting?

The saves for the opponent, the more I think about it the more I think going for lowest of str & dex is pushing it too much. I want this class to be good but not a unstoppable bum kicking machine.

I know there are some real smart guys here that will have good ideas and answers. I know because I steal all of your ideals every chance I get!
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Wolfram_Stout
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I like it

Post by Wolfram_Stout »

Hi,

I like it. I have a player (new campaign starting) and he wants a monk without the oriental flavor. You saved me a bit of time.

Also, I have not read over it in analytical detail, it seems like it may be a touch over powered, which is perfect, because my game is going to comprise 2 players only. And like i said I have not truely anaylized it.

I promise to give specific feedback after I do a closer reading, and after I see it in play.

Thank You,

Wolfram

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Post by Lurker »

Wolfram

Thanks & your welcome

Each time I read over it I too think it's overpowered. I'm just not sure by how much and exactly where. Then I think I might just be second guessing myself...

Good luck on the game & I defiantly look forward to input!
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Wolfram_Stout
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it may be fine

Post by Wolfram_Stout »

Hi,

On a closer reading, along with the PHB Monk section side by side, I think your class is more offensive oriented, but I think that is fine.

I think the phb monk is a little low on fighting power. So changing out some of his save bonuses and such for more options is a good move.

It will be a month or so, but once I use yours I will post again.

Wolfram

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