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 An idea from my monk player
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Skeptic
Master of Realmslore

Canada
1273 Posts

Posted - 25 Mar 2005 :  21:11:39  Show Profile Send Skeptic a Private Message  Reply with Quote  Delete Topic

In my current campaign, the player who plays a monk got an idea, he wants to have for his unarmed attack, the same kind of magic you can apply to melee magical weapons (flaming, bane, impact, etc.) Those special attacks would come from permenant magicals tatoos or something like it.

First, is there balance issues here ?

Second, how to incorporate this in the Realms, who could "make" such tatoos, etc..

Thanks for all inputs :)

Weiser_Cain
Seeker

87 Posts

Posted - 25 Mar 2005 :  23:56:25  Show Profile  Visit Weiser_Cain's Homepage Send Weiser_Cain a Private Message  Reply with Quote
The first thing that came to mind is the Thay, since they already do tattoos. An easier thing would be magical gloves. Maybe make them more expensive since he can't loose the tattoo.

I'm always the Wizard!
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Skeptic
Master of Realmslore

Canada
1273 Posts

Posted - 26 Mar 2005 :  00:07:45  Show Profile Send Skeptic a Private Message  Reply with Quote
Yeah magical gloves would be an easier solution, but Tatoos are more a flavor thing for him :)

IIRC, there is a Red Wizard enclave is Luskan.. ?
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Wood Elf Ranger
Senior Scribe

USA
627 Posts

Posted - 26 Mar 2005 :  03:42:11  Show Profile  Visit Wood Elf Ranger's Homepage Send Wood Elf Ranger a Private Message  Reply with Quote
Would this monk condone a tattoo from an evil source?

Another option would be a dwarven runecaster that could paint runic tattoos that would serve the same perpose.

Perhaps he could even come across a very old monk from an all but forgotten monestary that specializes in monk tattoos. Then he will of course have to perform some kind of service for this old monk (along with some cash too of course) before he can get them.

~Lee N.

"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU
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Weiser_Cain
Seeker

87 Posts

Posted - 26 Mar 2005 :  07:47:43  Show Profile  Visit Weiser_Cain's Homepage Send Weiser_Cain a Private Message  Reply with Quote
I Belive it was Luskan, yes. Yeah the thay are evil. I forget this because I'm so evil I think it's normal...
As long as the character ok with it and watches out that he doesn't become a slave or some other double-cross(hook) he should be fine.

I'm always the Wizard!
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Icewolf
Learned Scribe

USA
214 Posts

Posted - 26 Mar 2005 :  11:06:45  Show Profile  Visit Icewolf's Homepage Send Icewolf a Private Message  Reply with Quote
The way a DM I play with works enchanting monks is this:

If a character has Improved Unarmed Strike, his hands qualify as melee weapons. He has to have both hands enchanted (i.e. a +1 enchantment will cost the character 4,000 gold, instead of 2,000)

I find this quite a good way to keep it balanced.

Any thoughts on this?
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Wooly Rupert
Master of Mischief
Moderator

USA
36804 Posts

Posted - 26 Mar 2005 :  16:51:25  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Icewolf

The way a DM I play with works enchanting monks is this:

If a character has Improved Unarmed Strike, his hands qualify as melee weapons. He has to have both hands enchanted (i.e. a +1 enchantment will cost the character 4,000 gold, instead of 2,000)

I find this quite a good way to keep it balanced.

Any thoughts on this?



I'm not keen on the idea of enchanting a living creature with that kind of enhancement...

I'd either go with the gloves idea, or stick with tattoos.

If going with tattoos, I'd say they'd have to be insanely expensive, would require material components that would necessitate a quest or several to find, and then, after all that is done, there would be some penalty to balance it out -- maybe the monk would have to expend XP or HP to activate the special ability.

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Thomas M. Reid
Forgotten Realms Designer & Author

334 Posts

Posted - 26 Mar 2005 :  17:58:29  Show Profile  Visit Thomas M. Reid's Homepage  Reply with Quote
Check out bracers of striking, pg. 155, Magic of Faerūn.

Thomas

"A knight is not truly virtuous, only truly resolved to be so."

www.thomasmreid.com
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ericlboyd
Forgotten Realms Designer

USA
2067 Posts

Posted - 26 Mar 2005 :  18:41:38  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
There's a different "source" for the power and it's not as broad as your indicate, but a monk-focused PrC in an "upcoming product" might give some of what your player wants.

--Eric

--
http://www.ericlboyd.com/dnd/
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Skeptic
Master of Realmslore

Canada
1273 Posts

Posted - 26 Mar 2005 :  18:59:25  Show Profile Send Skeptic a Private Message  Reply with Quote

Since the players will go to Luskan really soon, they will find that the Red Wizards are looking to make some experiments with new magical tatoos.. of course they will probably infuse them with some sort of magical tracking ;)

After, if Eric talks about Champions of Ruins and the PrC of Bane's Monk Order, yeah I'll try to get the monk on this path.
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Jindael
Senior Scribe

USA
357 Posts

Posted - 29 Mar 2005 :  00:50:30  Show Profile  Visit Jindael's Homepage Send Jindael a Private Message  Reply with Quote
I think the complete warrior has the Tattooed monk prestige class. It also has the Kensi Prestige class, which allows you make your own weapon magical. (you spend XP, but you don't need feats, and it's only magic to you.) This weapon can be your fists.

Balance wise, the monk is supposed to stand alone. So if you give the monk a non-slotted item to increase their damage, it leaves their hands open for some other kind of gloves (like strength or dexterity adjustments). Personally, however, I don't see the problem with a Tattoo of the Searing Fist that gives a +1d6 fire damage bonus. Monks have always struck me as weak. (and annoying, for that matter.)

"You don't have a Soul. You are a Soul. You have a body."
-- C.S. Lewis

Edited by - Jindael on 29 Mar 2005 00:51:09
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SiriusBlack
Great Reader

USA
5517 Posts

Posted - 29 Mar 2005 :  02:40:31  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
quote:
Originally posted by Jindael

I think the complete warrior has the Tattooed monk prestige class.



It does, page 82 to be exact. An online vendor also now offers this product for purchase as a PDF file for anyone wishing to use it to create Realms characters.
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brooksy2005
Acolyte

USA
1 Posts

Posted - 06 Dec 2005 :  03:27:22  Show Profile  Visit brooksy2005's Homepage Send brooksy2005 a Private Message  Reply with Quote
Does anyone happen to have the stats on the actual prestige class of a tattooed monk i would like to make one but i am currently deployed and have no place to buy the book from and can't have it sent to me. So any help on this matter would be extremely thankfull.thanks
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KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 06 Dec 2005 :  03:39:22  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
I would love to help brooksy, but I don't want to upset the legal integrity of Candlekeep.

Just for the sake of discussion, Neverwinter Nights does have gloves in it similar to what has been described earlier in the thread.
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Arivia
Great Reader

Canada
2965 Posts

Posted - 06 Dec 2005 :  04:10:29  Show Profile  Reply with Quote
quote:
Originally posted by Skeptic


In my current campaign, the player who plays a monk got an idea, he wants to have for his unarmed attack, the same kind of magic you can apply to melee magical weapons (flaming, bane, impact, etc.) Those special attacks would come from permenant magicals tatoos or something like it.

First, is there balance issues here ?

Second, how to incorporate this in the Realms, who could "make" such tatoos, etc..

Thanks for all inputs :)



You don't use magic tattooes for this, as they have an ingame effect already.

However, two items already exist that can do this-bracers of striking, which Thomas called out above, and an necklace of natural weapons, which can be found in Savage Species. If you've got neither of those sources, you can pull apart the amulet of mighty fists in the DMG3.5 and do it that way.
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