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Main Forums => Suggestions => Topic started by: Howlando on August 15, 2014, 10:25:00 AM

Title: Monk Stance Suggestions
Post by: Howlando on August 15, 2014, 10:25:00 AM
One of the new systems we're rolling out is called Monk Stances. It is essentially a method by which monks can learn a 'stance' and activate it with a voice command to receive various scripted bonuses. Each stance lasts for 5 minutes and has a 10 minute cool down. Monk stances are generally divided into two categories: those suitable for ascetics (properties based off of assuming no bonuses from magic) and those suitable for normal monks (so should be balanced assuming the monk may also be benefiting from normal magic also).

We have several basic stances already. If you would like to contribute with an idea, feel free.

Please do not litter this thread with over-powered stance suggestions. Cool quirky thematic ones are more likely to be used.

Changes can be almost anything you can think of - increased or decreased AC, AB, saves, speed, DR, etc. There is also the option of a VFX.
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Post by: rolld20 on August 15, 2014, 10:29:26 AM
Chang's Fleeting Octopus

When activated you shoot a gob of black ink onto the ground (grease).  Gain immunity to the spell grease and gain +50% movement speed, -1 ab.
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Post by: Vlaid on August 15, 2014, 10:34:46 AM
Stance of the Unmoving Boulder (name partially stolen from KoP):

-Flurry of Blows disabled
-Move slowly (something around 20-50% movement speed debuff)
-Deflect Arrows disabled
-Bonus to strength check for picking up and hurling boulders (not sure if this is even possible to script? alternatively some player tool that allows you to click on an area and hurl a boulder at that spot as if you had a boulder)
+2 Con
15% Damage Immunity
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Post by: Howlando on August 15, 2014, 10:34:51 AM
Here are some examples of ones that haven't actually been implemented but I just came up with

Body-like-Stone
 Stoneskin VFX
-70% movement speed
+4 CON

Chilly Fists
VFX_IMP_HEAD_COLD on activate
+1 cold damage on gloves
10% cold resist
50% fire vulnerability

etc.
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Post by: Pentaxius on August 15, 2014, 10:51:59 AM
Flaming fists
Flame eye VFX
+2 fire damage on gloves
On-hit : Flare on gloves
-5 AC

Shadow strike
Shadowshield VFX
30% Conceil
-5 universal saves

Exigent Mind
Clarity VXF
+5 vs Mind affecting
-5 Fortitude

Viper Strike
Green eyes VXF
+On hit : poison (mild)
+1 AB
-Damage vulnerability physical : +100%
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Post by: The Old Hack on August 15, 2014, 10:57:44 AM
This is one I have to suggest.

Drunken Style
-1 AB and damage
-33% movement
+1 AC
40% Concealment due to drunken staggering and unpredictable, lurching movements. Copious consumption of alcohol required to learn!
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Post by: Dr Dragon on August 15, 2014, 11:00:17 AM
Stance of the long death

Alignment Evil (Using this stance could get you killed)

VFX Red Eyes

+1d4 negative energy damage

Spirits flock to the monk.

25% positive damage vulnerability

25% energy damage immunity  


Shadow boxer

VFX purple eyes

Triggers darkness, and ultravision instaneous on the monk.

20% concealment
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Post by: The Crimson Magician on August 15, 2014, 11:19:58 AM
Lightweight
+10% Movement Speed
+2 Reflex
-5 Discipline
-2 Strength
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Post by: GetFirstPC on August 15, 2014, 11:25:29 AM
Stance of Asura
-3 ac
+10 parry

Stance of the Yaksha
+20% movement speed in wilderness
on hit DC 12 freeze
-5 ac
-2 con

Stance of Quarterstaff order
(Just with Quarterstaff)
+1 ab
1d6 blunt dmg
-5ac

Stance of deception
30% concealment(due to unpredicalbe movements)
-5 will(due to monks focus on his stance)
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Post by: HerDarkMajesties on August 15, 2014, 11:38:17 AM
Iron Belly

+4 Saves vs. Poison
+2 Deflection AC vs. Vermin
-1 Dex


Yuan-ti's Fang

Gloves gain OnHit: Poison DC 16, 1d2 Con
-2 Con


Gloom Wanderer


15% Concealment
Ultravision (3) and Darkness (3) cast on player at activation
Blindness for 1 turn at the end of the stance


Pheonix Rising

Red Eyes VFX
+1 Fire Damage on Gauntlets
Gloves gain OnHit Cast Spell: Flare
10% Fire Immunity
50% Cold Vulnerability


Dream Stalker (Evil Only)

Shadowshield VFX
Gloves gain OnHit: Sleep (DC16) 25% / 3 Rounds


Tyrants Grasp

Gloves gain OnHit: Doom (DC 16) 10% / 4 rounds
-2 Will
-4 Saves vs. Fear


Pincers Edge

Gloves gain Keen property
-2 Bludgeoning Damage


Fleet Foot

+5% Movement Speed Increase
+1 Reflex save
-2 Fort
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Post by: rolld20 on August 15, 2014, 12:03:10 PM
Graceful Destruction (Elf only)
+2 dexterity
+1 random elemental damage applied to gloves
-2 constitution
5% vulnerability to all elemental types

Fiery Vengeance
VFX: Elemental Shield
Gain a damage shield on hit
10% vulnerability to all physical damage types

Eternal Duty (Worshippers of Death Gods Only)
+6 Strength
-3 AB
+2 lore
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Post by: xXCrystal_Rose on August 15, 2014, 12:03:24 PM
One with the shadow:

When activated the monk becomes invisible and gains a single use special power ability item that allows them to teleport to an enemy, similar to tree genasi ability. If not used by the time the stance wears off the ability is lost. Meant to represent the monk merging into the gloom and making a sort of shadow strike.

20% movement speed
1d6 sneak attacks
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Post by: HerDarkMajesties on August 15, 2014, 12:48:17 PM
Way too powerful suggestions. Ascetics have big disadvantages for not using magic but get nice bonuses that the stance would compliment. The suggestions below are way too strong. - H

Ascetic Stances:

Weave Sunderer

Shadowshield VFX
Gloves gain OnHit: Dispel Magic DC16
Gloves gain +2 AB Bonus
+2 Str / Con / Wis
+4 Dex
+5 Hide / Move Silently
80% Concealement
Hide in Plain Sight for Duration of the Stance
Immunity: Spells by Level (Level 2 or Lower)
Worn clothing gains 20 Spell Resistance for duration of Stance


Mithril Soul

White Eyes VFX
+2 to Str, Dex
+4 to Con / Wis
+4 Universal Saves
Immunity: Death Magic
Immunity: Fear
Immunity: Level / Ability Drain
Immunity: Critical Hits
100% Immunity Negative Energy Damage
Gloves Gain 1d8 Positive Energy Damage
Gloves Gain +2 AB
Worn Clothing gains +4 Armor AC for duration of Stance
50% Damage Immunity to Bludgeoning, Piercing, Slashing, Magical
+1 Regeneration


Bulwark Against The Ineffable

+2 Str, Dex, Con, Wis
+2 Universal Saves
+4 Will Saves
Gloves Gain +1d8 Magical Damage vs. Aberration
Gloves Gain +3 AB vs. Aberration
+4 Deflection AC Bonus vs. Aberration
Worn Cloth Gains +4 Armor AC vs. Aberrations for duration of the Stance
+3 Natural AC Armor Bonus vs. Aberrations
Immunity: Mind Affecting Spells
40% Damage Immunity to Slashing, Piercing, Bludgeoning
75% Damage Immunity to Magical



Boundless Wind

Mist VFX
Haste
Freedom of Movement
+20% Movement Speed Bonus
+4 Dex, +2 Str, +2 Wis, +2 Con
Immunity: Critical Hit
Immunity: Knockdown
Immunity: Paralysis
Worn Cloth gains +4 Armor AC for duration of the Stance
50% Damage Immunity to Slashing, Piercing, Bludgeoning
Gloves gain OnHit: Daze (DC18 25% / 3 Rounds)
Gloves gain +1d8 Sonic Damage Bonus
Gloves gain +2 AB
Wounding Whispers (Level 10) for duration of Stance


Ki Devourer

+2 Str, Dex, Con, Wis
Gloves Gain OnHit: Cast Spell Enervation (Level 5)
Gloves gain +1d8 Negative Energy Damage Bonus
Gloves gain +2 AB Bonus
Immunity: Sneak Attack
Immunity: Paralysis
Immunity: Level / Ability Drain
Immunity: Critical Hits
100% Immunity Negative Energy
Worn Clothing gains +4 AC for Duration of Stance
Worn Clothing gains OnHit: Cast Spell: Negative Energy Burst (Level 5) for Duration of Stance
Worn Clothing gains 16 SR for duration of Stance
75% Immunity Bludgeoning
60% Immunity Slashing
40% Immunity Piercing
Gloves Gain Vampiric Regeneration (+3) for Duration of Stance


Immovable Against The Tide

Stoneskin VFX
+10 Con
+4 Str
+2 Wis
+2 Universal Saves
Immunity: Critical Hits
Immunity: Death Magic
Immunity: Poison
Immunity: Fear
+10 Discipline
+10 Concentration
Worn Clothing Gains +2 [Soak 5 Damage] for Duration of Stance
75% Slashing Immunity
75% Bludgeoning Immunity
75% Piercing Immunity
75% Fire / Cold / Acid / Electrical / Magical / Sonic / Negative Immunity
Regeneration +1
Gloves gain +2 AB
Gloves gain OnHit: Slow (DC18 25% / 3 Rounds)
Gloves gain +1d6 Bludgeoning Damage
-25% Movement Speed Decrease
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Post by: Vlaid on August 15, 2014, 01:34:23 PM
Spirit of the Eternal Flame:

VFX of flaming/combust on the monk

-Reduced melee damage
-20% cold damage vulnerability
-5 Hide and MS

+Chance when struck, low CL/DC combust on target
+Chance on hit: 1d6 fireball
+20% fire damage immunity
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Post by: granny on August 15, 2014, 01:42:03 PM
Sidewinder stance
(From Dragon Magazine 331)

The Order of the Sidewinder, a small and controversial order, is among the world's strangest and least understood monastic organizations. Called sidewinder monks, those of this order imitate the attitudes of the deceptive snake from which they take their name, getting abilities that grant them a deceitful, deep connection with the earth and also venomous fangs.

[INDENT]+2 MS/ Hide/ Discipline
+1d6 Sneak Attack
Instead of the stunning fist, this monk gets the ability to grow fangs that grant her a +1d4 piercing bonus and 1d6 Constitution damage (DC: 12)[/INDENT]
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Post by: Talir on August 15, 2014, 01:51:25 PM
Claws of the Deep Prowler
VFX_IMP_SUPER_HEROISM

If your gloves do not already have a damage bonus, gain 1d4 slashing damage.
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Post by: Blue41 on August 15, 2014, 02:08:25 PM
Ignore the names, they're not important.

Fungus Fist

VFX Barkskin
1d4 Acid dmg added to gloves
Immunity: Poison
Immunity: Disease
10% Fire Vulnerability
10% Cold Immunity

Leaf on the Wind

On activation, Gust of Wind activates centered on you
+15% movement speed
+3 Tumble
-2 AB
1d4 Sonic dmg

Empty Mind/Thrall Fist

Feat: Slippery Mind
-25% movement speed
+2 AB vs Aberrations

Sunshard

White Light 20m
Feat: Blindfight
-10 Hide/MS

Iron Sundering Fist

5 DR vs bludgeoning
+2 AB vs Construct
-2 Reflex
-10% Movement Speed

Red Starkissed Fist

Onhit: Wild Magic effect
Summons two hostile Magic Eaters
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Post by: Zango_Unchained on August 15, 2014, 02:46:13 PM
The effects of a lot of these are not buffs in the least bit, with things such as -5 to saves/ac, I doubt people would use a stance if it made them hyper vulnerable without something to make up for it.

Califax's rock rattles
Using aged rites of the famed grumbarian rock thrower and miner, you manage to shake your fists at break neck speeds which causes you to hammer your foes with brutal if hard to aim blows.

+1d6 bludgeoning damage
5% physical Di
-1 ab
movement speed -20%

Killers keen fist
A stance developed and used by countless killers, it includes seeking out nerve clusters and brutally striking. When one enters this killers state of mind, you feel inable of striking without intent to kill.

+1d6 sneak attack
+1d4 negative against humans
+2 ab against humans
-2 damage
-1 ab

Sliding stride
With a twist and shimmy, you slide your way along the ground. Your feet never leaving the floor as clouds of dust and debris are tossed up around you, as you whip and twirl, without lifting your feet of course.

-4 discipline
+4 tumble
+10% movement speed
15% concealment
-15% Physical DI

Rador's Radiant Rhythms
Like a light beating in your soul, you feel imbuned by the chants of a Lathanderite Cantor, as you sing your body thrums with power of your spirit reacting like a plant to the sun, your body blossoms and glows. But using this against your fellow peaceful and kind following may end poorly.

+1 divine damage
+1 sonic damage
+1 ab against evil
5% Di to divine

50% Vuln to Sonic
-2 ac against good
-1 ab against good.


Oozing Undulations
A shake and wobble, your limbs flap and weave. Saying aged and mono-syllabic chants you call forth the primordial ooze to fill your manner, the chanting and mantra rumbling sounds like the sucking of a ooze within a small contain, but who are you to care if you look ridiculous when something is effective, you may move slightly slower with all your flailing.

+3 acid damage
-1 damage
15% DI physical
+1 ab against vermin/animal

Flies
-2 charisma
50% von cold
25% movement speed debuff


The call of the under'n tide

From the very abyss it calls forth, luckily you lent a hearing ear. From the darkness a style akin to the barbaric intonations of shark-kin but more familiar to a deep and mind numbing meditation, you have managed to mimic the deep serenity of sharks, killer instinct with purity of thought mannaging to slow your heat beat and breath, so you can last a great deal longer under the waves on your blood hunt.

[Must be underwater to use.]

+1 ab
+2 piercing
+1 slashing
5% Di slashing piercing
+2 saves against cold
25% faster underwater
Underwater breath for as long as it is active

-1 bludgeoning
-15% Di bludgeoning
-50% movement speed above water, if you are out of  the water for an entire minute the stance ends.
25% fire voln
-2 saves against fire
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Post by: Canzah on August 15, 2014, 02:56:26 PM
Dark Dance

+5 hide/ms
+5 Tumble
+10% Movement Speed
-5 AB and Damage
-4 CON
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Post by: granny on August 15, 2014, 03:26:38 PM
Focus of the Void

Evards VFX
Immunity to Mind Effecting Spells
-2 Cha
Dazzle on Hit
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Post by: Bearic on August 15, 2014, 04:48:21 PM
Flow of Free Spirit:
 
This monk has taken time to adhere to certain principles usually foreign to a man of such concept, but permissible as he is driven by the ethos of his deity. In return for his most strict rectitude to certain rules, he grants himself with a period of rest and representation of the absolute form he is attending to transcend to.
 
(only useable by monks of deities that are not strictly lawful; examples: Kossuth, Chauntea, Oghma, Selune, Shar, ect.)
 
 
The monk relaxes, losing 5 discipline, 5 concentration, and 2 will points
 
A visual effect of a cool blue glow, or red glow surrounds him, perhaps related to alignment or dogma if possible.
 
His senses heighten, giving him + 2 listen, spot, and search, and + 2 reflex.
 
 
 
Karmic
 
Some Monks attempt to achieve a complete balance of body, mind, soul, and even actions they take. In these attempts, they may even focus their intent so vividly that their very strengths are swayed by this fundamental rule.
 
 
 The Monk has the masochism spell effect placed on him for a number of rounds equal to this stance.
 
 The Monk is (lesser) dispelled everytime he hits a target. [to effectively turn back the count on masochism]
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Post by: rolld20 on August 15, 2014, 10:13:30 PM
Martyr
Cure minor wounds when the monk is hit.
+10 healing
-10 Discipline
-10 concentration
Mass heal when monk dies
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Post by: Lannister on August 15, 2014, 11:17:05 PM
Zephyr of Fists Stance

Flavour:
The wind is lethal in it's unrelenting torrent.

Abilities:
Gain an extra attack per round
+10% movement speed
-2ab
-2 damage

Crushing Wave Stance

Flavour:
The wave crushes all in it's path, with each great roll of it's form.

Abilities:
-1 AC
+1d4 Bludgeon to fists
On hit: Knock

Mortal Golem Stance

Flavour:
The machine is ordered, be as the machine is.

Abilities:

+2 Lore
+1 ab vs Chaotic
+2 vs Disease/Poison/Mind Affecting
35% Electrical Immunity
20% Blugeoning vulnerability
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Post by: Bearic on August 15, 2014, 11:47:06 PM
(For Ascentic)
 
Art of Fission:
 
After extensive training, the monk devoted to non-magical aid and support, learns to work his movements, inner focus, and perhaps divine support, in a way that sacrifices the physical for a moment of spiritual awakening. The art, however, is incredibly painful, and costly, but has some reward to it.
 
The monk is damaged for 50% of his HP
 
They gain Ghostly Visage (as cast as a level 3 spell; 40 % of time), Invisibility (as level 3 spell; 30 % of time), both 20 % of time, or nothing 10 % of time. (40/30/20/10% chance).
 
During cooldown, the monk receives a -1 ab and reflex save due to strain.
 
 
 
Wander of the Dark:
 
Having taken to excluding himself from the machine and its perceived evils, often twisted into false law and order, the hermit excludes himself from society and has learned a few tricks to deal with the caves of the underdark and their environments.
 
+5 to climb checks, while active.
+3 to efuss fishing, while active.
+3 to wilderness survival, while active.
Ultravision, while active.
Light sensitivity, while active and on cooldown [-1ab, -1 to saves]
 
A random chance (25% or something) the monk will glow a faint orange to represent the fungal material he may be exposed to.
 
 
For Regular or both:
 
Pride of Death's Command:
 
This Monk has trained to bring death to those sought by his dogma, and trained to bring back evidence and exact measure to his deed. Whether an avenger of Hoar, an enforcer of Bhaal, or even a fist of Torm, seeking to bring justice in the form of last resort; the art demands the same command.
 
 
Receive a grim trophy when you kill a PC during activation.
 
Receive a blank sheet of paper, to use as a notary.
 
Activates an on-hit daze effect, DC10 or something low, during the effect.
 
- 4 AC, due to focusing on the task at hand, and not their own safety.
 
 
Demotivated Scribe:
 
Many monks are bound to face rigors in their life, to go through great trials and tests to prove their worth, and become beacons of hope, light, and understanding for their Deities. Others, however, past through hurdles and toils, only to be rewarded with superiors with ulterior methods, lack of focus, or just plain incompetence. Rectitude demands the Monk continue to assist his Dogma's following, to exist within the institution orderly and never swaying, but some times even the most stubborn man can be chipped away at until he loses some of his focus.
 
 
+ 3 lore, Persuade, and Listen while active.
+ 1 cha, while active, to represent his familiarity with social situations.
- 2 ab, 2 ac, 2 will, and reduce movement speed to that of a normal class.
A random chance the Monk may be slowed during cooldown (10%).
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Post by: Kotenku on August 16, 2014, 12:47:03 AM
At the risk of reiterating a few, a collection of themed stances with an aim greater than "get elemental damage"

[INDENT]Aspect of Stone
-70% movement speed
10/+2 Damage Reduction for 5 minutes or Character level squared points of damage (so 25 at 5, 81 at 9)

[/INDENT]Certainly I recognize that having an effectively unlimited daily use of what amounts to a slightly nerfed Stoneskin is very strong - as written it actually seems considerably weaker than EFU's stoneskin. At any level, it lasts 5 minutes, but it only catches up with EFU-Normal Stoneskin's reduction points at Level 10. Arguably below level 5 it's not even worth using, because the movement speed is so damningly slow. All told, it would probably be entirely more reasonable to just convey 10/+1 for 5 minutes, or 10/+2 at 10 points per level (ie, Stoneskin with Monk level as caster level)

[INDENT]Aspect of Fire
-5 AC
Damage Shield: 2d4 fire damage dealt to attackers
[/INDENT]This one is pretty self-explanatory, I think. The difficult is in finding an appropriate balance of weakness to strength, which unfortunately I don't feel I've succeeded at here. Certainly the Damage Shield can stack with other damage shields, creating a pretty formidable ability in very particular circumstances. As it is, I feel like this is the weakest offering here, both in creativity, and in mechanical utility.

[INDENT]Aspect of Wind
Haste/Slow (10) cast on the monk at the beginning of each minute that the style is active.

[/INDENT]The intent here is to symbolize the capricious nature of the winds, that they can help or hinder entirely at Akadi's whims. As portrayed, it would appear almost entirely as a magical ability, rather than an extraordinary ability as we would expect of monk styles. Conversely, it might be portrayed as the monk reading the mysterious and subtle air-currents or the flow of battle, and "knowing" when the time is right to strike.[INDENT]Aspect of Water
+5 attack bonus
-10 damage
[/INDENT]
The intent with the aspect of water is to have a stance specifically tailored to executing combat maneuvers - Knockdowns, disarm attempts, and called shots - while doing little or no physical damage at all. The implementation as suggested falls rather short because it carries the implicit ability to pierce damage resistances that should perhaps not be possible to pierce in the EFU setting. I can't seem to come up with a great way around this. Is it feasible to make the monk unable to deal damage at all while Water Style is active?
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Post by: Valo56 on August 16, 2014, 02:03:27 AM
Swordbreaker
The monk focuses entirely on thwarting his adversary's attacks, and almost seems to know what his opponent will do before he does. However this stance leaves much to be desired in terms of offense.

+10 Parry
+4 AC (Essentially Mage Armor)
-5 Attack

Bull's Charge
The monk abandons his usual finesse, and leaps at his foe with a deadly ferocity.

Hasted for 2 or 3 rounds (maybe 1 round/3 levels?)
+2 AB
-2 AC
+2 Damage (Bludgeoning)
-2 Will
-4 Reflex

Exorcist (Ascetic Only)
The Ascetic's hatred, distrust, or simple apathy toward magic reaches a new level, and he becomes far more adept at defeating creatures that embody the mysterious forces he has chosen to eschew.

-2 AB
-2 AC
-2 Damage
-2 Fortitude
-2 Reflex
-2 Will
+4 AB, AC, Damage, and Universal Saves vs Outsiders, Elementals, Magical Beasts and Undead
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Post by: VanillaPudding on August 16, 2014, 02:05:49 AM
Outer Limits:
Limbo
-2 AB
-2 AC (dodge)
-20% movement speed
- A random effect is applied twice / round to either nearby allies (and self) or nearby enemies (sort of like rogue swashbuckler effect with less direction) for two turn. Upon the end of Limbo, Monks will enter Nirvana for the remaining duration of the stance->

Nirvana- For 3 turns, the Monk will gain increased potential
+2 AB
+2 AC (dodge)
+20% movement speed


Karma
-8 DEX
-4 Con
-4 dodge AC
-70% movement speed
Chaos shield 50%
Energy Buffer
Premonition (100 damage absorption)
On Subdual / dropped below zero HP - Monk is restored to 50% health, effect of stance removed.


Red Drake
+10/2 DR
-50% movement
+6 CON
-10AB
40/- Fire resist
On Subdual / Dropped to zero / 4 turns, Monk is reborn in a fiery shell >
Monk stunned for 3 rounds / immune to all damage
Flame Twin emerges and ends in a fiery bath for all nearby
Monk restored to full health, effect ends
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Post by: scrappayeti on August 16, 2014, 04:13:38 AM
I agree with The Old Hack, a drunken stance is an excellent idea.

If monks cannot have this fight scene by level 10, I will be disappointed:

https://www.youtube.com/watch?v=1Df0SiV4PbI

The general idea of reduced damage/AB, and increased concealment is all good. But I would really like to see a chance of the monk falling prone each round, and an on-hit chance of an opponent falling prone (to represent trips etc).

Another way to do this would be chaos shield:
Possible melee effects-
    slow for 1d4 rounds
    prone for 6 seconds
    2d4 fire damage
    immobility for 1d3 rounds (no immunity) with 50% melee miss chance

This is a pretty neat looking list for drunken stance, and the % on hit can be modified on the fly if it is too weak or too powerful. The 2d4 fire damage could represent igniting alcohol vapour. The only down side to this is the ranged chaos hit effects, which probably arn't right, and knowing NwNs, probably not able to be turned off.
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Post by: scrappayeti on August 16, 2014, 04:55:58 AM
Also:

Counter attack stance:
By meeting attacking limbs with the hard edges of knuckles, elbows and knees, this style represents offence over defence.  

AC - 2
When struck, 1d3 blunt damage to attacker.

Dim Mak (pressure point) Stance:
Striking the pressure points is never easy, but by mastering this stance, the monk gains the chance to hit the opponent in the weakest places, for devastating effect.  

- 2 AB
- 1 Dam
Monk gains Improved Crit: Unarmed (moving crit to 19-20)
Monk gains Devastating Critical: Unarmed  (which is +1d6 damage on crit)

Lock and Trap Stance:
Like jujitsu in our own world, this focuses on incapacitating locks, seeking to immobilise the opponent.

-1 attack/round (min 1)
-1 AB
-3 Dam
25% chance on hit of casting 'Heart Clutch' (DC 13?) effect. (This represents a joint lock, applying pain until your opponent can fight their way out).

Stance of the Hook Horror:
Just as in our own world, people looked to cats, monkeys and mantis for inspiration about our attacking movements, monks of Faerun might imitate the creatures around them. This was a style one of my old characters used to emote (arms up high, fingers curled, striking downwards, and long raking kicks etc).

Melee damage changed to slashing/piercing.
5% chance of DC 14 fear on hit.
Player may not speak, but may emote, during the stance (hook horrors cannot make noises!).
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Post by: Stranger on August 16, 2014, 10:43:25 AM
Squirrel Underfoot (Halfling Only)

+6 Tumble
+4 AB
Expeditious Retreat
No damage


I imagine a pint-sized acrobat, tripping enemies and darting between legs...
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Post by: Stranger on August 16, 2014, 10:56:20 AM
Eyes-as-Bat

Blindness
+40 Listen
+5 Deflection AC
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Post by: Stranger on August 16, 2014, 11:17:11 AM
Possum Style

Paralyzed
Temporary Hit Points
Damage Shield
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Post by: Stranger on August 16, 2014, 11:19:31 AM
Cackletouch

No damage
On Hit: Tasha's Hideous Laughter
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Post by: Stranger on August 16, 2014, 11:32:39 AM
Unraveling Strikes (Ascetic)

On-Hit: Dispel Magic
Bonus magic damage
Every successful attack also inflicts magic damage on the monk
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Post by: Paha on August 16, 2014, 11:36:18 AM
I will remind you guys of the strength. Monks are in by no sense weak. And any sort of good, interesting and strong stance you might suggest or see, that might pique my interest, is quirky, balanced for specific purpose or situation, not making monks even better killings machine. They may just end up in use of normal pure monks. 90% of the suggested things here here I may take bits, ignore or just edit to the ends of the earth, if ever even making it to the system, and they would never be in hands of normal monks.

Think of the level of strength when you make suggestions.
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Post by: Stranger on August 16, 2014, 11:49:25 AM
Frolic-with-Sky

+1 Universal Saves
+20% movement speed
-5 Discipline
-5 Concentration
-4 AB
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Post by: NecronomiconV on August 16, 2014, 03:30:19 PM
Evasive Manuevers:
Sometimes having an escape plan before the battle even begins pays off, and more often than not, that quick thinking saves your life.. Those well practiced in this with the rigid discipline to maintain it often can escape almost any situation.

+50% Movement speed
+2 AC Dodge Modifier
+5 Tumble
-No Damage
-5 AB
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Post by: granny on August 16, 2014, 03:44:58 PM
Watery Body

Slow on-hit (armor)
-2 AC
+5 damage resistance
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Post by: NecronomiconV on August 16, 2014, 09:00:25 PM
Body Of Iron:
You've mastered turning your body into a stout equivalent to any man.. Your body strong as Iron, fists striking like a hammer...

+1 Bludgeoning Damage
5/- DR vs Slashing, Bludgeoning, Piercing
-1 AC [dodge Modifier]
-1 Reflex
VFX: Magic Weapon VFX on activation

Mummy Dance:
You've watched the guardians of the dead fight, the shambling sickening blows of a mummy and its effectiveness... And now you've mimicked their style.. Wrapping your fists in old mummy wrappings you even mimic their deathly touch.. Even if at a lesser degree..

-Onhit: Contagion
-Upon Use: Contagion On User
+1 Negative Damage
VFX: Flies For Duration Of Use

Strike Of The Mantis:
Precise jabbing strikes quicker than the eye can follow, you can't always predict where you will strike, but your attacks surely strike faster than they can be avoided...

+2 Attack Bonus
-1 Damage
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Post by: Bearic on August 19, 2014, 04:15:01 AM
Stance of Ahimsa:
 
Some Monks take vows of Ilmater and certain sects of other Dogma to an extreme. In the violent underdark, and the darkening, these monks are even more rare. These monks give take an oath of non-violence, to suffer the burdens of the world and not add to them. From an even small amount of these, some Monks have learned to gain a slight positive by refocusing their efforts elsewhere, and aid those around them.
 
The monk does no damage during stance, and cool down.
 
The Monk produces a bless like effect at the beginning of the stance.
 
The Monk also heals a small amount of health to those around him, within reach, something like 1d4, or 1d8.
 
 
 
Stance of Forbiddance:
 
Almost all Monks follow a strict sense of code, along these lines are those that refuse the basic needs of many, and attempt to forgo them as long as possible to help reach the zenith of their spirit, and push past the limitations of their mortal coil.
 
 
On activation, the monk only needs to eat food half of the time (or raise wilderness survival by an amount, perhaps) - maybe no need for bedroll or fire, perhaps?
 
(if used for normal monk) Healing doesn't affect the monk during use or cooldown, or beneficial spells.
 
The monk's speed is slowed to that of a normal character, during activation.
 
A flare like effect to represent the strain of continuing a fast.
 
 
Divine Insight:
 
Some monks spent years of isolation trying to find one single truth. Others study endless texts and scrolls looking for one answer. Even others, meditate and hone themselves to the exact desires of their Deity, to the point that the world around them crumbles. Some of these learn something, or master something so rare and unheard of, that coping with the current realms becomes that much more difficult.
 
 
During activation, the Monk has one or more random effects happen to him: paralyzation, blindness, deafness, flare, daze, divine damage, negative damage, elemental damage, magical damage, drown or even a risk of something more deadly like petrification, or phantasmal killer.
 
If the monk survives, his mind is widened of his surroundings, granting him some lore, and perhaps ultravision.
 
Also, possibly a low chance of a random boon, like bless, resistance, endurance, fox's cunning, owl's wisdom, eagle's splendor or aid.
 
Maybe a faint white glow around the monk during activation and cool down.
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Post by: el groso on August 20, 2014, 08:19:29 AM
Hexfists (Beshaba's touch)

+1 dmg (Negative Energy)
Haste/Slow: at will
On hit: Doom
On hit: Bane
Curse Song bard ability (default) available during this stance
50% Dmg vulnerability: Positive
Saving throws universal: -1
Skills: -1
Ab: -1
AC: -1
Title:
Post by: Bearic on August 23, 2014, 01:27:54 AM
Stance of Bonzo:
 
Certain Monks of Kossuth have begun to engage in a practice most view as very extreme. When the darkening took place, many flocked to the presence of Kossuth, at least at first, in hopes that the torches and flames could keep the horrors of the dark away from them. Over time, the small miracles of flickers began to be less appreciated, however, and as hopes went unanswered people often turned away.
 
Until the tale of one Monk in the Dalelands took his representation to an extreme to save a small group of people. Dosing himself in oil, and lighting himself a wick, the thralls of the dread and their many lower end controllers could not stand the heat of the flames, and could not subjugate the will of the hero..., or so the tales tell. The truth may be more fanatical than not.
 
 
Combust spell effect on the Monk until he fails a reflex save (including fire damage to the monk)
Damage Shield, Flame on the Monk until he fails a reflex save (something like 1d4 fire damage)
- 3 reflex save or something during activation
requires the monk to use an oil flask as well.
 
 
Stance of Qi Jie (Evil only)
 
 
All Monks follow certain laws, but some sects that seek a darker path are known to bend them to the liking of their Deity. Certain cults have mastered the ability to steal, or perhaps burrow, the energies surrounding them, for a time, and use them to their own advantage. A taboo affair for the men of the Yellow Rose, or other goodly sorts. The price to pay, however, can still be high for those that attempt it.
 
 
The Monk may randomly lesser dispel a target within a certain radius, if this is possible - if not, maybe one he hits. Low chance, friend and foe. Say 30% of the time
 
The Monk may randomly steal a boon from a target within a certain radius, - if not, maybe one he hits. Low chance, friend and foe. Say 20% of the time
 
The Monk gains +1 vamparic regeneration during use.
 
The Monk casts a bane effect on those around him, friend and foe, if possible.
 
The Monk gains aid randomly. Say 10% of time
 
During cooldown, a flare effect hits the monk to represent him feeling drained from losing the energy he stole. Perhaps an addict system could be used as well, so worse side effects happen if he fails to make a will save, to represent his desire to steal energy again.
 
 Maybe some kind of vamparic glow, red or purple, surrounds the monk or his fists, or eyes during use.
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Post by: Kotenku on August 23, 2014, 01:50:51 AM
ARCANE GALE

Rather than a traditional stance, this signifies a special maneuver wherein a Monk can, in a single move, channel all magical effects on its person into a single, swift barrage attack.

The effect would be a monk losing all magical effects but gaining a cumulative +1 magical damage bonus for each unique, non-cantrip effect on its person. The effect of the bonus should last as many rounds as the spell-circle of the highest level effect on the Monk.

For example:
A monk with Light, Resistance, Endurance, Bull's Strength, Cat's Grace, and Haste triggering this ability would get a +4 bonus to attack for 3 rounds.
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Post by: rolld20 on August 23, 2014, 09:43:30 PM
Way of the Bow

+2 AB when using a longbow or shortbow
Gain ki arrows after successfully deflecting an arrow attack.