While I will miss the kit as is, Mary Sue gamer that I am, I would be remiss if I didn't address what I feel is the biggest issue, in that this kit should be a PrC.matelener wrote: ↑Thu Jun 24, 2021 8:51 pm Upcoming monk of the long death changes:
Macabre experiments
Death attackType of Feat: Class
Prerequisites: Monk of the Long Death 4
Specifics: The Monk's knowledge of death, injury and bodily anatomy allows him to enhance his natural armor (skin). He gains a +2 bonus at level 4, and another +2 at levels 8 and 10. This is an enhancement bonus and will not stack with other enhancement effects.
Use: Automatic- having MotD levels will properly remove G.Flurry and Adamantine Fists from any monk no matter what your leveling order isType of Feat: Class
Prerequisites: Monk of the Long Death 6
Specifics: At 6th level, the monk of the long death gains the ability to make a death attack. The target is paralyzed for three rounds if he fails a fortitude save DC 10 + (monk level)/2 + (assassin level)/2 + your intelligence modifier. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Cooldown: 1 minute
- Death touch is now correctly based on monk's character (not class) level as per description. Once per day use is changed to 5 minute CD.
DISCLAIMER: You do not need to RCR your character for these changes to take effect.
Now, I understand the purpose of making it a kit. Monk abilities are hardcoded. But in making it a kit, it seems to be lopsided as a kit. Namely, as has been pointed out, kits give up one major aspect of their class in order to gain abilities that their class normally wouldn't have. Spellcasting, smiting, etc. Here, there are two major aspects being given up for abilities, some of which are debatably useful, others less so.
If this is a kit as envisioned by the server, I'd argue that both the positives and negatives be reduced so that it can serve its purpose: providing flavor and a different play style from the original class. Take the fist progression, or the adamantine fists, or the flurry, or the movement speed, or any aspect of the class and take that as a penalty in favor of a flavored monk with a death attack, and perhaps a modest bonus in AC (which are the two main draws of the kit), along side the other small bonuses to saves, or spells.
In this way it remains in line with other kits, neither sacrificing too much for too little, and allows players to enjoy the flavor of the kit as opposed to having to decide whether or not they want to pursue a fist monk (arguably a foundation aspect of the class), or not.
Either way, thank you for your hard work!