A bit ago, on a separate thread, QuantumFX posted some fantastic ideas to make the bad monk enhancements actually useful. I had implored him to post a new thread about it, but alas, it did not happen. So I am doing it. Some of these ideas are mostly his with slight tweaks, some are mine, inspired by his. The abilities he talked about were the light monk spell enhancements that culminated in Rise of the Phoenix. I'm also going to include a the dark monk attacks that lead to Touch of Death (since they are possibly the most useless enhancements ever; ToD might as well just have an AP cost of 12). Here we go:
Light Moves
(note: These would all be on separate cooldown timers)
Lifting the Veil
Ki cost: 20 ki
You attack your opponent and suffer no chance to miss due to concealment or incorporeal. Also, the target must make a Reflex save (DC 10 + monk level + Wis modifier), or lose all concealment and incorporeal for the next 30 seconds. The target can make a new save every 6 seconds to break this effect. This attack counts as an air move.
Cooldown: 10 seconds
The Receptive Earth
Ki cost: 20 ki
You attack your opponent and ignore up to 5 points of DR. Also, the target must make a Fortitude save (DC 10 + monk level + Wis modifier), or have its DR reduced by up to 5 points for 30 seconds. The target can make a new save every 6 seconds to break this effect. This attack counts as an earth move.
Cooldown: 10 seconds
Restoring the Balance
Ki cost: 20 ki
You attack the opponent and gain back a number of hit points equal to 1d4 per monk level. Also, the target must make a Will save (DC 10 + monk level + Wis modifier) or, for 30 seconds, any character with a ki bar that hits the target gains +1 ki per hit, and any character without a ki bar that hits the target heals +1 hit point per hit. The target can make a new save every 6 seconds to break this effect. This attack counts as a fire move.
Cooldown: 10 seconds
Difficulty at the Beginning
Ki cost: 20 ki
You attack the opponent and gain a +2 to the DC of all your Stun, Trip, and Sunder attacks for the next 6 seconds. Also, the target must make a Will save (DC 10 + monk level + Wis modifier) or suffer a -2 to Fortitude, Reflex, and Will for the next 30 seconds. The target can make a new save every 6 seconds to break this effect. This attack counts as a water move.
Cooldown: 10 seconds
Rise of the Phoenix
Ki cost: 50 ki (but no hp cost)
You attack the opponent, channeling a massive amount of healing ki into the strike. Against undead, the attack deals an additional 10 points of damage per monk level (Will save DC 10 + monk level + Wis modifier for half). Also, against any target, for 6 seconds, any character that hits the target regains 10 hit points per hit. This does stack with the healing curse from Fists of Light. This attack counts as a light move.
Cooldown: 10 seconds
Dark Moves
(note: These would all be on separate cooldown timers)
Static Charge
Ki cost: 20 ki
You attack the opponent and, for the next 30 seconds, deal an extra 1 electricity damage per hit. This effect is cumulative (the second time you use it, you gain an additional 1 electricity damage per hit for a total of 2; due to the cooldown on this attack, the max damage bonus is 3 electricity damage per hit). This attack counts as an air move.
Cooldown: 10 seconds
Porous Soul
Ki cost: 20 ki
You attack the opponent and deal an additional 10 points of untyped damage. Also, for the next 6 seconds, all your attacks ignore the target's elemental resistances. This attack counts as an earth move.
Cooldown: 10 seconds
Winter's Touch
Ki cost: 20 ki
You attack the opponent and inflict them with freezing pain that deals damage over time. For the next 30 seconds, the target is will take 1 cold damage per monk level every 6 seconds. The effects of this attack are not cumulative. This attack counts as a water move.
Cooldown: 10 seconds
All-Consuming Flame
Ki cost: 20 ki
You attack the opponent, dealing an additional 1 point of fire damage per monk level. On a critical hit, you deal an additional 4 points of fire damage per monk level (for a total of 5 per monk level). On a vorpal strike, you deal an additional 5 points of fire damage per monk level (for a total of 10 per monk level). This attack counts as a fire move.
Cooldown: 10 seconds
Touch of Death
Ki cost: 50 ki
You attack the opponent with twisted ki, dealing an additional 25 points of untyped* damage per monk level. The target can make a Fortitude save (DC 10 + monk level + Wis modifier) to take half damage instead. This attack counts as a dark move.
Cooldown: 15 seconds
*I say untyped, but what I would like is for it to be the same kind of damage as Horrid Wilting. Not sure how much it matters, but what I don't like is the negative energy damage that Touch of Death deals now--when you're spending 12 AP for one attack, it should work on most everything. Of course, with the idea of the prereq enhancements getting a boost, maybe the Touch of Death could stay negative energy...
What do you think?