nockermensch wrote:Question time, since I couldn't find a general Tome FAQ thread (in b4 someone points that it's on like page 2):
1) The Tome Monk lacks flurry of blows, but what happens if he takes the Two-Weapon Fighting feat? Or rather, other than "haste", how to give more slam attacks on a full attack to a tome monk?
The wording on the Tome Monk suggests you can always make iterative attacks with natural slams, whereas this isn't actually the case as far as I can tell. Maybe it was a rule in 3.0 that got changed in 3.5? Anyway, gaining additional slam attacks is pretty difficult as it's a natural weapon. TWF only works when you are wielding manufactured weapons, which the slam attack isn't.
nockermensch wrote:2) Supposing I don't want to deal with fear rules, what would be good substitutes for the:
- The +11 BAB effect of Horde-Breaker
- The +11 BAB effect of Blitz
"Deal with" the fear rules? They seem pretty straightforward, the target makes a roll and if they fail they take -2 to all rolls for a bit. I guess you could standardise it to a Will Save or Shaken?
nockermensch wrote:3) In Combat School, regarding the +6 BAB effect, is there something that stops one to saying that he's using the signature moves round after round? Finally, for an unarmed Combat School (this is another monk question) what would be a good substitute for the "+4 vs. Disarm" gained at +11 BAB?
Tome just kind of assumes warrior types start getting nasty on-hit effects at about this level. The Barbarian gets a save-or-Stun at level 7, Samurai gets to ignore all DR and Book of Gears weapons all provide an on-hit bonus. Combat School isn't too out of line here, the kickers being it triggering on every hit and the DC is Str-based which is a shortcut to insanity. You can fix this in a few ways. Kaelik went for
adding half your str bonus and making you save once at the end of the turn, our group changed it to Con based and only work the first time you hit a target in a round. If you need a replacement for the +4 to disarms, make it +4 to resist another nasty combat maneuver, such as Trip or Grab. Honestly though taking 10 on attacks is probably plenty good enough.
nockermensch wrote:4) If we don't want to deal with the complexity implied by Problem Solver (Tome Fighter) what would be a good alternate power?
One outstanding problem with Tome warrior classes is the lack of anything non-combat related really worth talking about. You could add something here I guess? Something like
War Stories: The Fighter has travelled the world and picked up knowledge from the most unlikely places. By making a DC10 Int check (you cannot take 10) the Fighter gains ranks equal to their level in any one Knowedge skill for the next hour. Once the Int roll is attempted it cannot be made again for another hour whether successful or not.
Or you could just give it more combat powers I guess.