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Essence
Knight-Baron


Joined: 07 Mar 2008
Posts: 536
Location: Olympia, WA

PostPosted: Fri May 21, 2004 5:51 pm    Post subject: More Monks! Reply with quote Add User to Ignore List

In order to try and appease those people who want monks who more closely fit their visions, I've put together three variant Monks: the Mookslayer (Bruce Lee), the Itinerant (Kwai Chang Kain), and the Ki Warrior (Goku). Please, tell me what you think. Do they more or less succeed at making Monks that do what you want them to?

The Mookslayer
Hit Die: d8.

Class Skills: 4+Int
The mookslayer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (anatomy) (Int), Profession (Wis), Swim (Str), and Tumble (Dex).

BAB: Middle
Saves: All high
Profs: As PHB Monk
Class Features by Level:
[code]
1 Flurry of blows, superior unarmed strike, armored in life,
intuitive dodge, unarmed damage 1d8
2 Surge 1/day, improved initiative
3 Ki shout, whirlwind strike
4 Iron glare, unarmed damage 1d10
5 Fist of the dragon
6 Style focus
7 Alacrity
8 Surge 2/day, unarmed damage 2d6
9 Between blinks
10 Improved fist of the dragon
11 Greater flurry
12 Improved style focus, unarmed damage 2d8
13 Great ki shout
14 Surge 3/day
15 Greater fist of the dragon
16 Zenjoriki, unarmed damage 2d10
17 Adaptive style
18 Style mastery
19 Between beats
20 True fist of the dragon, surge 4/day, kime, unarmed damage 3d6[/code]

Class Features
All of the following are class features of the mookslayer.
Weapon and Armor Proficiency: None.
Flurry of Blows (Ex): When unarmored, a mookslayer may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus. A mookslayer must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a mookslayer may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a mookslayer applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The mookslayer can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a mookslayer may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a mookslayer reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Superior Unarmed Strike (Ex): At 1st level, a mookslayer gains Improved Unarmed Strike as a bonus feat. A mookslayer’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a mookslayer may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a mookslayer striking unarmed. A mookslayer may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a mookslayer’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A mookslayer’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A mookslayer’s unarmed strike damage is modified by the size of the mookslayer identically to any other weapon.
Armored in Life (Ex): A mookslayer’s flesh is his armor, and as such, the mookslayer has turned his ki to his own defense. A mookslayer’s skin may be enchanted like armor, and at the same cost in gold and XP. The time required to do so, however, is one hour per 1,000 gp rather than one day for the same cost. The same rules apply to the enchantment of the mookslayer’s unarmed strike as a weapon.
Intuitive Dodge (Su): A mookslayer gains his Wisdom bonus to his AC in addition to his Dexterity bonus. His Wisdom bonus is capped by his armor’s Max Dex identically to his Dexterity. Because this AC bonus is predicated on a supernatural level of awareness, it does not vanish when the mookslayer looses his Dex bonus to AC.
Surge (Ex): Once per day at 2nd level, and once more per day per six levels beyond that, the mookslayer can enter a state of extreme combat readiness, releasing adrenaline into his body, expanding his awareness, and numbing his sense of pain in preparation for a hard fight. The mookslayer gains DR equal to one-half his character level /-, gains the effects of the Uncanny Dodge ability, and gains +4 to his Strength and Dexterity for a number of rounds equal to his Wisdom modifier, after which he becomes fatigued until he is able to rest for one full minute.
Improved Initiative (Ex): A mookslayer gains the feat Improved Initiative as a bonus feat at 2nd level.
Ki Shout (Ex): A mookslayer gains Ki Shout as a bonus feat at 3rd level. Unlike the feat, the mookslayer may use this ability once per three class levels per day.
Whirlwind Strike (Ex): A 3rd level mookslayer gains the benefits of the Whirlwind Attack feat, even if he does not meet the prerequisites. He can only use this feat with his unarmed strike.
Iron Glare (Su): At 4th level, a mookslayer learns to focus his ki into his gaze, effectively gaining a gaze attack that the mookslayer can activate as a standard action and deactivate as a free action. Anyone affected by his gaze attack must make a Will save (DC 10+1/2 the mookslayer’s character level+the mookslayer’s Wisdom modifier) or suffer a –2 penalty to attack and damage rolls for one round.
Fist of the Dragon (Su): A mookslayer of 5th level and above focuses his ki into every blow, sending unprepared foes reeling with every blow. Each time beyond the first that the mookslayer strikes a particular opponent within the same full attack action, that opponent must make a Fort save and a Will save (DC 10+half the mookslayer’s character level+the mookslayer’s wisdom modifier). If the opponent fails both, he is staggered for a number of rounds equal to the mookslayer’s Wisdom modifier.
At 10th level, the opponent becomes staggered and stunned for the duration.
At 15th level, the opponent becomes staggered, stunned, and unconscious for the duration.
At 20th level, the opponent dies instantly at any point during the duration if the mookslayer desires.
Style Focus (Ex): At 6th level, a mookslayer chooses between Hard Style, Hard/Soft Style, or Soft Style. A mookslayer that chooses Hard Style gains a critical multiplier of x3 on his unarmed strikes. A mookslayer that chooses Hard/Soft Style gains a threat range of 19-20 on his unarmed strikes. A mookslayer that chooses Soft Style gains a threat range of 19-20 on his unarmed strikes.
Alacrity (Ex): A mookslayer of 7th level and higher adds his Wisdom modifier to his initiative checks.
Between Breaths (Su): By 9th level, the mookslayer’s speed has reached near-impossible proportions. Each round, the mookslayer may, as a free action, take a single melee attack against any foe within his threat range. The opponent loses his Dexterity to AC against that blow unless it has Uncanny Dodge or a similar ability.
Improved Style Focus (Ex): At 12th level, a mookslayer’s mastery of his Style increases. A mookslayer that chose Hard Style gains a critical multiplier of x4 on his unarmed strikes. A mookslayer that chose Hard/Soft Style gains a threat range of 18-20 on his unarmed strikes. A mookslayer that chose Soft Style gains a +4 bonus to confirm criticals made by his unarmed strikes.
Great Ki Shout (Ex): A mookslayer gains the feat Great Ki Shout as a bonus feat at 13th level.
Zenjoriki (Sp): A mookslayer of 16th level may activate the following spell-like abilities once each per day, targeting himself only: Foresight, Dimension Strike, Weapon of Energy, Wind Walk, Shadow Body, and Stoneskin.
Adaptive Style (Ex): A mookslayer of 17th level or higher has learned to handily change his fighting style to more aptly deal with his opponents. Each round of combat past the first, the mookslayer gains a cumulative +1 bonus to attack rolls, damage rolls, and AC.
Style Mastery (Ex): At 18th level, a mookslayer’s mastery of his Style is complete. A mookslayer that chose Hard Style gains a critical multiplier of x5 on his unarmed strikes and a +4 bonus to confirm criticals made by his unarmed strikes. A mookslayer that chose Hard/Soft Style gains a threat range of 17-20 on his unarmed strikes, and a +4 bonus to confirm criticals made by his unarmed strikes. A mookslayer that chose Soft Style gains a critical multiplier of x3 on his unarmed strikes.
Between Blinks (Su): At 19th level, the mookslayer’s speed has become mind-boggling. He may now use his Between Breaths ability once per round against each foe he threatens.
Kime (Su): A mookslayer of 20th level has blended his mental quickness with his physical alacrity into a synergetic union of purely unimpeded motion. From 20th level onward, whenever the mookslayer enters a Surge, he gains one additional standard action each round that can only be used for attack or move actions.



The Itinerant

Hit Die: d8.

Class Skills: 6+Int
The itinerant’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills) (Int), Profession (Wis), Sense Motive (Cha), Survival (Wis), Swim (Str), and Tumble (Dex).

BAB: Middle
Saves: All high
Profs: As PHB monk
Class Features by Level:
[code]
1 Flurry of blows, superior unarmed strike, armored in life,
intuitive dodge, unarmed damage 1d8
2 Ancient wisdom
3 Still mind
4 Technique mastery, unarmed damage 1d10
5 Benign mysticism
6 Style focus
7 Mind over body
8 Technique mastery, unarmed damage 2d6
9 Uncanny dodge
10 Benign mysticism
11 Greater flurry
12 Improved style focus, technique mastery, unarmed damage 2d8
13 Mind over magic
14 Memories of the masters
15 Benign mysticism
16 Technique mastery, unarmed damage 2d10
17 Clarity
18 Style mastery
19 Improved uncanny dodge
20 Technique mastery, benign mysticism, enlightenment, unarmed damage 3d6[/code]

Class Features
All of the following are class features of the itinerant.
Weapon and Armor Proficiency: None.
Flurry of Blows (Ex): When unarmored, a itinerant may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus. A itinerant must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a itinerant may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a itinerant applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The itinerant can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a itinerant may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a itinerant reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Superior Unarmed Strike: At 1st level, a itinerant gains Improved Unarmed Strike as a bonus feat. A itinerant’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a itinerant may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a itinerant striking unarmed. A itinerant may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a itinerant’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A itinerant’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A itinerant’s unarmed strike damage is modified by the size of the itinerant identically to any other weapon.
Armored in Life (Ex): A itinerant’s flesh is his armor, and as such, the itinerant has turned his ki to his own defense. A itinerant’s skin may be enchanted like armor, and at the same cost in gold and XP. The time required to do so, however, is one hour per 1,000 gp rather than one day for the same cost. The same rules apply to the enchantment of the itinerant’s unarmed strike as a weapon.
Intuitive Dodge (Su): A itinerant gains his Wisdom bonus to his AC in addition to his Dexterity bonus. His Wisdom bonus is capped by his armor’s Max Dex identically to his Dexterity. Because this AC bonus is predicated on a supernatural level of awareness, it does not vanish when the itinerant looses his Dex bonus to AC.
Ancient Wisdom (Ex): A itinerant of 2nd level or higher knows quite a wide smattering of information, collected on his journeys. This ability acts exactly like the Bardic Knowledge ability.
Still Mind (Ex): A itinerant’s mind is tranquil even under dire circumstances. A itinerant of 3rd level or higher is immune to morale penalties of any kind, gains a +2 bonus to save vs. mind-affecting effects, and gains the Combat Casting virtual feat, but only when activating the spell-like abilities gained through this class.
Technique Mastery (Ex): At 4th level, and again every 4 levels thereafter, a itinerant gains one ability chosen from the following list. No ability can be selected more than once unless otherwise noted.
  • Aggressive Charge (Ex): The itinerant may gain an additional +2 to attack rolls and –2 AC while charging.
  • Air Advocate (Ex):The itinerant gains a 20% miss chance due to his incredible evasive skills. This miss chance does not apply to attacks against which the itinerant has lost her Dexterity bonus to AC, and it does not prevent her from being sneak attacked by characters which have flanked her.
  • Crane Style (Ex): The itinerant’s unarmed strikes are considered to have a 10’ reach as well as a 5’ reach, threatening all opponents within 10 feet of her.
  • Deep Meditation (Su): The itinerant gains the ability to heal herself of up to twice her character level in hit points by slipping into a bio-feedback inducing trance. This process takes one minute per 4 hit points being healed, minimum of one minute.
  • Dragon’s Scale (Ex): The itinerant gains a +2 natural armor bonus to AC.
  • Dragon Style (Ex): The itinerant’s unarmed strikes deal an additional 1d4 points of damage per 5 character levels.
  • Eagle Claw (Ex): The itinerant’s unarmed strike counts as one size category larger than the itinerant for purposes of tripping, bull rushing, grappling, and sundering. The itinerant gains a +5 bonus to unarmed strike damage when sundering objects.
  • Earth Advocate (Ex): The itinerant no longer provokes an attack of opportunity for initiating a grapple, and can choose to initiate a grapple as a free action whenever he successfully makes an unarmed attack. Furthermore, the itinerant gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Evasion (Ex): If the itinerant makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the itinerant is wearing light armor or no armor. A helpless itinerant does not gain the benefit of evasion.
  • Feat (Ex): The itinerant can select a feat with the [combat] descriptor in place of a technique.
  • Fire Advocate (Ex): The itinerant gains a +1 bonus to unarmed attack rolls and a +2 competence bonus to unarmed damage rolls.
  • Hard Form (Ex): The itinerant gains a +5 damage bonus on attacks made at the end of a charge.
  • Hard/Soft Form (Ex): The itinerant may ready a full attack action in place of the normal partial action.
  • Improved Evasion (Ex): The itinerant gains Improved Evasion as per the rogue. The itinerant must have Evasion to select this ability.
  • Leap of the Clouds (Ex): The itinerant gains a +30 bonus to Jump checks.
  • Leopard Style (Ex): The itinerant may make two unarmed attacks in a single partial action.
  • Monkey Footwork (Ex): As long as she wears no armor and carries no shield, the itinerants gains an additional +1 dodge bonus to AC and a +1 bonus to Reflex saves. This ability can be selected multiple times and stacks with itself.
  • Raptor’s Wing (Ex): The itinerant can use a full-round action or a charge action to make a leaping kick that gains a +1 bonus to it’s attack and damage rolls per 5 ranks the itinerant possesses in the Jump skill, and deals double damage on a successful hit.
  • Rhino Hide (Ex): The itinerant gains Damage Reduction 3/-. This ability can be selected one additional time, and stacks with itself.
  • Snake Style (Ex): The itinerant may make unarmed strikes that deal damage as if the itinerant were half her level, but have a critical multiplier and threat range one greater than the itinerant’s normal.
  • Soft Form (Ex): The itinerant may make a single attack on a round in which she took a full defense action.
  • Supreme Flurry of Blows (Ex): The itinerant may make a third attack at her highest BAB when making a flurry of blows. This ability cannot be selected until 16th level.
  • Tiger Spring (Ex): The itinerant may make a full attack at the end of a charge.
  • Tiger Style (Ex): The itinerant gains a +5 bonus to unarmed attack rolls made to confirm criticals, and deals an additional 1d6 points of damage, plus 1d6 damage per point of unarmed critical multiplier above x2, when she makes an unarmed critical hit.
  • Water Advocate (Ex): The itinerant gains an additional dodge bonus to AC equal to her Wisdom modifier while taking full defense actions or fighting defensively.
  • Weapon Form (Ex): The itinerant may select a weapon. She can use that weapon with her flurry of blows ability.
    Benign Mysticism (Sp): At 5th level, a itinerant may, once per day, use any spell of 3rd level per lower that does not target, summon, or call creatures and does not deal damage (including ability damage and level damage) as a spell-like ability. At 10th level, this ability increases to twice per day and may be any spell of 4th level or lower. At 15th level, this ability can be used three times per day and may be any spell of 5th level or lower. At 20th level, this ability can be used four times per day and may be any spell of 6th level or lower.
    Style Focus (Ex): At 6th level, a itinerant chooses between Hard Style, Hard/Soft Style, or Soft Style. A itinerant that chooses Hard Style gains a critical multiplier of x3 on his unarmed strikes. A itinerant that chooses Hard/Soft Style gains a threat range of 19-20 on his unarmed strikes. A itinerant that chooses Soft Style gains a threat range of 19-20 on his unarmed strikes.
    Mind Over Body (Sp): A itinerant of 7th level or higher may, once per day per seven class levels, choose to activate one of the following spell-like abilities, targeting only himself: Cure Critical Wounds, Neutralize Poison, Remove Disease, or Restoration.
    Uncanny Dodge (Ex): Starting at 9th level, a itinerant can react to danger before his senses would normally allow his to do so. She retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
    If a itinerant already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
    Improved Style Focus (Ex): At 12th level, a itinerant’s mastery of his Style increases. A itinerant that chose Hard Style gains a critical multiplier of x4 on his unarmed strikes. A itinerant that chose Hard/Soft Style gains a threat range of 18-20 on his unarmed strikes. A itinerant that chose Soft Style gains a +4 bonus to confirm criticals made by his unarmed strikes.
    Mind over Magic (Ex): A itinerant of 13th level or higher has Spell Resistance equal to his character level +10.
    Memories of the Masters (Sp): At 14th level, a itinerant may, as a full-round action, slip into a trance wherein he remembers the instructions of his masters in matters of combat, logic, philosophy, or social interactions. Whatever he sees, he finds a way to apply that lesson to his current situation, providing him with effects of the spell Moment of Prescience, but with a duration of one minute.
    Clarity (Su): A itinerant of 17th level or greater has a great understanding of the events that occur on the battlefield, and is able to keep a level head no matter how much action is happening around him. He gains a supernatural level of combat awareness that grants him a 20% miss chance from melee attacks and ranged attacks that originate within thirty feet of the itinerant.
    Style Mastery (Ex): At 18th level, a itinerant’s mastery of his Style is complete. A itinerant that chose Hard Style gains a critical multiplier of x5 on his unarmed strikes and a +4 bonus to confirm criticals made by his unarmed strikes. A itinerant that chose Hard/Soft Style gains a threat range of 17-20 on his unarmed strikes, and a +4 bonus to confirm criticals made by his unarmed strikes. A itinerant that chose Soft Style gains a critical multiplier of x3 on his unarmed strikes.
    Improved Uncanny Dodge (Ex): A itinerant of 19th level or higher can no longer be flanked.
    This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels than the target does.
    Enlightenment (Sp): A itinerant of 20th level has achieved enlightenment. His understanding of human nature, the physics of casualty, and the ebb and flow of universal energy flows through him constantly. The itinerant may activate, once each per day, Inkling, Augury, Divination, Commune, and Foresight as spell-like abilities. The ability Foresight can only target the itinerant himself. The caster levels of these abilities are all equal to the itinerant’s character level.




    The Ki Warrior

    Hit Die: d8.

    Class Skills: 4+Int
    The ki warrior’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Jump (Str), Knowledge (anatomy) (Int), Profession (Wis), Swim (Str), and Tumble (Dex).

    BAB: Middle
    Saves: All high
    Profs: As PHB monk
    Class Features by Level:
    [code]
    1 Flurry of blows, superior unarmed strike, armored in life,
    intuitive dodge, unarmed damage 1d8
    2 Ki ability
    3 Empower ki
    4 Improve ki ability, unarmed damage 1d10
    5 Finishing blow
    6 Style focus
    7 Improve ki ability
    8 Ki ability, unarmed damage 2d6
    9 Ki infusion
    10 Improve ki ability
    11 Greater flurry
    12 Improved style focus, unarmed damage 2d8
    13 Improve ki ability
    14 Ki ability
    15 Improved finishing blow
    16 Improve ki ability, unarmed damage 2d10
    17 Ki release
    18 Style mastery
    19 Ki ability, improve ki ability
    20 Ki incarnation, unarmed damage 3d6[/code]

    Class Features
    All of the following are class features of the ki warrior.
    Weapon and Armor Proficiency: None.
    Flurry of Blows (Ex): When unarmored, a ki warrior may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus. A ki warrior must use a full attack action to strike with a flurry of blows.
    When using flurry of blows, a ki warrior may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a ki warrior applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The ki warrior can’t use any weapon other than a special monk weapon as part of a flurry of blows.
    In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a ki warrior may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
    When a ki warrior reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
    Superior Unarmed Strike: At 1st level, a ki warrior gains Improved Unarmed Strike as a bonus feat. A ki warrior’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a ki warrior may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a ki warrior striking unarmed. A ki warrior may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
    Usually a ki warrior’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
    A ki warrior’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A ki warrior’s unarmed strike damage is modified by the size of the ki warrior identically to any other weapon.
    Armored in Life (Ex): A ki warrior’s flesh is his armor, and as such, the ki warrior has turned his ki to his own defense. A ki warrior’s skin may be enchanted like armor, and at the same cost in gold and XP. The time required to do so, however, is one hour per 1,000 gp rather than one day for the same cost. The same rules apply to the enchantment of the ki warrior’s unarmed strike as a weapon.
    Intuitive Dodge (Su): A ki warrior gains his Wisdom bonus to his AC in addition to his Dexterity bonus. His Wisdom bonus is capped by his armor’s Max Dex identically to his Dexterity. Because this AC bonus is predicated on a supernatural level of awareness, it does not vanish when the ki warrior looses his Dex bonus to AC.
    Ki Ability (Su): At 2nd level and every 5th level thereafter, the ki warrior learns a way in which to channel his ki into effects. Each Ki Ability has a number of modifications that can be purchased with the Improve Ki Ability class feature. These modifications are optional and may be turned on or off at any time as free actions unless otherwise noted. Ki Abilities can be used once per level per day. Choose one power from the following list each time a new Ki Ability class feature is gained:
    Attack Ki: This ability allows the ki warrior to attack an object’s ki, rather than it’s physical structure. The ki warrior’s attacks against objects ignore hardness and deal an amount of additional damage equal to the ki warrior’s Wisdom modifier. This ability requires a standard action.
    By spending an iteration of the Improve Ki Ability class feature on this power, the ki warrior can gain one of the following additional effects:
  • Destructive Resonance: The ki warrior’s attacks against objects resonate destructively, dealing damage equal to the original attack one round after the original attack was made.
  • Attack Living Ki: The ki warrior learns to apply this technique to living creatures’ ki. The ki warrior ignores a creature’s Damage Reduction in addition to any Hardness it has, but this ability works otherwise as normal.
  • Ki Sunder: The ki warrior can use the Attack Ki power to attempt to Sunder any object, no matter it’s size. Attempts to Sunder objects more than 5 feet large in multiple dimensions result only in five-foot sections of the object being destroyed.
    Ki Projection: This ability allows the ki warrior to, as a full-round action, project his ki into the form of a bolt of force that flies in the direction he desires and deals damage to creatures or objects it hits. The projectile deals 1d12 damage per four class levels plus the ki warrior’s Wisdom modifier and hits as a ranged touch attack, with a critical matrix of 20/x2. This attack has an absolute range of 60 feet with no range increment.
    By spending an iteration of the Improve Ki Ability class feature on this power, the ki warrior can gain one of the following additional effects:
  • Quick Projection: The ki warrior can use Ki Projection as a standard action.
  • Instant Projection: The ki warrior can use Ki Projection as a free action once per round. The ki warrior must have the Quick Projection ability to select this ability.
  • Energy Projection: The ki warrior can choose one energy type (Fire, Cold, Acid, Electricity, or Sonic) and change the Ki Projection from force damage to damage of that type. The Ki Projection retains it’s ability to strike ethereal creatures despite losing the force descriptor.
  • Destructive Projection: The critical multiplier of the ki warrior’s Ki Projection increases to x4. This ability cannot be selected if the ki warrior already possesses the Penetrating Projection ability.
  • Penetrating Projection: The threat range of the ki warrior’s Ki Projection increases to 17-20/x2. This ability cannot be selected if the ki warrior already possesses the Destructive Projection ability.
  • Projection Spread: The ki warrior’s Ki Projection becomes a 45’ cone of tiny projectiles, dealing 1d4+Wisdom modifier to every target within the cone.
  • Projection Beam: The ki warrior’s Ki Projection becomes a 60’ long, 5’ wide line of continuous energy, dealing 1d8 per four class levels + Wisdom modifier to every target within the line.
  • Explosive Projection: The ki warrior’s Ki Projection becomes a tiny bead that detonates in a 20’ burst, dealing 1d6 per four class levels + Wisdom modifier to every target within the area. The bead has a range of 90 feet.
  • Powerful Projection: Creatures struck by the ki warrior’s Ki Projection must make a Reflex save DC 10+1/2 class level + Wisdom modifier or fall prone.
  • Stunning Projection: This ability cannot be selected unless the ki warrior has also selected the Stunning Attack Ki Ability. The ki warrior can channel a Stunning Attack into his Ki Projection, forcing a creature hit by the Ki Projection to make a Fortitude save (DC 10+1/2 the ki warrior’s level + the ki warrior’s Wisdom modifier) or be stunned for one round. This ability cannot be used simultaneously with Projection Spread, Projection Beam, or Explosive Projection, and using it requires two uses of Ki Ability for the day: one for the ki Projection and one for the Stunning Attack.
    Stunning Attack: The ki warrior can expend a use of his Ki Ability to force any opponent he hits in combat with his unarmed strike to make a Fortitude save (DC 10+1/2 the ki warrior’s level + the ki warrior’s Wisdom modifier) or be stunned for 1 round.
    By spending an iteration of the Improve Ki Ability class feature on this power, the ki warrior can gain one of the following additional effects:
  • Ki Disruption: The ki warrior’s Stunning Attack disrupts the opponent’s ki rather than his nervous system, changing the save from a Fortitude save to a Will save.
  • Nerve Strike: The ki warrior’s Stunning Attack causes blinding pain to the victim. In addition for being stunned for one round, the victim is blinded for 1d4 rounds if he fails his save.
  • Strike the Bodyless: The ki warrior’s can channel his ki even into creatures that have no body. This allows any Stunning Attack to strike incorporeal creatures as if it were incorporeal itself, with no chance of missing.
  • Elemental Attack: The ki warrior’s ki can take the form of elemental energies. Each time the ki warrior makes a Stunning Attack, he chooses one of the following energy forms, and his attack deals 1d12 per four ki warrior levels of additional damage of that type: Acid, Cold, Electricity, Fire, Sonic.
    Ki Field: The ki warrior can channel his ki into his flesh, granting him a pair of effects: first, the ki warrior gains DR 3/-, and second, any creature that delivers a melee attack against the ki warrior without using a reach weapon takes 1d4 points of force damage per four ki warrior levels for having done so. Both of these effects last for the ki warrior’s Wisdom bonus in rounds.
    By spending an iteration of the Improve Ki Ability class feature on this power, the ki warrior can gain one of the following additional effects:
  • Iron Skin: The DR granted by this ability raises to 6/-.
  • Elemental Field: The damage dealt by this ability becomes damage of one elemental energy type chosen by the ki warrior at the time the ability is activated (Acid, Cold, Electricity, Fire, or Sonic).
  • Power Field: The damage dealt by this ability increases to 1d6 per four ki warrior levels.
  • Dragon Ki: While this ability is active, the ki warrior may make a Fortitude save (DC 30+ the enhancement bonus of the critting weapon, if any) whenever he would normally be critically hit. If the ki warrior succeeds, he takes damage as if the hit were not critical.
    Supernatural Reflexes: The ki warrior can, as a special non-action capable of being taken before initiative is rolled at the beginning of combat, expend a Ki Ability to add his Wisdom modifier to his initiative roll. The ki warrior may do this even if he is surprised and does not get to roll initiative until after his opponents have taken a surprise round.
    By spending an iteration of the Improve Ki Ability class feature on this power, the ki warrior can gain one of the following additional effects:
  • Deflect Arrows: During any combat in which the ki warrior used this power, he may, once each round but not more than once per point of Wisdom modifier for the entire combat, automatically deflect any one incoming projectile, not including magical projectiles (such as an Acid Arrow) or extraordinary projectiles (such as a Hill Giant’s thrown boulder).
  • Circular Reactions: For the duration of any combat in which the ki warrior used this power, the ki warrior is immune to being flanked by any character whose character level or Hit Dice are equal to or less than the ki warrior’s character level plus his Wisdom modifier.
  • Swat Blades: For the duration of any combat in which the ki warrior used this power, the ki warrior may, once per round but not more than once per point of Wisdom modifier for the entire combat, automatically deflect any one incoming melee attack, not including melee touch attacks (such as a strike from a Flame Blade spell), or weapons whose enhancement bonus is greater than the ki warrior’s character level divided by four.
  • Instinctive Reflexes: For the duration of any combat in which the ki warrior used this power, the ki warrior does not lose his Dexterity bonus to AC against invisible creatures whose character level or Hit Dice are equal to or less than the ki warrior’s character level plus his Wisdom modifier, and is considered to automatically succeed at Sense Motive rolls to detect enemies’ feints.
    Extraordinary Athlete: The ki warrior gains a bonus equal to his Wisdom bonus to all Balance, Climb, Jump, Swim, and Tumble checks for 10 minutes per class level.
    By spending an iteration of the Improve Ki Ability class feature on this power, the ki warrior can gain one of the following additional effects, each of which share their duration with the original ability:
  • Leap of the Clouds: The ki warrior gains an additional 2 times his Wisdom bonus to Jump checks.
  • Great Scaling: The ki warrior gains a Climb speed of 5 times his Wisdom bonus in feet.
  • Superior Swimming: The ki warrior gains a Swim speed of 5 times his Wisdom bonus in feet.
    Ki Mobility: The ki warrior can expend a Ki Ability as a free action to gain an additional move-equivalent action each turn for a number of turns equal to his Wisdom modifier. This ability cannot be used to grant more than one extra MEA each turn.
    By spending an iteration of the Improve Ki Ability class feature on this power, the ki warrior can gain one of the following additional effects, each of which end when Ki Mobility ends:
  • Hidden Strike: When the ki warrior activates Ki Mobility, he also gains the ability to make two attacks in a single partial action. The second attack is made at his highest BAB minus 5.
  • Gecko Walk: When the ki warrior activates Ki Mobility, he also gains the effects of the Psionic feat Up The Walls.
  • Wire Fu: When the ki warrior activates Ki Mobility, The ki warrior may Tumble his entire land speed whenever the description of the Tumble skill would normally only allow him to Tumble 20 feet.
    Abundant Step: The ki warrior can expend a Ki Ability in order to activate Dimension Door as a spell-like ability, with a caster level equal to his class level. This ability cannot be selected at 2nd level.
    By spending an iteration of the Improve Ki Ability class feature on this power, the ki warrior can gain one of the following additional effects:
  • Infinite Step: This causes the Abundant Step to act as Teleport rather than Dimension Door, but maintaining Dimension Door’s limits on actions taken after the ability is activated.
  • Combat Step: This allows the ki warrior to act as normal after activating Abundant Step, eliminating the limits Dimension Door normally places on your actions.
  • Empty Step: This allows the ki warrior to use Ethereal Jaunt in place of Dimension Door if he desires.
    Infused Blow: The ki warrior can make a standard attack action with a bonus to-hit equal to his Wisdom modifier, and count as one size category larger for the purposes of Bull Rush, Disarm, Sunder, and Grapple checks related to that standard attack action.
    By spending an iteration of the Improve Ki Ability class feature on this power, the ki warrior can gain one of the following additional effects:
  • Ki Hammer: If the attack hits, the target is flung backwards a number of feet equal to the ki warrior’s land speed, taking damage as though he fell the entire distance.
  • Dim Mak: If the ki warrior has both this ability and the Attack Living Ki ability, the ki warrior may expend two Ki Abilities for the day in order to force a Fortitude save vs. death (DC 10+ ½ the ki warrior’s character level + the ki warrior’s Wisdom modifier) on the part of a successfully-struck target.
  • Kyokushinkai: The ki warrior’s critical multiplier for this attack is doubled. This ability cannot be selected if the ki warrior already possesses the Yubi-Jutsu ability.
  • Yubi-Jutsu: The ki warrior’s threat range for this attack is doubled. This ability cannot be selected if the ki warrior already possesses the Kyokushinkai ability.
    Empower Ki (Sp): At 3rd level, a ki warrior may spend a full-round action to charge up his ki. Once charged, his ki provides a +2 bonus to Strength and Dexterity, a +5 bonus to the ki warrior’s land speed, and one additional attack per round. These bonuses fade after one round per class level. These bonuses stack with themselves, so a ki warrior that charges up for three rounds gains +6 Strength and Dexterity, +15 to land speed, and three additional attacks per round for one round per class level. After the bonus fades, the ki warrior becomes fatigued (if he charged up for two rounds), exhausted (if he charged up for three rounds), unconscious for 1d4x10 minutes (if he charged up for four rounds), or dying (drops automatically to –1 hit points; if he charged up for five rounds). Charging up for more than five rounds has no additional effect. Note that, as a spell-like ability, this power can be interrupted like a spell could.
    Finishing Blow (Ex): At 5th level, a ki warrior may deliberately sacrifice his Dexterity bonus to AC for an entire round in order to make a single attack as a full attack action. If that blow hits his opponent must make a Fortitude save DC 10+half the ki warrior’s character level+the ki warrior’s Wisdom modifier or be reduced to –1 hit points (after the effects of the blow’s damage have taken effect). Even if the opponent fails, it takes maximum damage from the ki warrior’s attack.
    The ki warrior may also use this technique against objects; if he does, the object saves as normal, and if it fails, it is destroyed.
    Style Focus (Ex): At 6th level, a ki warrior chooses between Hard Style, Hard/Soft Style, or Soft Style. A ki warrior that chooses Hard Style gains a critical multiplier of x3 on his unarmed strikes. A ki warrior that chooses Hard/Soft Style gains a threat range of 19-20 on his unarmed strikes. A ki warrior that chooses Soft Style gains a threat range of 19-20 on his unarmed strikes.
    Ki Infusion (Sp): A ki warrior of 9th level or above can, once per day per five class levels, use his Empower Ki ability instantly. This counts as one full round of “charging up”, but takes only a free action to accomplish.
    Improved Style Focus (Ex): At 12th level, a ki warrior’s mastery of his Style increases. A ki warrior that chose Hard Style gains a critical multiplier of x4 on his unarmed strikes. A ki warrior that chose Hard/Soft Style gains a threat range of 18-20 on his unarmed strikes. A ki warrior that chose Soft Style gains a +4 bonus to confirm criticals made by his unarmed strikes.
    Improved Finishing Blow (Ex): At 15th level, when the ki warrior performs a finishing blow on a character, the ki warrior may choose one of two additional effects: either the ki warrior does not lose his Dexterity bonus to AC against any opponent except the one he is making the Finishing Blow against, or, in addition to the save-or-die effect of the Finishing Blow, the ki warrior rolls a number of d6s equal to his character level. If the opponent has fewer hit points than the total of those d6s, he is reduced to –1 hit points automatically, with no save. If the opponent fails the save and has fewer hit points than the total of the d6s, he dies instantly.
    Ki Release (Su): A ki warrior of 17th level or higher can choose to release the ki he has built up using his Empower Ki ability in a single burst, rather than over several rounds. The ki warrior gains double the usual benefits from each round of charging up, but the effects last only one round per eight character levels.
    Style Mastery (Ex): At 18th level, a ki warrior’s mastery of his Style is complete. A ki warrior that chose Hard Style gains a critical multiplier of x5 on his unarmed strikes and a +4 bonus to confirm criticals made by his unarmed strikes. A ki warrior that chose Hard/Soft Style gains a threat range of 17-20 on his unarmed strikes, and a +4 bonus to confirm criticals made by his unarmed strikes. A ki warrior that chose Soft Style gains a critical multiplier of x3 on his unarmed strikes.
    Ki Incarnation (Su): A ki warrior of 20th level can flood himself with ki, gaining the benefits of five rounds of using his Empower Ki ability as a free action. In addition, the ki warrior is only fatigued after this use of his abilities. The ki warrior can use this ability once per day.

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    MrWaeseL
    Duke


    Joined: 07 Mar 2008
    Posts: 1269

    PostPosted: Mon May 24, 2004 9:38 am    Post subject: Re: More Monks! Reply with quote Add User to Ignore List

    I like the Mookslayer so far, but one question:

    Essence wrote:

    Style Focus (Ex): At 6th level, a mookslayer chooses between Hard Style, Hard/Soft Style, or Soft Style. A mookslayer that chooses Hard Style gains a critical multiplier of x3 on his unarmed strikes. A mookslayer that chooses Hard/Soft Style gains a threat range of 19-20 on his unarmed strikes. A mookslayer that chooses Soft Style gains a threat range of 19-20 on his unarmed strikes.


    Shouldn't that be 18-20 for the soft style? Then what use is hard/soft style compared to soft style?

    edit: and the style mastery ability confuses me. It seems to supercede the old description for the hard style mastery, but it is culmulative with the old descrition for soft style mastery.
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    Essence
    Knight-Baron


    Joined: 07 Mar 2008
    Posts: 536
    Location: Olympia, WA

    PostPosted: Mon May 24, 2004 5:58 pm    Post subject: Re: More Monks! Reply with quote Add User to Ignore List

    The purpose of the Style abilities is to have each Style end up at a numerically identical critical matrix, all with an identical bonus to confirm crits.

    17-20/x2 == 20/x5 == 19-20/x3.

    Hard gets there by continuously raising the crit multiplier.
    Hard/soft gets there by continuously raising the threat range.
    Soft first raises the threat range, then later raises the crit multiplier.

    Soft arguably is the weakest of the three strictly speaking (because it skips the middle step of crit matrix improvement), but becomes the strongest of the three in the end (because Improved Crit helps it more than it helps either of the other two).
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    FrankTrollman
    Serious Badass


    Joined: 07 Mar 2008
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    PostPosted: Mon May 24, 2004 8:45 pm    Post subject: Re: More Monks! Reply with quote Add User to Ignore List

    Improved Critical adds an equal amount to 19-20/x3 as it does to x5 or 17-20/x2.

    19-20/x5 is a crit bonus of 8. 13-20/x2 is a crit bonus of 8. 17-20/x3 is a crit bonus of 8.

    -Frank
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    Essence
    Knight-Baron


    Joined: 07 Mar 2008
    Posts: 536
    Location: Olympia, WA

    PostPosted: Tue May 25, 2004 5:02 am    Post subject: Re: More Monks! Reply with quote Add User to Ignore List

    Sure enough, I totally mistyped when I was calculating the benefits my first time through. Thanks for catching that, Frank. So, yeah, they're all the same. Smile
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