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View Full Version : PrC Contest VIII: Bow down to my Fist!



dman11235
2009-01-09, 11:43 PM
Bow down to my Fist!

VOTING THREAD OPEN!!! (http://www.giantitp.com/forums/showthread.php?t=103815)

Who needs swords?

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will run through midnight of February 1st

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of February 10th.

Rules

1) You will be creating an 'original' prestige class. Your class must be an Unarmed Strike specialist, focusing in some form of unarmed combat.

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5, using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here (http://www.giantitp.com/forums/showthread.php?t=81995) in the chat thread.

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.

dman11235
2009-01-09, 11:46 PM
On the Philosophy of Class Design (http://www.giantitp.com/forums/showthread.php%3Ft%3D55947)

Fax Celestis' Prestige Class Creation Thread (http://www.giantitp.com/forums/showthread.php?t=10433)

As well here is the format you are to use, with a copy/paste version in spoiler blocks. The table is for 20 levels, just eliminate the levels you do not need. The image is optional.

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
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+x|Class Ability

2nd|
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3rd|
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4th|
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11th|
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13th|
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19th|
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20th|
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+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
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4th|
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5th|
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11th|
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19th|
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20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Bhu
2009-01-11, 07:56 AM
COMBAT NUN

http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/898374112a7fb0324ba74c4f42a2d741837.jpg

”Now that I’ve promptly kneed your scorum well into your chest cavity perhaps you’ll think twice about grappling a poor helpless nun.”

In the peaceful hills of De Da Pigu valley there is a temple for the training of female monks (nuns). Unfortunately for them many of the surrounding city-states are at war with one another, and many soldiers stop by to get healed. Or to get drunk and have their way with the women. For the Pigu nuns are famous for both their rice wine (it’s how they support the temple’s costs), and their natural beauty. And their being nuns make most believe that somehow they all have vows of chastity which isn’t the truth, but which makes them attractive to marauding bands of villains looking for a few innocents to plunder. Naturally the nuns have become pretty proficient at kicking behind because of this.

BECOMING A COMBAT NUN
Pretty much any woman spending time at the Pigu temple will become a member of this class, whether they want to or not.

ENTRY REQUIREMENTS
Gender: Female
Class Abilities: Unarmed Strike, Ki Strike
BAB: +4
Feats: Combat Expertise, Power Attack, Stunning Fist, Superior Unarmed Strike *
Jump 6 ranks, Sense Motive 6 ranks, Tumble 6 ranks

* Superior Unarmed Strike is in Tome of Battle

Class Skills
The Combat Nun's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Winemaking)(Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Monk Abilities, Combat Training

2nd|
+2|
+3|
+3|
+0|Iron Fist +1d6

3rd|
+3|
+3|
+3|
+1|Specialty Training

4th|
+4|
+4|
+4|
+1|Combat Training

5th|
+5|
+4|
+4|
+1|Iron Fist+2d6

6th|
+6|
+5|
+5|
+2| Specialty Training

7th|
+7|
+5|
+5|
+2| Combat Training

8th|
+8|
+6|
+6|
+2| Iron Fist+3d6

9th|
+9|
+6|
+6|
+3| Specialty Training

10th|
+10|
+7|
+7|
+3|Butt Kickin’ Machine[/table]


Weapon Proficiencies: Combat Nuns become proficient in all Simple and Martial Bludgeoning Weapons.

Monk Abilities: Your Monk and Combat Nun levels stack for purposes of determining your Unarmed Damage and AC Bonus (and the number of times per day you may use Stunning Fist), and you may multiclass freely between this Prestige Class and Monk.

Combat Training (Ex): At levels 1, 4, and 7 you may choose a maneuver from the following list to learn and use in combat:

Spinal Tap: If your opponent is unsuspecting (i.e. you are behind him, he’s distracted, etc) you like to brutally fisticate his spinal column in a manner intended to cause him massive personal injury. Whenever your opponent is unaware of your presence, is flat-footed, or has lost his Dexterity Bonus to AC you may attack with an Unarmed Strike as a Full Round Action. If you are successful you do maximum damage with the strike and your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or die instantly. This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy, and is not available until Level 7.

Kneecapin’: You stomp on your opponents knee, crushing the kneecap and bending his leg in a direction in a way it wasn’t meant to go. As a Full Round Action you may make an Unarmed Strike. If it hits successfully the opponent is Knocked Prone and his Movement rate is halved until he either is subject to a Cure Wounds spell or he gets medical attention (a weeks stay in a hospital). They must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or permanently lose the use of that leg (a Heal or Regeneration spell will fix this). This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

Chin Smash: You grab your opponents head and knee his lower jaw into his brain cavity. As a Full Round Action you may make an Unarmed Strike. If you hit successfully your opponent is Knocked Prone and Stunned 1 round. They must also make a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be knocked Unconscious 1 round, and be Confused (as per the spell) for the rest of the encounter. This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

De-groininator: You can knee your opponents groin so hard their pelvic bone shatters and flies into their heart killing them. Well not yet, but you hope one day it’ll be that horrifying. As a Full Round Action you may make an Unarmed Strike. If you hit successfully your opponent is Knocked Prone, and Dazed 1 Round. They must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or instead they are Stunned 1 round, and Staggered for the rest of the encounter regardless of how many hit points they have. This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

Drop the Big Elbow: If the Nun succeeds with a Trip Attack, she may immediately hit her opponent with an Unarmed Strike using her highest Attack Bonus as they lay prone as an Immediate Action (effectively dropping an elbow on their face as a nice follow-up to the trip).

Bad Chiropracty: You know how to manipulate your opponent’s spine and joints in bad ways. If you have your opponent successfully Pinned in a Grapple he must make a Fortitude Save each round the Pin is maintained (DC is 10 plus half hit dice plus Wisdom modifier) or be Paralyzed for 1d6 rounds. This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.


Iron Fist (Ex): At second level whenever you confirm a critical hit against an opponent with an unarmed strike you add +1d6 damage. This increases to +2d6 damage at level 5, and +3d6 damage at level 8.

Specialty Training (Ex): To keep the Temple’s nuns from being predictable the Head Nun decreed that they would all work on a special substyle of their own devising. That way foes wouldn’t know what to expect. At level 3 you get a Feat that simulates your particular substyle. Depending on which Feat you choose, you also get another Feat at levels 6 and 9 as followup training:

Internal Hemmorhaging Kung Fu: Fists of Iron (3rd), Brutal Strike (6th), Improved Critical (Unarmed Strike)(9th). (These Feats are in the Complete Warrior and PHB II)

Horny Moose Kung Fu: Reckless Charge (3rd), Powerful Charge (6th), and Greater Powerful Charge (9th). (These Feats are in the Miniatures Handbook)

Lying Weasel Kung Fu: Combat Reflexes (3rd), Vexing Flanker (6th), Adaptable Flanker (9th). (These Feats are in the PHB II).

Psycho Squirrel Kung Fu: Flying Kick (3rd), Combat Acrobat (6th), and Acrobatic Strike (9th). (These Feats are in Complete Warrior and PHB II).

Bad Touch Kung Fu: Pain Touch (3rd), Weakening Touch (6th), Freezing the Lifeblood (9th). (These Feats are in the Complete Warrior).

Farting Yak Kung Fu: Fiery Fist (3rd), Fiery Ki Defense (6th), Ki Blast (9th). (These Feats are in PHB II).

Rape Prevention Kung Fu: Dodge (3rd), Melee Evasion (6th), Defensive Strike (9th). (These Feats are in Complete Warrior and PHB II).

Huggy Bear Kung Fu: Improved Grapple (3rd), Earth’s Embrace (6th), Choke Hold (9th). (These Feats are in Complete Warrior and Oriental Adventures).

Howler Monkey Kung Fu: Kiai Shout (3rd), Greater Kiai Shout (6th), Intimidating Strike (9th) (Feats are in Complete Warrior and PHB II).

Pointy Toe Kung Fu: Extra Stunning (3rd), Roundabout Kick (6th), Snap Kick (9th) (These Feats are in Tome of Battle and Complete Warrior).

Sissy Dragon Kung Fu: Unbalancing Strike (3rd), Falling Star Strike (6th), Pharaoh’s Fist (9th). (These Feats are in Oriental Adventures and Sandstorm).

Butt Kickin’ Machine: Having long ago given up on transcendence or enlightenment, the Nuns have focused on whoopin’ butt instead. At 10th level their Unarmed Strikes do +4d6 damage on a confirmed critical. If they roll a natural ‘1’ on an attack roll with an Unarmed Strike they may spend a daily use of their Stunning Fist to reroll the attack as a Free Action (but they must accept the results of the second roll). Nuns also gain a Competence Bonus on all opposed combat checks (Bull Rush, Disarm, Grapple, Trip, etc.) equal to their Wisdom Bonus.

[b]PLAYING A COMBAT NUN
You joined the nunnery to learn a trade, get the local men to stop pestering you for marriage, and live peacefully. It’s hard, but it’s a fulfilling life. And one day when you spot a man with potential you’ll leave the Temple and settle down. Bu till then you have to put up with bands of marauding brigands and soldiers. Well actually you always had to do that, now you can just fight back is all. You’d think the men would notice you for your wonderful devotion to the temple, your superb craftsmanship that enables you to produce the region’s best rice wine, etc. But no. All they notice is your magnificent ghetto bootay. Friggin’ drunks.
Combat: Generally you specialize in putting the hurt on people as quickly and efficiently as possible. The goal being not to kill them so much as make them wish you had. That way they get the idea that picking on women is bad in general, and that some are capable of doing hideous damage by way of retribution. Also it’s kinda hard to tell the butt kickin’ women from regular ones, so it’s best to give them all a pass…
Advancement: Most Combat Nuns tend to advance down pretty similar lines (mostly because they don’t often get much other choice). Every time they try to branch out and do something different the Ogre’s show up in town demanding wine and women, and it’s right back to kicking butt. Course if you ever have grandkids you’ll have some awesome stories to tell them about how you shoved your pinky finger through an Oni’s spine that one time…
Resources: A Combat Nun always has her fellow sisters to draw upon for aid, as well as many a thankful townsperson whom they have rescued from the usual drifting vagabonds who wonder into town robbing and killing as they go. It’s like your life is a spaghetti western or something…

CLASS NAME IN THE WORLD
I like…Kung Fu…Nuns and I cannot Lie! You otha brothas can deny!”

You get along pretty well with the locals. Outsiders not so much. Ousiders think just cause you’re a Nun you can’t hold your own. Well you’ll show em’. A good swift blow to the spine changes most of their attitudes right quick. Darn monsters wandering out of the mountains and grabbing you by the backside in the fields, who the hell do they think they are? And who is this Asmodeus they keep talking about like it’s supposed to impress you? The human brigands are just as bad. At this rate you’ll need to stop bathing just to ensure you get some peace and quiet…
Daily Life: You spend much time teaching the local children, performing upkeep on the temple, tending the fields, and sundry other chores. Your daily assignments vary. But the one constant is Kung Fu training. You need to be able to defend yourself and the local innocents. Plus being able to beat up Trolls and call them sissies is awesome.
Notables: Pusheng Toy (LG Female Human Monk 6/Combat Nun 6) is a local Nun of promising caliber. She has done well at her training and may even be ready for advancement to Headmistress status at the temple. As long as she can do something about that pesky Death Slaad who keeps trying to get her to marry him. Some alien demon frogs just don’t listen to the word “no”.
Organizations: The Combat Nuns pretty much are an organization. They don’t have much in the way of political power, but the people love them more than the aristocracy so it’s wise for the nobility to listen to them if they don’t want the peasants ticked. They also don’t have a lot of money, but since they are well respected they can sometimes manage to get what they need from admirers.

NPC Reaction
Presuming the NPC isn’t drunk, evil, or a monster they pretty much adore you. You’re the holy lady who protects them after all. If they are drunk and/or evil the reaction is pretty much “Hey baby” or something even less imaginative.

COMBAT NUNS IN THE GAME
This class will definitely make the bad guys suspect women a bit more. Or at least lead them to think that they aren’t as helpless as they may seem regardless of the situation. But then there aren’t a lot of smart bad guys out there or there wouldn’t be a need for this class.
Adaptation: This is meant for not entirely serious campaigns, or more specifically ones with a bit of edgy humor. Not that it can’t be easily enough adapted, but it’s generally not meant to be serious cause then the premise would be a little disturbing if it were realistic.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC’s are walking into a lovely local little village when they are greeted by the sight of a robed woman violently kneeing a soldier in the spine repeatedly before kicking him in the face and breaking his jaw. The villagers appear to be cheering her on. Might be wise not to pull any on games while you’re here…


Pusheng Toy
LG Female Human Monk 6/Combat Nun 6
Init +2, Senses: Listen +6, Spot +6
Languages Common
------------------------------------------------
AC 27, touch 19, flat-footed 25 (+2 Dex, +5 Wis, +6 Armor, +2 Natural, +2 Deflection)
hp 54 (12 HD)
Fort +12, Ref +14, Will +11
Evasion, Still Mind
------------------------------------------------
Speed 50 ft. (10 squares)
Melee Unarmed Strike +10/+5 (2d8+2) With Belt: +13/+8 (2d8+5)
Base Atk +8, Grp +10 (+13 w/Belt)
Atk Options Flurry +8/+8/+3 (2d8+2) (+11/+11/+6 2d8+5 w/Belt), Stunning Fist 12/day, Drop the Big Elbow, Kneecappin’, Iron Fist +2d6
-----------------------------------------------
Abilities Str 14 (20 w/Belt), Dex 14, Con 10, Int 8, Wis 17, Cha 12
SQ Unarmed Strike, AC Bonus, Unarmed Speed Bonus, Ki Strike, Slow Fall 30’, Bad Touch Kung Fu
Feats Combat Expertise, Great Fortitude, Improved Disarm, Lightning Reflexes, Power Attack, Superior Unarmed Strike, Combat Reflexes (B), Improved Trip (B), Pain Touch (B), Stunning Fist (B), Weakening Touch (B)
Skills Hide +8, Jump +8, Listen +6, Move Silently +5, Sense Motive +9, Spot +6, Tumble +11
Possessions Belt of Giant Strength +6, Bracers of Armor +6, +2 Ring of Protection, +2 Amulet of Natural Armor

PinkysBrain
2009-01-14, 06:17 PM
Wuji Disciple
http://i152.photobucket.com/albums/s171/gentofist/kenshiro-1.gif

You are already dead.

The Wuji order resulted from the infiltration of an order of monk's who used ki for healing by assassins. Moulding the art to suit their needs, using their own intimate knowledge of living bodies to channel ki more effectively and enhance the potential of their own bodies. Though that order is now all but forgotten and the monastic roots of the Wuji order have been eroded Wuji Disciples have flourished. A few monastery's of the order still exist, but many Wuji Disciples have never seen the inside of one and act as lone agents.

BECOMING A WUJI DISCIPLE
Assassins, Ninjas and rogues seeking to concentrate on martial combat often seek to become Wuji Disciples. Any existing Wuji Disciple can teach the art. Entry in one of the few monastery's for training hinges on discovering it's location and generally requires promises of allegiance and to fulfil paid contracts on their behalf at least once a year if called upon.

ENTRY REQUIREMENTS
Skills : Concentration 8 ranks, Heal 3 ranks
Feats : Improved Unarmed Strike, Stunning Fist
Special : Sneak Attack 1d6
Special : Must be a living creature normally vulnerable to critical hits

Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str) and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+0|Heavy Fist, Ki Power, Stunning Fist

2nd|+2|+3|+0|+0|Imbue Ki, Change Potential

3rd|+3|+3|+1|+1|Shape Vibrations, Sneak attack +1d6

4th|+4|+4|+1|+1|Neutralize Poison

5th|+5|+4|+1|+1|Resonate

6th|+6|+5|+2|+2|Change Potential, Sneak attack +2d6

7th|+7|+5|+2|+2|Ease Motion

8th|+8|+6|+2|+2|Control Motion

9th|+9|+6|+3|+3|Obliterate, Sneak attack +3d6

10th|+10|+7|+3|+3|Release Full Potential
[/table]

Weapon and Armour proficiencies: Wuji Disciples gain no proficiency with any weapon or armour.
Heavy Fist (Su): A Wuji Disciple can use her knowledge of ki and physiology to increase the weight of her blows. On her turn the Wuji Disciple can give up her ability to sneak attack until her next turn to gain a +2 damage bonus per sneak attack dice on her unarmed strike. Creatures immune to precision damage can be affected by this damage.
Ki Power (Su): A Wuji Disciple can use her ki to manifest special powers, she can do this a number of times per day equal to half her class level (minimum 1) plus her wisdom bonus (if any). A Wuji Disciple can only use her ki powers if she is wearing no armour and is unencumbered. When used on herself these powers do not require or consume imbued ki (see below). The powers can affect both creatures and objects where it makes sense and do not require line of sight or range, saving throws against these powers are fortitude saves with a DC equal to 10 + class level + the Wuji Disciples Wisdom bonus, the save is to negate. A Wuji Disciple gains a +2 bonus on her Fortitude saves as long as she has at least 1 daily use of her ki powers remaining.
The powers are Change Potential, Shape Vibrations, Neutralize Poison, Resonate, Ease Motion, Control Motion, Obliterate and Release Full Potential. They are described below.
If a Wuji Disciple has levels in other classes granting Ki Power she does not gain her wisdom bonus to uses per day, but she can use her daily uses from that class to use her ki powers for this class and vice versa.
Stunning Fist (Ex): A Wuji Disciple gains extra uses of her Stunning Fist feat equal to her class level.
Imbue Ki (Su): At 2nd level a Wuji Disciple becomes able to channel her ki into creatures or even objects. By expending a use of the Stunning Fist feat and giving up the ability to sneak attack for 1 round a Wuji Disciple can imbue a reflection of her ki on a successful hit with her unarmed Strike or as a touch on a willing target, one point of ki per sneak attack dice. While striking the Wuji Disciple can decide whether this ki will explode violently after 1 round at the beginning of her next turn, causing 1d6 bludgeoning damage per point, or dissipate harmlessly after a number of rounds equal to her class level. In the latter case imbued ki from previous rounds will have it's duration increased to match. Creatures immune to stunning and/or precision damage can be affected by this damage. If the target is killed by this effect open wounds appear all over the body.
Change Potential (Su): At 2nd level a Wuji Disciple becomes able to use her ki to tap her target's hidden potential or suppress it's potential. She can spend upto 4 points of imbued ki from her target and 1 daily use of her ki powers as a swift action to give a bonus or penalty equal to the number of points of imbued ki spend to a single ability score of her target. This ability lasts for 1 round per class level and allows no save. At level 6 she can spend up to 6 points.
Shape Vibrations (Su): At 3rd level a Wuji Disciple becomes able to use her imbued ki to make her target transparent to sound. She can spend 1 point of imbued ki from her target and 1 daily use of her ki powers as a swift action to silence her target for 1 minute per class level. The target can neither create nor affect sound in the environment, she is effectively silenced and undetectable by blind sense and blind sight when it relies on hearing and tremor sense.
Sneak Attack (Ex): At 3rd level a Wuji Disciple gains 1d6 sneak attack damage, this is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 6th level and again at 9th. If a Wuji Disciple gets a sneak attack bonus from another source the bonuses on damage stack.
Neutralize Poison (Su): At 4th level a Wuji Disciple becomes able to use her imbued ki to neutralize poison. She can spend 1 point of imbued ki from her target and 1 daily use of her ki powers as an immediate action to affect her target as the spell of the same name, with a caster level equal to her class level.
Resonate (Su): At 5th level a Wuji Disciple becomes able to cause imbued ki to resonate. She can spend 1 daily use of her ki powers as a standard action to deal 2d6 per point of imbued ki to the target. If the target is killed by this effect the body explodes, with few recognizable body parts remaining.
Ease Motion (Su): At 7th level a Wuji Disciple becomes able to use her imbued ki to ease restrictions on motion. She can spend 1 point of imbued ki from her target and 1 daily use of her ki powers as an immediate action to grant her target the same benefits as the Freedom of Movement spell (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) as well as making her target immune to stun and daze for 1 round per class level.
Control Motion (Su): At 8th level a Wuji Disciple becomes able to use her imbued ki to control the actions of her target. She can spend 3 points of imbued ki from her target and one daily use of her ki powers as a swift action to take control of her targets body, this functions like the psionic power Control Body (http://www.d20srd.org/srd/psionic/powers/controlBody.htm) except that it affects a target of any size, can affect objects, lasts for 1 round per class level and the Wuji Disciple can stop concentrating on the effect without ending it's duration. When not concentrating on controlling her target he is held helpless.
Obliterate (Su): At 9th a Wuji Disciple becomes able to cause imbued ki to go out of control. She can spend 6 points of imbued ki from her target and 2 daily uses of her ki powers as a standard action to deal 4d6 per point of imbued ki to the target including the 6 points spend. If the target is killed by this effect the body is essentially disintegrated, although without being reduced to ash.
Release Full Potential (Su): At 10th level a Wuji Disciple can unlock fully her hidden potential. She can spend 1 daily use of her ki powers as a free action to apply a +6 bonus to two of her ability scores and gain fast healing 5, or a +5 bonus to fast healing if she already possesses it. This ability lasts for 1 round per class level and replaces the effects of Change Potential.

PLAYING A WUJI DISCIPLE
As a Wuji Disciple your place is on the front lines. Your vast array of class skills gives you versatility, although you can only be excellent in a select few skills due to your lack of skill points.
Combat: Since a Wuji Disciple's most powerful attacks consume very precious resources she will generally try to rely on simple sneak attacks, Heavy Fist and use of Stunning Fist. When she does go all out she will concentrate on the toughest opponent, doing perceptively little damage to avoid attention before either shutting him down or blowing him up at an opportune time. When possible she will try to imbue her allies with ki before or during combat so she can use her beneficial powers on them when necessary. During an assassination she will first silence herself and then try to imbue ki on the target with touch if he is sleeping, or forcibly if not. Then she will silence her target or use Control Motion on him before finishing him off.
Advancement: Expanded Ki Pool is a very attractive option to any Wuji Disciple, as well as Rapid Stunning. After completing the path as a Wuji Disciple the player should look at classes with fast sneak attack progression to maximize the effect of imbued ki.
Resources: A Wuji Disciple trained in the field has no special access to resources, a Wuji Disciple with allegiance to a monastery can return to find extensive libraries and high level spellcasting services at the monastery. As well as a stock of magical and mundane items (treat as a small city) and poisons, at a price of course.

WUJI DISCIPLES IN THE WORLD
"I didn't know they were going start painting these walls and where the hell is our lord?"

Most Wuji Disciples are assassins, specializing in using the side effects of their fighting style to generate brutal displays of gore in a short amount of time before disappearing. Of the Wuji Disciples who chose a different path many seek adventure in wilderness and ruins, places where their fighting style does not attract undue attention.
Daily Life: The Wuji Disciple in her traditional role as assassin will spend most of her time either in comfort at home, the local in or tending to menial tasks in her monastery. Biding her time till the next contract arrives while trying not to stand out.
Notables: Many Wuji Disciples turned to being servants of the law. The most famous of these was the executioner simply known as Blood during the great crusade to purge Lycanthropes. Willing to painlessly obliterate those who acquiesced in their punishment but relishing the act of imbuing ki into struggling victims with the lightest of taps before blowing them apart, showering the crowd in blood and guts during public executions. Presently the only widely recognized public figure known to be a Wuji Disciple is the Warforged monk Nakhosha Sokema who seeks purpose in his life travelling the outskirts of the civilized world protecting the downtrodden, although he is only generally recognized on his way out by the mess left of those who tread on them.
Organizations: The Wuji monasteries throughout Eberron hold no special allegiances outside of their members and their employers and there is no general unifying organization among the other Wuji Disciples. Wuji Disciples who act as free agents do naturally gravitate to evil organizations willing to use terror in their goals such as the Order of the Emerald Claw.

NPC Reaction
NPCs will generally recoil in revulsion for what they perceive as someone who seeks carnage in all combat, although few Wuji Disciples would chose to expose themselves as such.

WUJI DISCIPLES IN THE GAME
Wuji Disciple's ability to negate poison and movement impediments might make some encounters easier, but they are not superior to existing magic users in this respect. Unlike other characters with sneak attack the Wuji Disciple will shine against undead opponents, being able to deal both a lot of damage and making good use of their low fortitude saves.
Adaptation: Wuji Disciples fit in any setting where monastic monks are accepteable, if not then any adaptions made to monks should also be appropriate for Wuji Disciples.
Encounters: PCs will generally encounter a Wuji Disciple as either a target of assassination or by interrupting one at their work, either way the likely outcome is combat.

Sample Encounter
The mayor has hired you to research several mysterious deaths in the town and put a stop to them. Entering the docks you see several bloody puddles on the ground as well as a Warforged striking a seemingly frozen man holding a whip standing next to a corral with several slaves, as you approach the Warforged walks away with no acknowledgement of your presence leaving the frozen man seemingly mostly unharmed. The next moment nothing remains but a bloody mist and a pile of clothes.

EL 14: Nakhosha Sokema looks like an average Warforged, brandishing no weapon though well equipped. He has a fierce thirst for freedom and will do nearly anything to remain free, though if he senses your intentions are good rather than merely being mercenaries for a corrupt government he will try not to kill you.

Nakhosha Sokema
NG Warforged Fighter 2/Rogue 2/Monk 1/Wuji Disciple 9

Bobmufin52
2009-01-22, 11:16 PM
Student of the Black Palm
“Yes, I could use poison, but I’ll just use my hands… their much deadlier.”- May Darkmoon, Student of the Black Palm, taunting a now dead foe.
Many seek strength through mediation and discovering inner strength, however, some want more, some want to learn how to use this inner strength to kill. This is where the style of Black Palm originated, a style of fighting that focuses on inner strength combined with stealth and death.

Becoming a Student of the Black Palm
Monks make the greatest Students of The Black Palm, although rogues could make use of the class too, if they wanted to.
Entry Requirements
Alignment: Lawful Evil
Skills: Concentration 4, Hide 8 ranks, Move silently 8 ranks
Feats: Improved unarmed strike, Stealthy
Special: Must kill someone for no other reason than to become a Student of the Black Palm.

Class skills
The Class Students of The Black Palm 's class skills (and the key ability for each skill) are....
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable device (Int), Escape artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move silently (Dex), Open lock (Dex), Profession (Wis), Search (Int), Sense motive (Wis), Spot (Wis), and Tumble (Dex)
Skills Points at Each Level: 6 + int modifier
Hit die: d8
Student of the Black Palm
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|Monk abilities, Death attack, Trapfinding, Sneak attack +1d6

2nd|
+1|
+3|
+3|
+0|Poison use

3rd|
+2|
+3|
+3|
+1|Harmful strike

4th|
+3|
+4|
+4|
+1|Sneak attack +2d6

5th|
+3|
+4|
+4|
+1|Poison immunity

6th|
+4|
+5|
+5|
+2|Silent feet

7th|
+5|
+5|
+5|
+2|Sneak attack +3d6

8th|
+6|
+6|
+6|
+2|Hide in plain sight

9th|
+6|
+6|
+6|
+3|Improved silent feet

10th|
+7|
+7|
+7|
+3|Poison the soul, Sneak attack +4d6 [/table]

Weapon Proficiencies: The Student of the Black Palm gains no proficiencies with any weapons or armor.

Monk abilities: A Student of the Black Palm adds her class level to her monk level to determine her class-based AC bonus, her unarmed damage, her unarmored speed bonus, and the number of her daily attempts of her Stunning Fist feat. If she has no monk levels she gains the AC bonus, unarmed damage, and unarmored speed bonus of a monk whose level equals her Student of the Black Palm level, but she can not add her wisdom bonus to her AC. A Student of the Black Palm dose not count her class level for the purpose of determining when she gains other monk class features.

Death attack: This is exactly like the assassin’s ability of the same name except he uses her wis modifier instead of her int modifier. See pg.180 of the DMG for more details.

Trapfinding: This is exactly like the rogue’s ability of the same name. See pg. 50 of the PHB for more details.

Sneak attack: This is exactly like the rogue’s ability of the same name. The extra damage dealt increases by +1d6 every 3 levels (4th, 7th, and 10th). If the Student of the Black Palm gets a sneak attack bonus from other levels (such as rogue levels), the bonuses on damage stacks see pg.50 of the PHB for more details.

Poison use: Students of the Black Palm are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.

Harmful strike: The Student of the Black Palm learns not just how to harness his ki power to strength himself, but learns how to use it to weaken his enemies. At 3rd level a Student of the Black Palm can make an unarmed attack that if it hits, the target must make a fortitude save with a DC(10 + 1/2class level (rounded down) + wis modifier). If the target fails the save he takes a 1d6 + 1/2class level (rounded down) penalty on fortitude saves for 1 minute per level in Student of the Black Palm. you can use Harmful strike 1/day at first, but you gain one use per day every 2 levels (2/day at 5th level, 3/day at 7th level, ect.) you must declare that your making a harmful strike before you make an attack roll, if the attack misses the daily use of the harmful strike is still used up. This effect takes place immediately once the attack hits, this means that if a Student of the Black Palm uses a Harmful strike while his hand was covered with poison (see below), the target must make the fortitude save against the harmful strike first, if he fails, he takes the penalty on the fortitude save against the poison on the hand. Multiple Harmful strike penalties stack.

Poison immunity: Starting at 5th level, Students of the Black Palm are immune to contact poisons. From now on she can never be affected by any type of contact poisons and can actually apply it to their skin without it losing its potency; this means a Student of the Black Palm can apply contact poisons to her unarmed attacks. The Student of the Black Palm is still affected by ingested, inhaled, and injury poisons normally.

Silent feet: When a 6th level Student of the Black Palm moves more than half but less than her full land speed, she only takes a -2 penalty on move silently checks instead of the normal -5.

Hide in plain sight: This is exactly like the assassin’s ability of the same name. See pg.181 of the DMG for more details.

Improved silent feet: A 9th level Student of the Black Palm can now move ¾ of his full land speed before having to suffer a penalty on move silently checks (the penalty is still -2). Also, when the Student of the Black Palm tries to use the move silently check while running or charging, she only takes a -10 on the check instead of the normal -20.

Poison the soul: A 10th level Student of the Black Palm learns the greatest and deadliest ability of his art. Once per day, a Student of the Black Palm can declare a single unarmed attack as a poison the soul attack. If the attack hits the target, he must make a fortitude save with a DC of (10 + class level + Wis modifier. If the target fails the save, he is automatically slain; other wise he is fatigued for the next 24 hours. When a target is slain in this manner, only a true resurrection spell can bring him back to life; this is due to this special ability using the Student of the Black Palm’s ki power to actually “poison” the target’s soul and making it exceptionally weak when you try to resurrect it.

Ex-Student of the Black Palm: The Student of the Black Palm is allowed to freely multi-class between monk and Student of the Black Palm. However, if the character takes a level in any other class other than monk or Student of the Black Palm, she can never raise her Student of the Black Palm level again (or monk for that matter). A Student of the Black Palm who stops being Lawful Evil cannot take new levels in Student of the Black Palm, but retains all class abilities.

Playing a Student of the Black Palm
This class is great for ambushes, but can continue fighting in the front lines after the initial attack if they wanted to.
Combat: Unarmed combat is best for the Student of the Black Palm, it’s more powerful than most weapons, and it allows her to use her Harmful strike and Poison the soul abilities.
Advancement: The Student of the Black Palm could go ether as a front line fighter, a stealth ambusher, or both if desired.
Resources: Resources can come depending on their training prior to becoming a Student of the Black Palm. they can expect to get people paying them to remove unwanted people as well.

Student of the Black Palm in the World
“Monk… came out of nowhere… ambushed us… struck fiercely.. killed the rest… of the squad… very painful… I think.. I think.. his hands.. were… poisoned… ” -Dying soldier reporting to his captain.

Students of the Black Palm are feared by many, even other evil monks. They tend to be hired as assassins, for they’re mostly feared for their ability to kill so easily.

Daily life: When not in combat, stalking a foe, or exerting your powers over underlings, Students of the Black Palm can be found meditating, exercising, or just generally training to become stronger, for all Students of the Black Palm know that they must continue training if they want to keep their powers.

Notables: One major Student of the Black Palm is Thamior Puckens, a half-elf who was raised by only his human father, Jacob Puckens. When Thamior came of age, he left his father to search for his mother. He found her, married to a male elf, and discovered he had a step sister, Vadania Liadon. When he wanted his mother’s approval, he got none and got Vadania’s taunting instead. Thamior went away and trained to be a monk. Years later, he found Vadania to challenge her and gain his mother’s approval. Vadania, who had been trained as a wizard, utterly defeated him, earning him nothing but the disgust of his mother. Thamior then became utterly twisted and evil, he found the Black Palm Clan and became a Student of the Black Palm. he learned quickly, for now he didn’t let anything get in his way, not even emotions; he became a maverick, goings so far as killing a fellow student who admitted her lover for him. when he mastered the ways of the Black Palm, he found Vadania and challenged her to a rematch. This time Thamior killed Vadania, and her mother, and father, and more than half of the elven community she lived in. after gaining his revenge, Thamior retuned to the Black Palm Clan, where he quickly gained power and became the leader of his hometown, witch had fallen into the grasp of the Clan while Thamior was away. To show how much power he had, and how unforgiving he was, he mercilessly beat his own father to a slow, agonizing death in the town square. Many years later, no one has even though of betraying Thamior.

Organizations: Most Students of the Black Palm come from the Black Palm Clan, the group who created the Black Palm style. Some other clans have popped up, being originally part of the Black Palm, but have broken off because of disputes. However, these other clans tend to be very secretive since the Black Palm hunts them down and kills all who are involved, so as to protect the secrets of their style. The Black Palm Clan is located high up on a mountain, in a huge, if somewhat secluded monastery. However, the clan’s power is more than just the mountain, having taken control of many towns and cities that are near; they keep control with a mix of sheer force and a sort of secret police displaced into the town to find and dismantle any problems.

NPC reactions
For those who don’t know of your power, they treat you like they would treat any other monk; but for those who do know your powers, they are fearful, praying that they don’t become the targets of your mighty power.

Student of the Black Palm in the Game
This class might take the assassin’s place as hired killer in the game, although the assassin is still a better choice for non-monk characters.
Adaptation: Their could be multiple clans that teach the Black Palm style, maybe having focuses on different kinds of powers, like on clan gives better focus on poisons while another is focused on stealth.
Encounters: Any place where evil monks can be found is a great place for a Student of the Black Palm.

Sample encounter
EL 16: The PCs have just entered a small, well kept town. Unfortunately, it is the town the Black Palm Clan gave to Thamior Puckens; and he is not happy to see powerful people like the PCs in town. He approaches the PCs outside, in the open, and loudly asks that they quickly finish whatever business they have in his town and then leave. If they don’t listen, well then Thamior will just have to get a little more… persuasive.

Thamior Puckens
LE Male Half-elf 3 rogue/3 monk/ 10 Student of the Black Palm
Init +3, Senses: Listen +4, Spot +12,
Languages: Common, Elven
------------------------------------------------
AC 18, touch 18 , flat-footed 15
HP 93 (16 HD)
Fort +12, Ref +16, Will +12
------------------------------------------------
Speed 70 ft. (14 squares)
Melee +13/+7 Axiomatic quarterstaff (1d6+1/1d6+1)+2d6 lawful, +12/+6 unarmed (2d6+1)
Base Atk +11, Grp +18
Atk Options: sneak attack +6d6, Harmful strike, Poison the soul, Flurry of blows
Combat Gear: +1 Mwk composite longbow, Axiomatic quarterstaff
-----------------------------------------------
Abilities Str 13, Dex 16, Con 13, Int 10, Wis 16, Cha 8
SQ: Immunity to sleep, Elven blood, +2 against enchantments, +1 to spot search and listen, +2 to diplomacy and gather info, evasion, trapfinding, trap sense +1, improved evasion, still mind, +40 feet to movement, AC bonus, Death attack, poison use, poison immunity, silent feet, improved silent feet, Harmful strike, Poison the soul, hide in plain sight, unarmed damage 2d6
Feats: stealthy, improved grapple, combat reflexes, deflect arrows, improved unarmed strike, endurance, diehard, toughness (twice), iron will Skills: Concentration +5, Disable device +16, Escape artist +22, Hide +24, Jump +7, Move silently +24, Open lock +21, Spot +12, Tumble +16
Possessions: Combat gear, 2 vials of black lotus extract, 1865 gp

RS14
2009-01-25, 07:58 PM
OAKEN SENTINEL

"I have long guarded these lands, guard them now, and will guard them long after you are dead, for I do not care to be hindered by a mouse such as yourself."

Oaken Sentinels are guardians of forest dwellers, and often forests as well. They are creatures who seek to emulate treants, and they grow to mighty proportions. Their skin becomes the color and texture of bark, and their bodies become like trees. They forgo weaponry, and often even armor, and use their long arms and great strength to halt smaller foes in their tracks.

BECOMING AN OAKEN SENTINEL
Many Oaken Sentinels are druids, who are well prepared to learn from treants. Many come from purely martial backgrounds as well, as they are well suited to make use of their great size in combat. Surprisingly few are rangers or scouts, but those who are make good use of ambushes, trample attacks, and speed that few other large foes can match through woodlands. In cold climates, practically all Oaken Sentinels have some degree of spellcasting ability, by necessity.

ENTRY REQUIREMENTS
BAB: +5
Base Will Save: +4
Knowledge (Nature): +4
Improved Unarmed Strike

Class Skills
The Oaken Sentinel's class skills (and the key ability for each skill) are Concentration (con), Disable Device (int), Heal (wis), Hide (dex), Intimidate (cha), Knowledge (Nature) (int), Listen (wis), Survival (wis)
Skills Points at Each Level: 2 + int

Hit Dice: d12

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Powerful Build, Damage Reduction, Unarmed Strike

2nd|
+2|
+3|
+0|
+3|Enhanced Unarmed Strike(Magic), Barkskin

3rd|
+3|
+3|
+1|
+3|Woodland Stride

4th|
+4|
+4|
+1|
+4|Large Size

5th|
+5|
+4|
+1|
+4|Trample

6th|
+6|
+5|
+2|
+5|Enhanced Unarmed Strike (Aligned)

7th|
+7|
+5|
+2|
+5|Overwhelming Build

8th|
+8|
+6|
+2|
+6|Double Damage against Objects

9th|
+9|
+6|
+3|
+6|Blindsight 10ft

10th|
+10|
+7|
+3|
+7|Huge Size, Plant Type
[/table]

Weapon Proficiencies: An Oaken Sentinel gains no proficiencies.

Unarmed Strike: An Oaken Sentinel's unarmed strikes deal more damage than typical for a creature of his size. An Oaken Sentinel may add half his class level (round up) to his monk levels, if any, when determining the base damage of his unarmed strikes.

Barkskin (Ex): An Oaken Sentinel gains a bonus to his Natural Armor equal to 1/2 his class level.

Damage Reduction(Ex): An Oaken Sentinel gains DR/Slashing equal to his class level.

Powerful Build(Ex): The Oaken Sentinel may function in many ways as if he were one size category larger. Whenever subject to a size modifier or special size modifier for an opposed check, the Oaken Sentinel is treated as one size category larger if doing so is advantageous to him. An Oaken Sentinel is also considered one size category larger when determining whether a creature's special attack based on size (such as improved grab or swallow whole) can affect him. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells which change the subject's size category.

Enhanced Unarmed Strike(Su): At 2nd level, an Oaken Sentinel's unarmed strikes are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 6th level, they are also treated as aligned for the same purpose.

Woodland Stride(Ex): Starting at 3nd level, an Oaken Sentinel may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
If the Oaken Sentinel already has this ability, he instead gains the ability to leave no trail when traveling through woodlands, and cannot be tracked through them. He may, however, choose to leave a trail if he so desires.

Large Size: At 4th level, the Oaken Sentinel becomes one size category larger. His size and reach increase. His strength increases by 4, and his dexterity decreases by 2. This replaces Powerful Build.

Trample(Ex): At 5th level, the Oaken Sentinel gains a trample (http://www.d20srd.org/srd/specialAbilities.htm#trample) attack, which deals damage equal to its unarmed strike, and applies 1½ times the Sentinel's strength bonus. The DC for this save is 10 + 1/2 the Sentinel's HD + the Sentinel's strength modifier.

Overwhelming Build(Ex): At 7th level, the Oaken Sentinel may again function in many ways as if he were one size category larger. This acts as "Powerful Build," but stacks with the size increase from "Large Size."

Double Damage against Objects(Ex): At 8th level, an Oaken Sentinel who makes a full attack with unarmed strikes against an object or structure may choose to deal double damage.

Blindsight, 10ft(Ex): At 9th level, and Oaken Sentinel has Blindsight out to a distance of 10ft. It senses vibrations through solid ground, and so this ability is of no use against flying or incorpreal creatures.

Huge Size: At 10fth level, an Oaken Sentinel increases another size category. His size and reach increase. His strength increases by 8, and his dexterity decreases by 4. This replaces Overwhelming Build.
You are Huge!: That means you have huge guts!
Plant Type: At 10th level, an Oaken Sentinel's type changes to Plant. He gains immunity to Poison, sleep effects, paralysis, polymorph, and stunning. He is no longer subject to critical hits. He no longer needs to eat or sleep.

PLAYING AN OAKEN SENTINEL
As an Oaken Sentinel, you will wind up on the front lines. You have the HP and DR to take many blows, and your reach will allow you to dominate smaller foes. Consider focusing on impeding your foes, rather than simply bashing them. With your size and strength, you can be a capable tripper, grappler, disarmer, or all three.
Combat: Generally, Oaken Sentinels focus on preventing their foes from harming their allies. Passing around one is difficult, while the Oaken Sentinel can simply trample over most foes, meaning that enemy spellcasters must take care of themselves.
Advancement: The Combat Expertise chain holds some attractive options for Oaken Sentinels in core, but you should not neglect some of the more esoteric feats, such as Awesome Blow, Knock-Down, Stand Still, and at later levels, Snatch. The Barbarian class's Rage boosts your already impressive strength, while also granting a useful constitution bonus. Furthermore, your good will save is a welcome boon to any Barbarian. The Hulking Hurler PrC also provides a powerful exit, which can typically be completed before epic levels, and is not often available to PCs.
Resources: A Oaken Sentinel is likely to be known and welcomed by treants and druids alike, and may well be a hero in any community to which they pledge allegiance.

OAKEN SENTINELS IN THE WORLD

"My, haven't you grown since I last saw you!"

Despite their alliances with woodland dwellers, most Oaken Sentinels become solitary, as their huge bulk inhibits life with smaller creatures.
Daily Life: If given the chance, many Oaken Sentinels are content to meditate in the sun, while others are restless, and take pleasure in feats of combat, or in exploring new landscapes. Either way, they are likely to remain within contact of any potential allies.
Notables: The first Oaken Sentinels were a select band of elven druids, the "Watchful Limbs," acting under the tutelage of elder treants, who aimed to protect their small kingdom from destruction. With it's fall, however, the knowledge was dispersed, in part due to Macheth Ormen, a Sentinel who eventually revealed much under torture. For some time afterwards, "pegleg" Ket Voonen, an orcish barbarian, leader, and Oaken Sentinel, lead a small, relatively peaceful force through the wilderness into civilized lands, where they eventually stopped in the face of threats by Zeyiv Ahmez, a mighty Bronze Dragon who later went on to draft the present border through this region.
Organizations: Since the fall of the "Watchful Limbs," the organization has not been resurrected in any meaningful way. New Oaken Sentinels are inducted individually by others, acting of their own volition. Orcish Sentinels are perhaps the only major exception, as some are trained as woodland infantry by the largest tribes.

NPC Reaction
Almost all creatures smaller than an Oaken Sentinel will at least treat it with respect. Even arriving unannounced in a village, they can expect a pleasant welcome, for they are known to occasionally offer aid. In cities, they are seen as exotic creatures, and they rarely stay for long.
On the battlefield, Oaken Sentinels are feared by most all creatures smaller than them, and become prominent targets for anyone powerful enough to threaten them.

OAKEN SENTINELS IN THE GAME
Oaken Sentinels are a significant melee power in any woodland. On the battlefield, they function much as any large brute, and they can also function as durable scouts.
Adaptation: An Oaken Sentinel should fit in any setting with a significant wilderness.
Encounters: An Oaken Sentinel will function adequately as a solo opponent, but will be more fearsome with smaller allies, particularly archers, spellcasters, and any character with a Sneak Attack. Furthermore, it is not unreasonable to think that some allies might ride into battle perched upon the Sentinel's shoulders.

Sample Encounter
Accompanied by one Elvish Rogue 10, one Elvish Scout 10, one Elvish Cleric 8
EL 17:

Tanoet Duskbreaker
LN Male Elf Monk4/Fighter2/Oaken Sentinel10
Huge Plant
Init -1, Senses: Listen +0, Spot +0,
Languages Common, Elven, Draconic
------------------------------------------------
AC25 , touch 7 , flat-footed 25 (10 +13 Armor+5 Natural-2 Size-1 Dex)
hp 110 (16 HD)
Fort +12, Ref +7, Will +9
------------------------------------------------
Speed 20ft. (4 squares)
Melee Unarmed Strike +27/+22/+17 (4d6+11) [19-20/x2]
Base Atk +15, Grp +34
Atk Options Trip, Disarm, Trample (4d6+15, DC29), Power Attack, Knock Down, Awesome Blow, Stunning Fist 5/day (DC18)
Combat Gear Monk's Belt, Gauntlets of Ogre Power, +5 Shadow Fire-Resistant Full Plate, Bag of Holding IV, Horn of Fog
Supernatural Abilities Still Mind, Slow Fall 20ft, Immune to Poison, sleep effects, paralysis, polymorph, stunning, and critical hits, Need not sleep or eat, Blindsight 10ft, Double damage against objects, Woodland Stride.
-----------------------------------------------
Abilities Str 30 (32 with gauntlets), Dex 8, Con 12, Int 13, Wis 10, Cha 12
SQ DR 10/slashing
Feats Combat Expertise, Improved Trip, Knock Down, Power Attack, Improved Bull Rush, Awesome Blow, Cleave, Improved Critical (Unarmed Strike)
Skills +15 Knowledge (Nature), +14 Intimidate, +14 Survival.

thegurullamen
2009-01-30, 06:12 PM
ASTRAL DANCER

http://www.wizards.com/dnd/images/art_preview/20080422_114778_098lkj_0.jpg

Impressive defense, but your flaw lies in expecting the orthodox.

Astral dancers are martial artists who make use of the githzerai's unique discipline, astral dancing. While originally created to capitalize on the astral plane's subjective gravity, the art evolved into a complex series of moves designed to use the user's mobility as well as the shape of the battlefield as the deciding factors in a fight. The discipline considers the use of artificial weapons to be burdensome and unnecessary; speed is paramount. Fists, knees, kicks, elbows and even bites are preferred for their speed and tactile benefits. The first dancers were banished githzerai who were forced to adjust to the Prime Material's unidirectional gravity. The discipline has survived through tradition and the work of an occasional master ever since.

BECOMING AN ASTRAL DANCER

ENTRY REQUIREMENTS
Skills: Tumble 8 ranks, Jump 8 ranks, Spot 8 ranks
Feats: Improved Unarmed Strike, Mobility
Special: Must have fought unarmed on the Astral Plane or against a trained githzerai, must have a speed at least 10' more than a normal member of your race.

Class Skills
The Class Name's class skills (and the key ability for each skill) are The Astral dancer’s class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skills Points at Each Level: 4 + int

Hit Dice: d8

ASTRAL DANCER

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Monastic Training, Tactician

2nd|
+1|
+3|
+3|
+3|Jaunted Leap

3rd|
+2|
+3|
+3|
+3|Uncanny Dodge

4th|
+3|
+4|
+4|
+4|Twisting Flurry

5th|
+3|
+4|
+4|
+4|Slip the Bonds

6th|
+4|
+5|
+5|
+5|Astral Leap, Improved Uncanny Dodge

7th|
+5|
+5|
+5|
+5|Peerless Tactician

8th|
+6|
+6|
+6|
+6|Pivoting Charge

9th|
+6|
+6|
+6|
+6|Cyclonic Flurry

10th|
+7|
+7|
+7|
+7|Astral Freedom[/table]

Proficiencies: An Astral dancer gains no additional weapon or armor proficiencies.

Monastic Training: When an astral dancer level is gained, the character continues to advance his unarmed strike damage, AC bonus and movement speed abilities as if he had gained a level in the monk class. This only applies to abilities already gained; an astral dancer does not gain additional monk abilities if he did not already possess them.

Tactician: Astral dancers are more aware of the battlefield than most. They double the quantifiable bonuses they gain from conditions related to terrain such as bonuses to hit from higher ground. Furthermore, if an astral dancer studies a battlefield for an hour, he gains a +1 dodge bonus to AC and a +1 to all attack rolls while fighting on it. This studying must be done within 24 hours of the fight or else the benefits are lost.

Planar Leap: When an astral dancer jumps, he shunts himself to the astral plane for an instant, carrying him across farther distances than he could normally manage. In any round when an astral dancer makes a Jump check, he gains a +10' unnamed bonus to his base speed. Furthermore, an astral dancer may make a Jump check during a charge to avoid obstacles or difficult terrain, effectively allowing him to charge through such squares. If he fails, the charge automatically stops.

Uncanny Dodge: At 3rd level, an astral dancer retains his Dexterity and Wisdom bonuses to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses these bonuses to AC if immobilized. If an astral dancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead. This ability only functions while the dancer is unarmored.

Twisting Flurry: At 4th level, astral dancers can slip quick attacks in at nearby enemies while running at the cost of damage. When a dancer makes a double move or charge action, he may make a single unarmed attack against each enemy he passes. He does not apply any modifiers to the damage from these attacks.

Slip the Bonds: Astral dancers can invoke certain properties of the astral. A number of times per day equal to his Wisdom modifier, an astral dancer may ignore gravity as if he were on the astral plane. This effect lasts for a number of rounds equal to half of his Hit Dice (round down.)

Improved Uncanny Dodge: At 6th level and higher, an astral dancer can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has monk/dancer levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. This ability only functions while the dancer is unarmored.

Astral Leap: A dancer's leaps carry him farther with practice. The bonus from an astral dancer's Planar Leap ability increases to 20'. If the Jump check was part of a charge action, the astral dancer deals an additional +2d6 damage and automatically confirms any critical threats against the charge target.

Peerless Tactician: The astral dancer only needs to study a battlefield for a full minute to gain the benefits of the Tactician ability. He may also ignore any penalties imposed by non-magical terrain such as thick undergrowth, minor obstacles and difficult terrain.

Pivoting Charge: Astral dancers can alter course without losing momentum, enabling them to charge from unexpected avenues. During a charge action, an astral dancer may make up to two changes in direction.

Cyclonic Flurry: When an astral dancer makes attacks with his Twisting Strike ability, he may make two attacks per enemy instead of one.

Astral Freedom: At 10th level, astral dancers reach their peak. They are no longer subject to gravity and instead always treat gravity as subjective as if they were on the astral plane.

PLAYING AN ASTRAL DANCER
Astral dancers move. They charge (over land, sea, air, walls, canyons, rubble, treetops and any other thing you can imagine charging on.) They perform run-by attacks easier than any other class. They can easily be played as skirmishers, support damage for frontliners or infiltrators by breaking past the enemies lines to the casters/other important targets.
Combat: The role of the astral dancer changes depending on which abilities he has access to. In the early levels, he fills the role of a typical monk with the added benefits of improved defensive options with the Tactician ability and Uncanny Dodge. Towards middling to higher levels, the astral dancer becomes a skirmisher, flitting into and out of battle rapidly, striking as many foes each turn as he can reach. He is geared more towards attacking multiple foes than felling a single opponent, though he can do this effectively as well.
Advancement: Astral dancers have two main options in combat: hit and run or charge (and hit). Their mobility allows them to use either option effectively.
Resources: The astral dancer's primary resource is his speed. It forms the backbone of this class which allows him to use it more effectively than a normal monk would.

ASTRAL DANCERS IN THE WORLD
Eh, he's an impressive acrobat, sure, but so's the troubadour in the king's court. And that guy can tell a joke.

Because they are so rare, astral dancers are generally only known by those who see them firsthand. Like most monks, dancers are not known for their likability. Even when social opportunities present themselves, dancers fade into the background despite their impressive skills. Unless an astral dancer manages to impact the lives of those around him in impressive ways, most people treat him as they would any other adventurer.
Daily Life: The life of an astral dancer is made up of thousands of exercises and self-imposed tests. Impossible stretches, impossible mind games, impossible levels of strategic thought surrounding every movement--the more difficult the task, the more integral it is to the daily routine. Dancers don't master the art for the sake of it. The difficulty inherent in the discipline comes part and parcel with several themes laid down by many monastic sects including the loss of self, self-improvement above all else and the preservation of rare arts. Paramount to each of these is the highest self-discipline, which requires such tests to maintain.
Notables: Those who delve deeply enough into any mythology is likely to find at least one dancer's presence, especially in areas of high astral activity. Their roles are minor, usually delegated to humorless sidekicks at best. The few high profile heroes are just champions (or demons) of the cause, spreading word of the art and taking up followers when they could, though these stories are often embellished for dramatic effect. While the names of the true heroes of the art have long since been lost, one, Myllyysh (the gith word for a Prime Material dweller), the first astral dancer to apply the art on the Prime Material, is known throughout the astral empires for spreading the culture of the githzerai abroad.
Organizations: Most dancers live, adventure and die alone, having never met another who followed the same path. Those who do are likely to have settled down and trained a new generation of dancers. Unfortunately, the difficulty of the art prevents many who would follow from doing so; such monasteries are known for being short-lived or forsaking astral dancing, eventually understanding it as a fabled pursuit.

dman11235
2009-02-01, 04:20 PM
Contest is closed! Voting thread shall be up shortly.

The Wrestler was not complete at the deadline, and thus was disqualified. 5 hours too long....