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View Full Version : Pankratiast, monk fix PEACH



Dienekes
2009-03-28, 06:02 PM
Well, I have a thing for Ancient Greek history. As well I rather enjoy the more martial classes, completely understanding how subpar they all are. I’m trying to do a revamping of v3.5 that is a kind of blend of these two aspects. I tried to revamp the Fighter, coming up with the Soldier class (which I am still surprised Wizards hasn’t made, seems like a fairly obvious name for a class to me. So that done, I tried to make the Monk better and with the Greek flavor. So I created The Pankratiast class. My goal is to make this a tier 3 class.
Pankratiasts were practitioners of one of the oldest martial arts, in legend it was created by the heroes Herakles and Theseus and used in their battles against monsters. There is also a popular claim with some evidence that the art of pankration was spread through the conquests of Alexander the Great through India eventually making its way through cultural diffusion to China, Japan, ect. where it greatly influenced their forms of martial arts.
That said, pankration is considered one of the most brutal martial arts, and I tried to emphasize that aspect in the class as opposed to the whirling dervishes of the monks. The class itself still suffers from some of the weaknesses of the Monk, but hopefully the additions I have added will make the Pancratiast stronger and a more useful class.
Some of the changes I decided upon was that unlike the Monk’s “flurry of misses” the Pankratiast would be a more focused combatant. While having only a middle attack bonus, class features like Focused Attack actually give the Pankratiast a higher attack bonus, with fewer attacks than fighters, barbarians, and rangers.
Some of the abilities of the Monk have not been taken out or replaced, such as Evasion, AC Bonus, ect. Though the greatest change has been the addition of the Maneuver Training abilities that were partially based on the few pankratiast techniques I know and partially bastardized versions of some spells, giving them a more martial flavor.
That said, how’s the class look?
Pankratiast
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Unnarmed Strike, Focused Attack +1

2nd|
+1|
+3|
+3|
+3|Weapon Focus, Evasion, Bonus Feat

3rd|
+2|
+3|
+3|
+3|Maneuver Training, AC Bonus +1

4th|
+3|
+4|
+4|
+4|Focused Attack +2, Arete: Magic

5th|
+3|
+4|
+4|
+4|Purity of Body, Shifting Hands

6th|
+4|
+5|
+5|
+5|Manuever Training, Bonus Feat, Sprawl

7th|
+5|
+5|
+5|
+5|AC Bonus +2, Precision

8th|
+6/+1|
+6|
+6|
+6|Focused Attack +3, Imposing Presence

9th|
+6/+1|
+6|
+6|
+6|Manever Training, Improved Evasion

10th|
+7/+2|
+7|
+7|
+7|Bonus Feat, Arete: Aligned

11th|
+8/+3|
+7|
+7|
+7|AC Bonus +3, Mind over Body

12th|
+9/+4|
+8|
+8|
+8|Maneuver Training, Focused Attack +4

13th|
+9/+4|
+8|
+8|
+8|Improved Precision, Steady Mind

14th|
+10/+5|
+9|
+9|
+9|Bonus Feat, Greater Weapon Focus

15th|
+11/+6/+1|
+9|
+9|
+9|Maneuver Training, AC Bonus +4

16th|
+12/+7/+2|
+10|
+10|
+10|Focused Attack +5, Arete: Adamantine

17th|
+12/+7/+2|
+10|
+10|
+10|Master Oneself

18th|
+13/+8/+3|
+11|
+11|
+11|Maneuver Training, Bonus Feat

19th|
+14/+9/+4|
+11|
+11|
+11|AC Bonus +5, Perfect Saves

20th|
+15/+10/+5|
+12|
+12|
+12|Focused Attack +6, Death Blow[/table]
Alignment: Any.
Hit Die: d8.
Class Skills
The Pankrationiast’s class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana/religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skill Ranks Per Level: 4 + Int modifier.

Class Features
The following are class features of the soldier.
Weapon and Armor Proficiency: Pankratiasts are proficient with club, dagger, handaxe, javelin, nunchaku, quarterstaff, and sling. Pankratiasts are proficient with light armors.

Unarmed Strike: At 1st level, a pankratiast gains Improved Unarmed Strike as a bonus feat. A pankratiast’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a pankratiast may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a pankratiast striking unarmed. A pankratiast may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a pankratiast’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 pankratiast’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.
The damage a pankratiast can do with unarmed damage increases with levels. At level 1 a pankratiast can deal 1d6 damage with an unarmed attack. This increases to 1d8 at 4th level, 1d10 at 8th level, 2d6 at 12th level, 2d8 at 16th, and 2d10 at 20th.

Focused Attack: At 1st level a pankratiast gets a +1 attack bonus to all clubs, daggers, handaxes, javelins, nunchaku, quarterstaffs, slings, and unarmed combat, this bonus increases at 4th level, and every 4 levels thereafter, culminating in a +6 bonus at level 20.

Bonus Feat: At 2nd level and every 4 levels after a pankratiast may take a feat from this list Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Stunning Fist. At 6th level, the following feats are added to the list: Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Snatch Arrows, and Spring Attack. A pankratiast need not have any of the prerequisites normally required for these feats to select them.

Weapon Focus: At 2nd level a pankratiast gains the Weapon Focus feat for any weapon the pankratiast has starting proficiency with, this includes unarmed combat.

Evasion: At 2nd level or higher if a pankratiast makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a pankratiast is wearing light armor or no armor. A helpless pankratiast does not gain the benefit of evasion.

Maneuver Training: At 3rd level and ever 3 levels thereafter a pankratiast may pick one of the following maneuvers to learn. Each maneuver can only be taken once.
Blinding Strike: As long as the pankratiast can reach the face of his opponent he may take a standard action to lash out at the opponent’s eyes. The opponent must make a Fortitude Save equal to the pankratiats Base Attack Bonus + Focused Strike Bonus + pankratiasts Will Modifier or be. If the opponent fails by 4 or less they are blinded for 2d4 rounds. If they fail by 5 or more they are blinded for 1d4 minutes. If the opponent rolls a critical fumble they are permanently blinded. This maneuver only works if the opponent has working eyes.
Bonus Feat: Instead of taking a Maneuver a pankratiast may choose to instead take an additional feat that they have all the prerequisites for.
Channeled Accuracy: As a standard action a pankratiast may make a single attack with a +5 bonus to attack. This bonus increases to +10 at level 5, +15 at level 10, +20 at level 15, and +25 at level 20.
Concussion Strike: As a standard action a pankratiast may make an attack against an opponent. If the attack succeeds the opponent must make a Fortitude Save against a DC 10+1/2 the characters pankratiast levels +the pankratiasts Intelligence Modifier. If they fail the save they may take 1d4+1 for every 3 pankratiast levels points of Intelligence damage. This lasts for 1d4 minutes.
Dimming Strike: As a standard action a pankratiast may make an attack against an opponent. If the attack succeeds the opponent must make a Fortitude Save against a DC 10+1/2 the characters pankratiast levels +the pankratiasts Wisdom Modifier. If they fail the save they may take 1d4+1 for every 3 pankratiast levels points of Wisdom damage. This lasts for 1d4 minutes.
Elemental Attack: As a standard action a pankratiast may add +1d4 x ½ their pankratiast level elemental damage to their attack (acid, cold, electric, or fire)
Furious Assault: The pankratiast may announce, when making a full round attack, choose to take a -2 penalty to all attack rolls but make an additional attack at his highest attack bonus. At level 10 they may take a -1 penalty instead and gain an additional attack using their second highest attack bonus.
Gastrizein: In order to do this maneuver the pankratiast must be able to use their legs and be within melee distance of his target. When making a Sunder attempt against a shield or armor you gain a +4 to your attack roll. If you succeed the armor or shield is automatically destroyed. As well as the force of the kick allowing you dealing half your normal Unarmed Damage to the opponent whose equipment you just sundered.
Greater Step: In all instances where a pankratiast can make a 5 foot step, he can instead move 10 feet without causing an attack of opportunity and still being able to use a full round action.
Marring Strike: As a standard action a pankratiast may make an attack against an opponent. If the attack succeeds the opponent must make a Fortitude Save against a DC 10+1/2 the characters pankratiast levels +the pankratiasts Wisdom Modifier. If they fail the save they may take 1d4+1 for every 3 pankratiast levels points of Charisma damage. This lasts for 1d4 minutes.
Pressure Point: A pankratiast may make a called shot to any limb within his reach, if the attack does over 5 points of damage the target must make a Fortitude Save against DC 10+1/2 the characters pankratiast levels +the pankratiasts Wisdom Modifier or they lose control of that limb for 1d4+1 rounds. Anything being held by that limb is dropped. If that limb is holding the target up, and they have less than 4 limbs being used for this purpose the target must make a Balance Check DC
Roll to Feet: When prone and not pinned a pankratiast may take a move action to make a Tumble check against a DC 20. If they succeed the pankratiast may raise to his feet without provoking any attacks of opportunity.
Sapping Strike: As a standard action a pankratiast may make an attack against an opponent. If the attack succeeds the opponent must make a Fortitude Save against a DC 10+1/2 the characters pankratiast levels +the pankratiasts Wisdom Modifier. If they fail the save they may take 1d4+1 for every 3 pankratiast levels points of Constitution damage. This lasts for 1d4 minutes.
Shifting Stance: As a standard action a pankratiast can make his body move continuously allowing concealment for 1d4 rounds, giving a 15% miss chance to all attackers. At 10th level this bonus increases to a 30% miss chance.
Shoulder Throw: If you are engaged in grappling (be it the initiator or the receiver) you may make take a quick action to toss the grappler over your shoulder. This maneuver only works if you are grappling with something within 2 size category of you. To do the Shoulder Throw you must make an interrupting grapple check with the opponent. If you succeed the opponent is now flung to the other side of you as he was originating from, taking damage equal to your Unarmed Strike damage. Anyone that the opponent would be thrown onto also receives damage equal to your Unarmed Strike, unless they make a Reflex Save equal to your Grapple Modifier. The thrown opponent and all that failed the Reflex Save are knocked prone, initiating standard attacks of opportunity.
Silencing Strike: A pankratiast may take a standard action to make a called shot to the throat of any opponent. Since he has practice this maneuver so often the pankratiast does not take any penalties for the called shot. If he successfully hits the opponents throat the opponent must make a Fortitude Save DC 10+1/2 the characters pankratiast levels +the pankratiasts Wisdom Modifier. If the target fails the Fortitude Save they cannot speak for 2d4 rounds.
Slowing Strike: As a standard action a pankratiast may make an attack against an opponent. If the attack succeeds the opponent must make a Fortitude Save against a DC 10+1/2 the characters pankratiast levels +the pankratiasts Wisdom Modifier. If they fail the save they may take 1d4+1 for every 3 pankratiast levels points of Dexterity damage.
Weakening Strike: As a standard action a pankratiast may make an attack against an opponent. If the attack succeeds the opponent must make a Fortitude Save against a DC 10+1/2 the characters pankratiast levels +the pankratiasts Wisdom Modifier. If they fail the save they may take 1d4+1 for every 3 pankratiast levels points of Strength damage. This lasts for 1d4 minutes.

AC Bonus: When not wearing medium or heavy armor and unencumbered, the pankratiast adds his Wisdom bonus (if any) to his AC. In addition, a pankratiast gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five pankratiast levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the pankratiast is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Shifting Hands: At 5th level. A Pankratiast can determine before attacking whither his attacks do piercing, bludgeoning, or slashing damage.

Arete: Magic: At 4th level, a pankratiast’s unarmed attacks are empowered with his force of will. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Arete improves with the character’s pankratiast level. At 10th level, his unarmed attacks are also treated as aligned weapons (they must match the character’s alignment, example a Lawful Evil pankratiast may have his attacks be either lawful or evil) for the purpose of dealing damage to creatures with damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Purity of Body: At 5th level a pankratiast gains immunity to all diseases except for supernatural and magical diseases.

Sprawl: At 6th level if a pankratiast is even knocked prone they may still attack with no penalties

Precision: At 7th level a pankratiast reduces the penalty to called shots by -2 to a minimum of 0.

Imposing Presence: At 8th level a pankratiast can add his Wisdom Modifier to his diplomacy and intimidation checks.

Improved Evasion: At 9th level, a pankratiast’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Mind Over Body: At 11th level when a pankratiast is dealt damage he may make a Concentration Check of DC 10+the damage dealt. If the pankratiast succeeds in the check he gains DR/- equal to his Wisdom modifier for that attack.

Improved Precision: At 13th level a pankratiast reduces the penalty to called shots by a further -2 to a minimum of 0.

Steady Mind: At 13th level a pankratiast may reroll a failed Will Save. He must take the second roll.

Greater Weapon Focus: At 14th level a pankratiast gains the Greater Weapon Focus feat for the whatever weapon he has Weapon Focus for.

Master Oneself: At 17th level a pankratiast is immune to negative level affects.

Perfect Saves: At 19th level a pankratiast may additionally add his Wis modifier to all of his saving throws. In the case of Will, he in affect adds his Wis modifier twice.

Death Blow: At 20th level, once per day a pankratiast may make a touch attack against any opponent of 150 hp or less. If the attack hits the opponent must make a Fortitude Save DC of 10+1/2 pankratiast level + pankratiasts Wis modifier or it dies.

Please, meticulously point out everything I did wrong.

m4x0r
2009-03-28, 10:37 PM
I really like it, personally. This is going to see some use in my campaign setting by the time I'm done with it.

Dienekes
2009-03-29, 02:19 AM
Hey thanks.

Since you said you're going to make some changes, do you have any suggestions for me?