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jmbrown
2009-07-21, 03:47 AM
I've finally started fleshing out my homebrew campaign I've had on the backburner for 5 years. It's about time I did something with this.

Badi’anchad – The Desert Monk
“Life is a journey to enlightenment; the end is in sight yet never in reach. My body is a ship from which I navigate. Should I lose sight, the winds will rip my sails. I am a sailor on the sea of sand and the journey is bittersweet.” Badi’anchad mantra.

http://i27.tinypic.com/e1fbpl.jpg
(Typical badi'anchad monastery)

Few travelers brave the desert. Water is scarce, food is rare, the days are blisteringly hot, and the nights frigidly cold. To a badi’anchad, a desert monk, the desert is the true test of a mortal’s adaptability.

Desert monks are the descendants of warrior nomads that built mighty bastions in the harshest desert climes. They're fierce, lightly armored warriors skilled in steel or fist. By training under the beating sun they hope to one day gain perfection of mind and body to ascend from their mortal shells.

Adventures: Like a traditional monk, desert monks tackle life as a challenge. A desert monk may stand beside a small militia to defend against enemy invaders or join a mercenary group of monster hunters. Although they value material goods more than traditional monks, desert monks prefer simple rewards in the form of trophies and trinkets instead of gold.

Characteristics: Desert monks are lightly armored warriors that trade the broad range of abilities for more specialized combat training. Thanks to their training, a desert monk is capable of fighting with sword and shield or employ the swiftness and biting sting of sand in the wind.

A desert monk lacks the supernatural abilities of their cousins instead training their bodies to resist the debilitating effects of their climate. As they grow in levels, desert monks can adapt to nearly any terrain with little need for sustenance.

Alignment: Surviving in the desert requires strict discipline and conformity. Stepping outside of the line, outside of the marked path, results in getting lost or eaten by prowling beasts. Desert monks may be benevolent in spirit or black of heart but they all agree on one thing: the desert never discriminates.

Religion: Desert monks attach themselves to gods of war, strength, and sun. Desert monks typically revere the entire pantheon giving quick prayers to gods of travel as they trek across the desert or thanking a god of nature when they come across an oasis.

Race: Humans are the most adaptable race and along with half-elves they make up the most desert monks. Half-orcs are naturally strong and hardy making them excellent candidates for the order. Few dwarves, elves, or gnomes travel the desert thus are rare. Uncommonly a halfling caravan may get lost in the desert leaving orphans to be accepted into the order.

Savage humanoids that live near or in the desert train in the order for mutual protection.

Other Classes: Desert monks get along well with other martial classes. They get along best with scouts as the class' mobile fighting style and wide range of survival skills complements the desert monk's style. Desert monks rely on clerics for healing and arcane casters to make the journey for weaker party members easier.

Role: Desert monks have two combat styles that determine their role in combat. Royal cobra style desert monks are melee warriors with powerful strikes. Swirling sand style desert monks are skirmishers that use their mobility to bewilder their foes.

Adaptation: The desert monk is intended for a world where deserts are common. A desert monk can function equally well away from the desert but such characters should be strange foreigners. Although polar deserts exist the desert monk class is based around typical dry, arid regions where rainfall is less than 10" a year.

Game Rule Information
Desert monks have the following game statistics.
Abilities: Strength is the primary ability for desert monks as it increases their ability to hit and deal damage. Dexterity helps desert monks avoid dangerous attacks. Constitution is important to survive in the extreme climate they call home.
Alignment: Any lawful.
Hit Die: D8.
Starting Gold: 4d4 x 10 (100 gp)

Class Skills

Class Skills: The desert monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (4 + Intelligence Modifier) x 4
Skill Points Per Level After First: 4 + Intelligence Modifier

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

1st|
+1|
+2|
+2|
+0|Parry, bonus feat, combat style I

2nd|
+2|
+3|
+3|
+0|Bonus feat

3rd|
+3|
+3|
+3|
+1|Extreme Hardiness

4th|
+4|
+4|
+4|
+1|Combat Style II

5th|
+5|
+4|
+4|
+1|Camelback

6th|
+6/+1|
+5|
+5|
+2|Bonus feat

7th|
+7/+2|
+5|
+5|
+2|Trance

8th|
+8/+3|
+6|
+6|
+2|Combat Style III

9th|
+9/+4|
+6|
+6|
+3|Sand Step

10th|
+10/+5|
+7|
+7|
+3|Sandstep

11th|
+11/+6/+1|
+7|
+7|
+3| Tireless Step

12th|
+12/+7/+2|
+8|
+8|
+4|Combat Style IV

13th|
+13/+8/+3|
+8|
+8|
+4|Cloak of Sand

14th|
+14/+9/+4|
+9|
+9|
+4|Skin of Sand

15th|
+15/+10/+5|
+9|
+9|
+5|Sand Cleansing

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Combat Style V

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Cloak of Sand II

18th|
+18/+12/+7/+2|
+11|
+11|
+6|Skin of Sand II

19th|
+19/+13/+8/+3|
+11|
+11|
+6|Sand Cleansing II

20th|
+20/+14/+9/+4|
+12|
+12|
+6|Combat Style VI[/table]

Class Features
All of the following are class features of the monk.

Weapon and Armor Proficiency
Desert monks are proficient with all simple weapons and light armor.

Parry (Ex):
A desert monk has a chance to parry enemy attacks. As a readied action, a desert monk may attempt to parry a single melee attack targeting him. The desert monk makes an attack roll at his highest attack bonus. If the roll is equal to or exceeds the opponent’s attack roll, the desert monk successfully parries the attack and suffers no damage. If the desert monk exceeds the opponent’s attack by 10 or more, the desert monk counter attacks using the parry roll against the target.

A desert monk may parry multiple attacks but takes a cumulative -5 penalty to each parry check. At 14th level the desert monk reduces the penalty to a cumulative -2 to each parry check when parrying multiple attacks.

Bonus Feat
At 1st level, desert monk may select either Combat Expertise or Weapon Finesse as a bonus feat. At 2nd level, he may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Sunder or Improved Disarm as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Extreme Hardiness (Ex)
At 3rd level a desert monk gains a +4 bonus on all constitution checks representing their extraordinary toughness and survivability. This bonus stacks with like bonuses such as the one granted by the Endurance feat.

Camelback (Ex)
At 5th level, a desert monk can survive for a week without food or water before making constitution checks to save against starving and dehydration. A desert monk only needs 1/4 food and 1/10 the water to survive.

Trance (Ex)
At 7th level a desert monk no longer needs to sleep. Instead he enters a meditative trance for four hours. During this trance a desert monk is completely aware of his surroundings and can make spot and listen checks at no penalty.

Silent Step (Ex
At 9th level a desert monk gains an innate +10 bonus to move silent checks on sand.

Sand Step (Ex)
At 10th level a desert monk is unaffected by difficult terrain. At 13th level the desert monk's speed is doubled for the purpose of overland travel within a desert and he may leave no trace of his passing.

Tireless Step (Ex)
At 11th level a desert monk is immune to fatigue and exhaustion.

Cloak of Sand (Ex)
At 13th level a desert monk can hide in any terrain without total cover or concealment so long as she's standing in a square entirely covered in sand. At 17th level a desert monk can hide in plain sight while standing in a square filled with sand.

Skin of Sand (Ex)
At 14th level a desert monk gains resistance 5 to all forms of energy. This bonus increases to 10 at 18th level.

Sand Cleansing (Ex)
Upon obtaining 15th level a desert monk standing in a square completely covered with sand a desert monk gains fast healing 5. At 19th level the desert monk's fast healing improves to 10.

Combat Style
A 1st level desert monk has the choice between one of two combat styles; “Royal Cobra” style and “Swirling Sands” style. At 4th level and every four levels after that the desert monk’s combat style increases granting them greater combat abilities. A desert monk can only advance in their chosen style and may not switch styles or mix and match after learning one.

Royal Cobra Style
Royal cobra style focuses on combat with the shamshir, a traditional desert monk weapon, and a buckler to defend themselves. This style uses powerful stabbing thrusts to damage enemies.

Biting Cobra Form
At 1st level, the royal cobra style desert monk learns the biting cobra form. He gains proficiency in bucklers and Exotic Weapon Proficiency (Shamshir) as a bonus feat. A desert monk wielding a shamshir and buckler doesn’t take the normal -1 penalty to attack when wielding the weapon two-handed. The desert monk still loses the shield bonus to AC as normal for attacking two-handed.

Guarding Strike Form
At 4th level a royal cobra style desert monk gains the guarding strike form. While wielding a shamshir and buckler he retains his shield bonus to AC when attacking with two hands. Furthermore, the desert monk may bash with a buckler dealing damage as a spiked light shield (1d4 for a medium size desert monk). The desert monk is considered to have Improved Shield Bash when bashing with a buckler and may use a shield bash as a secondary attack at his highest attack bonus with a -2 penalty.

Uncanny Dodge (Ex)
Starting at 4th level, a royal cobra style desert monk can react to danger before his senses would normally allow him to do so. He 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 desert monk already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.

Vicious Bite Form
At 8th level, a royal cobra style desert monk learns the vicious bite form. wielding a shamshir and buckler deals damage as if the weapon were one size category larger. Furthermore a desert monk's shield bash deals damage as if it were one size category larger.

Improved Uncanny Dodge (Ex)
A monk trained in royal cobra style of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

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 rogue level required to flank the character.

Extending Strike Form
At 12th level, a cobra style desert monk learns the extending strike form. While wielding a shamshir and buckler is treated as having reach one size category larger than their own. Small desert monks still threaten one square around them. Furthermore a desert monk may make a shield bash as a secondary attack with no penalty to their attack bonus.

Debilatating Bite Form
At 16th level, a desert monk learns the debilatating bite form. While wielding a shamshir and buckler may use a full-round action to make a single attack at their highest attack bonus. On a hit, the desert monk deals one and a half strength damage (double damage if wielding two handed) and causes the target to take 1 point cumulative wounding damage. Creatures immune to critical hits aren’t affected by this attack but still take the extra damage.

Master of the Royal Cobra
At 20th level the desert monk perfects his royal cobra style. A desert monk wielding a shamshir and buckler has his threat range doubled. This ability stacks with other abilities that increase threat range. Furthermore the desert monk’s debilatating bite form deals a cumulative 2 points of wounding damage on top of 1 point of constitution damage as well as double strength damage (triple if wielding two handed).

Swirling Sand Style
Swirling sand style is an open palm defensive style that bewilders opponents with blinding speed. A swirling sand desert monk is similar to the traditional monk but they rely more on mobility and sudden strikes.

Swirling Step Form

Unarmed Strike
At 1st level, a desert monk gains Improved Unarmed Strike as a bonus feat. A desert monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a desert monk may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a desert monk striking unarmed. A desert monk may thus apply his full Strength bonus on damage rolls for all her unarmed strikes.

Usually a desert monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A desert monk’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 monk also deals more damage with his unarmed strikes than a normal person would, as shown on Table: Sandstorm Strike and Unarmed Damage. The unarmed damage on Table: Sandstorm Strike and Unarmed Damage is for Medium monks. A Small desert monk deals less damage than the amount given there with his unarmed attacks, while a Large desert monk deals more damage; see Table: Small or Large Desert Monk Unarmed Damage.

Sandstorm Strike (Ex)
A desert monk may attack with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. A desert monk must use the full-attack option to make a sandstorm attack.

When using flurry of blows, a desert monk may attack only with unarmed strikes.

Table: Sandstorm Strike and Unarmed Damage
{table=head]Level|Sandstorm Strike Attack Bonus|Unarmed Damage

1st|
-1/-1|1d6
2nd|
+0/+0|1d6
3rd|
+1/+1|1d6
4th|
+3/+3|1d8
5th|
+4/+4|1d8
6th|
+5/+5/+0|1d8
7th|
+6/+6/+1|1d8
8th|
+8/+8/+3|1d10
9th|
+9/+9/+4|1d10
10th|
+10/+10/+5|1d10
11th|
+11/+11/+6/+1|1d10
12th|
+12/+12/+7/+2|2d6
13th|
+13/+13/+8/+3|2d6
14th|
+14/+14/+9/+4|2d6
15th|
+15/+15/+10/+5|2d6
16th|
+16/+16/+11/+6/+1|2d8
17th|
+17/+17/+12/+7/+2|2d8
18th|
+18/+18/+13/+8/+3|2d8
19th|
+19/+19/+14/+9/+4|2d8
20th|
+20/+20/+15/+10/+5|2d10[/table]

Table: Small and Large Desert Monk Unarmed Damage
{table=head]Level|Damage (Small Monk)|Damage (Large Monk)

1st-3rd|
1d4|1d8
4th-7th|
1d6|2d6
8th-11th|
1d8|2d8
12th-15th|
1d10|3d6
16th-19th|
2d6|3d8
20th|
2d8|4d8[/table]

At 1st level, a swirling sands desert monk learns the swirling step form. He can take a move action to gain a +4 dodge bonus to his AC until his next action. This bonus is negated if the desert monk loses his dexterity bonus to AC, when he wears any armor heavier than light, when he carries a shield, or when he carries a medium or heavy load.

Bewildering Tumble Form
At 4th level, a swirling sands style desert monk can make a tumble check as a move action versus the target’s sense motive check. If the tumble check succeeds, the target loses their dexterity bonus to AC against the desert monk’s next attack. This ability doesn’t provoke an attack of opportunity. Furthermore a desert monk reduces armor check penalties implied by armor by 1 and reduces the penalty to sandstorm strike by 1.

Evasion (Ex)
At 4th level and higher, a swirling sands style desert monk can avoid even magical and unusual attacks with great agility. If he 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 desert monk is wearing light armor or no armor. A helpless desert rogue does not gain the benefit of evasion.

Sliding Sands Form
At 8th level, the swirling sands desert monk learns the sliding sands form. He can take a five-foot step as a swift action. This doesn’t count against the normal limit of one five-foot step per turn. Furthermore a desert monk can take a move action to gain a +6 dodge bonus to their AC. This ability functions identically to the one granted by combat style I and replaces its bonus. Furthermore a desert monk's sandstorm strike penalty is reduced by 1 negating the penalty to attack.

Improved Evasion (Ex)
This ability works like evasion, except that while the swirling sands desert monk still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless desert monk does not gain the benefit of improved evasion.

Strike of the Four Winds Form
At 12th level the desert monk learns strike of the four winds form. He can take a full-round action to make a single attack at his highest attack bonus. This attack ignores 5 points of the target’s hardness or damage reduction. The desert monk further reduces armor check penalties by 1.

Blasting Sands Form
At 16th level the swirling sands style desert monk learns the blasting sands form, becoming so skilled at parrying that he can deflect spells targeted at him. Whenever a spell includes the desert monk as a target he may make a parry roll against the enemy’s caster level check. If this parry exceeds the caster level check the spell is negated. If the desert monk exceeds the caster level check by 10 the spell is deflected back at the caster. Area effect attacks such as fireball can never be deflected but instead fail to affect the desert monk. The desert monk need not be aware of the spell but this ability doesn’t work if the desert monk is helpless.

Any ability that applies a bonus to a caster's caster level check to overcome spell resistance applies.

Furthermore a desert monk can take a move action to gain a +8 dodge bonus to AC until their next action. This ability functions identically to the one granted by combat style III and replaces its bonus.

Fist of the Northern Star Form
At 20th level a desert monk can take a full-round action to make a single attack at their highest attack bonus. This attack ignores 10 points of the target’s hardness or damage reduction.

The desert monk gains a +4 dodge bonus to AC until the start of his next turn whenever he takes a 5' step. This bonus can be added when taking a 5' step as a swift action or as a free move but not both. This bonus stacks with other dodge bonuses.

-----------

Sample Desert Monk

http://i26.tinypic.com/200zdz8.jpg

Farah Akhir an-Nahr
Born on the edges of Sonara, Farah's parents offered her to the local monastery at a young age when their income dried up. A year later they acquired a fortune after inventing a water purification system and soon left Farah to her training never visiting to even say goodbye. The lack of strong parental figures, even at the monastery, made Farah bitter towards the other acolytes and gregarious around her masters.

With her training complete Farah patrols the edge of Sonara slaying monsters and guiding lost travelers. She has since made peace with her parents after saving them from desert maurauders in a serendipitous event. As a reward and symbol of their love for her, they enchanted her shamshir and passed down a magic cloak that protected their family for seven generations.

Farah is a kind hearted and passionate warrior with a burning urge to excel. Her gregarious nature makes her a fiercely loyal friend to her companions. Farah's eagerness to perform often causes her to rush headlong into situations before fully planning out her attack but her intense training and devotion to good grant her an edge over evil monsters.

Farah Akhir an-Nahr: Female desert monk 5; CR 5; Medium humanoid; HD 5d8+10 hp 30; Init +8; Spd 30 ft.; AC 22, touch 15, flat-footed 22; Base Atk +5; Grp +7; Atk +8 melee (1d10+4, 18-20/x2, +1 shamshir) or +8 melee (1d4+1/x2, mastework buckler) or +8/+6 (1d10+3, 18-20/x2, +1 shamshir and 1d4+1/x2, masterwork buckler) or +10 ranged (1d4+2/×2, masterwork sling); Atk +8 melee (1d10+4, 18-20/x2, +1 shamshir) or +8 melee (1d4+1/x2, mastework buckler) or +8/+6 (1d10+3, 18-20/x2, +1 shamshir and 1d4+1/x2, masterwork buckler) or +10 ranged (1d4+2/×2, masterwork sling); SA parry SQ extreme hardiness, uncanny dodge, camelback; AL LG; SV Fort +8, Ref +10, Will +4; Str 15, Dex 18, Con 15, Int 14, Wis 12, Cha 14. Skills and Feats: Balance +12, Climb +10, Intimidate +10, Jump +10, Move Silently +12, Survival +9, Tumble +12; Combat Expertise, Power Attack, Improved Initiative, Combat Reflexes, Resounding Blow.

Parry (Ex):Farah may ready an action to parry a melee attack by making an attack at her highest attack bonus. If the parry roll is equal to or exceeds the attacker's attack roll, the attack is successfully parried and Farah takes no damage. If Farah succeeds by 10 or more she may make a counter attack using her parry roll.

Extreme Hardiness (Ex):Farah gains a +4 bonus to all constitution checks representing her harsh climate training.

Uncanny Dodge (Ex): Farah can react to danger before her
senses would normally allow her to do so. She retains her Dexterity
bonus to Armor Class even when caught flat-footed.

Camelback (Ex): Farah only requires 1/4 of the necessary food and 1/10 the water to survive as a normal human.

Possessions: +1 shamshir, masterwork buckler, +1 chainshirt, masterwork sling, amulet of natural armor +1, ring of deflection +1, cloak of resistance +2, potion of bear's strength, potion of boar's endurance, 2 potion of cure serious wounds

-------------

Exotic Weapons
{table=head]One-Handed Melee Weapons|Cost|Dmg(M)|Critical|Range Increment|Weight|Type
Shamshir|40 gp|1d10|18-20/x2|
-|8 lb.| Slashing or Piercing[/table]

Shamshir
A shamshir is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a shamshir two-handed as a martial weapon.

{table=head]Unarmed Attacks|Cost|Dmg(M)|Critical|Range Increment|Weight|Type
Barak'ayad|250 gp|
-|
-|
-|
-|
-[/table]

Barak'ayad
Barak'ayad or hand wrappings (literally "Blessed Hand") are simple strips of cloth cured with rare oils. By themselves hand wrappings do nothing but can be enchanted as a magic weapon. Hand wrappings apply their enhancement bonus to unarmed attack and damage rolls and are considered bludgeoning weapons for the purpose of applying special abilities. A character without improved unarmed strike isn't considered armed while wearing Barak'ayad.

All monks treat hand wrappings as a special monk weapon.

Strawman
2009-07-21, 04:50 AM
Very nice, but there is one thing I would add. No one should be able to use a succesful listen check on a desert monk walking on a sand square.

PairO'Dice Lost
2009-07-21, 08:03 AM
Looks good. Two things:

1) The attack bonus is off in the Sandstorm Strike table at levels 19 and 20.

2) You should probably give the combat style abilities names to make them more evocative than just "Combat Style X."

The Neoclassic
2009-07-21, 10:44 AM
I notice that they, unlike other monks, has a low Will save. I assume this was done for balance reasons? I guess, I could see low Ref fitting as much as low Will, if you have to worsen one, but that's just my opinion.

One minor grammatical bother:


Desert monks may be benevolent in spirit or black of heart but they all agree on one thing; the desert never discriminates.

That semicolon should be a regular colon.

Cieyrin
2009-07-21, 11:11 AM
I likes this purely martial monk build, though I have a few quips of my own.

First, your BAB is screwed up from 18th level on in the main class table for all the iterative attacks.

I agree with PairO'Dice Lost on fluffing up the Combat Style. Maybe joining the Bonus feats together with the Combat Style wouldn't be out of line, as well.

Also, the 3 dead levels from 17th through 19th are a bit jarring from the original monk. They should have some minor ability there, if nothing game breaking.

Finally, Swirling Sands Combat Style V should be a supernatural ability, as no amount of ordinary effort is gonna let you flick aside a lightning bolt.

Them's my 2 coppers. Take as you will.

jmbrown
2009-07-21, 11:25 AM
Very nice, but there is one thing I would add. No one should be able to use a succesful listen check on a desert monk walking on a sand square.

Done. Replaced the upgrade at level 9 which was closing in on supernatural territory since mortals have to eat to sustain life.


1) The attack bonus is off in the Sandstorm Strike table at levels 19 and 20.

2) You should probably give the combat style abilities names to make them more evocative than just "Combat Style X."

Done and done, thank you.


I notice that they, unlike other monks, has a low Will save. I assume this was done for balance reasons? I guess, I could see low Ref fitting as much as low Will, if you have to worsen one, but that's just my opinion.


The low will reflects that they, unlike regular monks, are warriors not spiritual enlightened aesthetics. They don't get any supernatural abilities and focus entirely on physical training hence the fort. I contemplated giving them poor reflex but they're restricted to light armor so good reflex makes sense. I haven't a chance to play test it at higher levels, though.


Also, the 3 dead levels from 17th through 19th are a bit jarring from the original monk. They should have some minor ability there, if nothing game breaking.

Cloak of Sand, Skin of Sand, and Sand Cleansing are upgraded on those levels. Should that be added to the chart? I don't know the procedure on that as I'm trying to make this look and read like an official character sheet.


Finally, Swirling Sands Combat Style V should be a supernatural ability, as no amount of ordinary effort is gonna let you flick aside a lightning bolt.

Supernatural ability implies that an anti-magic field can turn it off... but then, an anti-magic shield means you won't get hit by a spell either.

I modified it so that a parry check negates the spell and a 10+ redirects it.

PairO'Dice Lost
2009-07-21, 01:07 PM
Done and done, thank you.

The names look good. Very evocative.


Cloak of Sand, Skin of Sand, and Sand Cleansing are upgraded on those levels. Should that be added to the chart? I don't know the procedure on that as I'm trying to make this look and read like an official character sheet.

Generally, upgrades are added to the table, just like a rogue has +1d6 sneak attack at 1st level, +2d6 at 3rd, etc. even though the text already says "1d6 at 1st level, +1d6 every 2 levels thereafter." They can be left off if the table is already cluttered (such as if most abilities scale at the same levels), but in this case you should add them to specifically note that they are getting things at those levels.

Person_Man
2009-07-21, 01:10 PM
There's no reason for levels 17-19 to be dead levels. Other then that, looks very interesting and flavorful.

Cieyrin
2009-07-22, 10:05 AM
I still think that Blasting Sands form is still improbable as an extraordinary ability. Punching Acid Arrows to deflect them back at the caster isn't something you can just do, that just makes it more likely to hit you, since you're not dodging the attack, you're barreling straight at it. To be able to deflect it would call for some knowledge of the mystical arts and using something akin to ki to make such a feat a possibility, making it fall squarely into the supernatural realm.

On that note, Sand Cleansing heals way too much to be extraordinary. It's definitely going into the supernatural realm, which isn't a bad thing. I don't see why you're so against having any supernatural abilities, especially your high level ones. Even without being studious and contemplating your navel, sheer training and tenacity can unlock within a character the possibility of their native energies to unleash effects that are beyond the extraordinary, thus being able to rapidly heal small wounds through a symbiotic relationship with their native sand environment, require no more sustenance then the air they breathe and turn a scintillating ray of disintegration back on its source with just a careful parry of their empty hand.

Finally, Master of the Royal Cobra should deal triple damage when 2-handed, not quadruple, following normal D&D math.

Them's my 2 coppers. Take as you will.

PairO'Dice Lost
2009-07-22, 10:59 AM
I still think that Blasting Sands form is still improbable as an extraordinary ability. Punching Acid Arrows to deflect them back at the caster isn't something you can just do, that just makes it more likely to hit you, since you're not dodging the attack, you're barreling straight at it. To be able to deflect it would call for some knowledge of the mystical arts and using something akin to ki to make such a feat a possibility, making it fall squarely into the supernatural realm.


Extraordinary abilities are nonmagical, though they may break the laws of physics. They are not something that just anyone can do or even learn to do without extensive training.

An (Ex) ability is practically the definition of an ability that "isn't something you can just do." The (Ex) tag basically means it may be wild and crazy but you can use it in an antimagic field, which is important when the orb spells come into play.


On that note, Sand Cleansing heals way too much to be extraordinary.

Why? Is there a particular threshold where any additional healing must be magical? Again, (Ex) abilities basically mean you can use them in antimagic fields and other areas or scenarios where you wouldn't be able to use (Su) abilities; how exactly it does what it does is purely flavor.

jmbrown
2009-07-22, 01:50 PM
I still think that Blasting Sands form is still improbable as an extraordinary ability. Punching Acid Arrows to deflect them back at the caster isn't something you can just do, that just makes it more likely to hit you, since you're not dodging the attack, you're barreling straight at it. To be able to deflect it would call for some knowledge of the mystical arts and using something akin to ki to make such a feat a possibility, making it fall squarely into the supernatural realm.

On that note, Sand Cleansing heals way too much to be extraordinary. It's definitely going into the supernatural realm, which isn't a bad thing. I don't see why you're so against having any supernatural abilities, especially your high level ones. Even without being studious and contemplating your navel, sheer training and tenacity can unlock within a character the possibility of their native energies to unleash effects that are beyond the extraordinary, thus being able to rapidly heal small wounds through a symbiotic relationship with their native sand environment, require no more sustenance then the air they breathe and turn a scintillating ray of disintegration back on its source with just a careful parry of their empty hand.

As pairo'dice (I'm sorry but I chuckle every time I read that in my mind) said extraordinary abilities can be ridiculous. Diamond soul and tongue of sun and moon are extraordinary abilities and the former gives you spell resistance while the latter gives you permanent tongues spell so I don't think instant healing and spell deflection are any more supernatural.


Finally, Master of the Royal Cobra should deal triple damage when 2-handed, not quadruple, following normal D&D math.

I will change this, thank you. Quadruple strength at 20th level coupled with power attack is getting into disgusting damage ranges.

Origomar
2009-07-22, 01:59 PM
Its a cool idea and the abilities are unique but comparitive to other melee classes he seems a little imbalanced.

jmbrown
2009-07-22, 02:05 PM
Its a cool idea and the abilities are unique but comparitive to other melee classes he seems a little imbalanced.

Too strong or too weak?

Origomar
2009-07-22, 05:02 PM
Too strong or too weak?

Too strong. although i just skimmed it so i may be missing some of the material.

Honestly though its more some other classes dont seem as good as they should be while this is where it should be.

PairO'Dice Lost
2009-07-22, 07:55 PM
As pairo'dice (I'm sorry but I chuckle every time I read that in my mind) said

Don't apologize--if you're laughing at the punny name, you're doing exactly what I want. :smallbiggrin:

Cieyrin
2009-07-23, 11:16 AM
Hmm, well, if you put it that way, I suppose it makes sense to make them Extraordinary. Here I was thinking Monk was mostly supernatural, especially the higher level abilities, but I guess it's otherwise. I find it kinda strange that Diamond Soul isn't, given why do we care about SR in an antimagic field? :smallconfused:

In any case, I take back my supernatural vs. extraordinary argument. Bah, this is what happens when I can't easily reference. :smallsigh:

PairO'Dice Lost
2009-07-23, 12:02 PM
In any case, I take back my supernatural vs. extraordinary argument. Bah, this is what happens when I can't easily reference. :smallsigh:

You can always use the SRD (http://www.d20srd.org) while you're AFB; it has all the core stuff plus UA and psionics, all online and easily referenced.

Cieyrin
2009-07-24, 10:21 AM
You can always use the SRD (http://www.d20srd.org) while you're AFB; it has all the core stuff plus UA and psionics, all online and easily referenced.

Not all the core stuff, I keep finding, such as some of the stuff mentioned in the DMG, like alternate Paladin mounts and other interesting details. It's better than nothing, I suppose, though. I also use Realms Helps (http://realmshelps.dandello.net/) mostly for referencing feats, though occasionally magic items as well. Not perfect but better than nothing.

PairO'Dice Lost
2009-07-24, 11:16 AM
Not all the core stuff, I keep finding, such as some of the stuff mentioned in the DMG, like alternate Paladin mounts and other interesting details. It's better than nothing, I suppose, though. I also use Realms Helps (http://realmshelps.dandello.net/) mostly for referencing feats, though occasionally magic items as well. Not perfect but better than nothing.

Well, yeah, it's missing some things (most noticeably WotC IP like the beholder), but in terms of referencing things like, say, monk class features (:smallwink:) it's very handy.

jmbrown
2009-07-24, 01:18 PM
After some playtesting, the class keeps up with most devoted martial classes (ranger, fighter, barbarian, paladin) but its weaknesses are still pretty glaring. Since it's such a focused class like the monk, multi-classing and prestige classes aren't desirable at all. It doesn't get any of the normal monk abilities so most monk prc's and feats are out. The d8 and light armor make it a support melee fighter so most combat encounters involve me delaying until the meat shields get up close so the desert monk can move around to the flank. Combat expertise and the defensive abilities from the swirling sand style make this class really hard to hit but since it has weak will saves, anything that stuns or paralyzes will do some serious damage.

All in all it holds up well to the more focused fighters. I found that martial prestige classes that grant limited spell casting are favorable and the barbarian is the most synergistic with the class (rage + fast movement + trapsense + uncanny dodge mixed with a higher level desert monk's ability to become immune to fatigue? Yes please).

I'm going to combine this and a few other ideas into a description of the world itself. I really have to get these ideas off my chest.

Cieyrin
2009-07-25, 09:46 AM
That certainly happens when you homebrew your own classes. I'd suggest having a look at some of the material from Sandstorm, the 3.5 desert handbook, for a look at some arid-oriented feats, PRCs and alternate class featrues. Maybe you'll find something you'll like. I could certainly see a desert monk investing in either the Sand or Scorpion's chain of feats, as well as Heat Endurance to deal with the extreme temps. I could also see a desert monk potentially becoming a Scorpion Heritor.

Them's my 2 coppers. Take as you will.

Realms of Chaos
2009-07-26, 01:07 PM
I just realized that this guy can get +20 AC with a full-round of actions.

spend two move actions to get 2 +8 dodge bonuses to AC (dodge bonuses always stack)
spend swift action to take 5 foot step and get extra +4 dodge bonus.

And on top of that, you probably have a +5 chain shirt and +3 Dex modifier (a conservative amount).

thats 42 AC at level 20. Not too shabby.

Cieyrin
2009-07-27, 11:22 AM
Not including other things, like a shiny ring of protection +5, an amulet of natural armor +5 and a dusty rose ioun stone for +1 insight, just for starters, making that AC 53. If he off-hand wields a +5 defending sickle, that's another +5 for 58. So if he does nothing else but defend himself, he's pretty nigh-invulnerable, AC-wise, anyways.

Them's my 2 coppers. Take as you will.