John Cribati
2010-06-09, 06:33 PM
The Kinetic Monk
Alignment: Any lawful or chaotic
Hit Die: d8.
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Kinetic Monk:
{table]Level|Base Attack Bonus| Fort Save| Ref Save| Will Save| Special| Flurry of Blows Attack Bonus| Unarmed Damage| AC Bonus| Unarmored Speed Bonus
1st| +0 |+2 |+2 |+2 |Bonus feat, flurry of blows, unarmed strike, Imbue Self| +0/+0| 1d6| +0 | +0ft.
2nd| +1| +3| +3 | +3| Bonus feat, evasion |+1/+1 |1d6 |+0 |+0ft.
3rd| +2| +3| +3| +3| Kinetic Guard (5)| +2/+2| 1d6| +0| +10ft.
4th| +3| +4| +4| +4| Ki strike (magic), slow fall 20 ft.| +3/+3| 1d8| +0| +10ft.
5th| +3| +4| +4| +4| Purity of body| +3/+3| 1d8| +1| +10ft.
6th| +4| +5| +5| +5| Bonus feat, slow fall 30 ft., Kinetic Guard (15)| +4/+4| 1d8| +1| +20ft.
7th| +5| +5| +5| +5| Wholeness of body, | +5/+5| 1d8| +1| +20 ft.
8th| +6/+1| +6| +6| +6| Slow fall 40 ft., Ki Strike (Energy+1d6)| +6/+6/+1| 1d10| +1| +20 ft.
9th| +6/+1| +6| +6| +6| Improved evasion, Kinetic Guard (20)| +6/+6/+2| 1d10| +1| +30 ft.
10th| +7/+2| +7| +7| +7| Ki strike (Lawful/Chaotic, Energy+2d6), slow fall 50 ft.| +7/+7/+2| 1d10| +2| +30 ft.
11th| +8/+3| +7| +7| +7| Diamond body, greater flurry| +8/+8/+8/+3| 1d10| +2| +30 ft.
12th| +9/+4| +8| +8| +8| Abundant step, slow fall 60 ft. Ki Strike (Energy +3d6) Kinetic Guard (25)| +9/+9/+9/+5| 2d6| +2| +40 ft.
13th| +9/+4| +8| +8| +8| Diamond soul| +9/+9/+9/+5| 2d6| +2| +40 ft.
14th| +10/+5| +9| +9| +9| Slow fall 70 ft.| +10/+10/+10/+5| 2d6| +2| +40 ft.
15th| +11/+6/+1| +9| +9| +9| Quivering palm, Kinetic Guard (30)| +11/+11/+11/+6/+1| 2d6| +3| +50 ft.
16th| +12/+7/+2| +10| +10| +10| Ki strike(adamantine), slow fall 80 ft.| +12/+12/+12/+7/+2| 2d8| +3| +50 ft.
17th| +12/+7/+2| +10| +10| +10| Timeless body, tongue of the sun and moon| +12/+12/+12/+7/+3| 2d8| +3| +50 ft.
18th| +13/+8/+3| +11| +11| +11| Slow fall 90 ft. Kinetic Guard (35)| +13/+13/+13/+8/+3| 2d8| +3| +60 ft.
19th| +14/+9/+4| +11| +11| +11| Empty body| +14/+14/+14/+9/+4| 2d8| +3| +60 ft.
20th| +15/+10/+5| +12| +12 |+12| Perfect Self, Kinetic Guard(full), slow fall any distance| +15/+15/+15/+10/+5| 2d10| +4| +60 ft.[/table]
Kinetic Monks are specifically trained to tap into the energy of The Elemental Planes of Air, Fire, Water, and Electricity.
Imbue Self
The Kinetic Monk must meditate for one hour upon waking in order to access the power of any given plane. If he does not, or this initial meditation is interrupted, he will have only the abilities of a normal Monk until he does.
Once his initial plane is chosen, the Monk may meditate for two hours to access the energy of a different plane of energy. Doing so, he will be unable to access the previous plane until he sleeps for eight hours. If this meditation is interrupted, one of two things will happen:
1: If the interruption occurs during the first hour, the monk can still access the plane he was before the attempt, but not the plane he was trying to access until he sleeps for eight hours.
2: If the interruption comes in the second hour, he will be unable to access the power of either plane, and become a normal Monk until he completes two hours of meditation, or sleeps for eight hours and completes one hour of meditation.
If the Monk makes a DC 20 Concentration Check vs. distraction, he is not considered interrupted. If a creature attempts to interrupt the Kinetic Monk's Meditation, the creature's CHA modifier is added to the DC.
Depending on which plane the Kinetic Monk draws from, additional effects are granted in and out of battle:
{table]Plane|Effect
Water|Wis+4, Breathe Water, +4 to grapple checks
Air|Dex +4, Slow Fall Without Walls
Fire|Con +4, Fire Shield
Electricity|Str+4, Land Speed + 30ft.[/table]
Ki Strike
At 4th level, a monk’s unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, his unarmed attacks are also treated as lawful or chaotic weapons 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.
The Kinetic Monk's Ki strikes have an additional effect. At 8th level, the Ki strikes are empowered by Energy from whichever plane the monk is using and do an extra d6 of damage. The damage increases by 1d6 for every even-numbered level after that. Furthermore, beginning at 12th level, the monk may choose, as a free action, decided before declaring an attack, to take a -4 to his attack roll to impart an effect on the target of his attack. The attacked creature must make a Fortitude Saving Throw with a DC of (10+ Monk Level+ Monk's Wis. Modifier) or suffer an effect based on the plane the Kinetic Monk is channeling. If the attack fails, the effect is not granted.
{table]Plane|Effect
Water|1d4 freezing damage/round (1)
Air|Blown Away
Fire|1d4 burning damage/round(1)
Electricity|-2 Attack, -2 AC (1)
[/table](1):A successful fortitude save ends the effect.
Kinetic Guard
At 3rd level, a Kinetic Monk resists the first 10 points of damage from attacks that draw on the energy that they themselves draw on. This resistance increases by 5 every three levels after that. At Level 20, The monk completely resists any damage from that energy. He still takes normal damage from any other plane of energy.
Alignment: Any lawful or chaotic
Hit Die: d8.
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Kinetic Monk:
{table]Level|Base Attack Bonus| Fort Save| Ref Save| Will Save| Special| Flurry of Blows Attack Bonus| Unarmed Damage| AC Bonus| Unarmored Speed Bonus
1st| +0 |+2 |+2 |+2 |Bonus feat, flurry of blows, unarmed strike, Imbue Self| +0/+0| 1d6| +0 | +0ft.
2nd| +1| +3| +3 | +3| Bonus feat, evasion |+1/+1 |1d6 |+0 |+0ft.
3rd| +2| +3| +3| +3| Kinetic Guard (5)| +2/+2| 1d6| +0| +10ft.
4th| +3| +4| +4| +4| Ki strike (magic), slow fall 20 ft.| +3/+3| 1d8| +0| +10ft.
5th| +3| +4| +4| +4| Purity of body| +3/+3| 1d8| +1| +10ft.
6th| +4| +5| +5| +5| Bonus feat, slow fall 30 ft., Kinetic Guard (15)| +4/+4| 1d8| +1| +20ft.
7th| +5| +5| +5| +5| Wholeness of body, | +5/+5| 1d8| +1| +20 ft.
8th| +6/+1| +6| +6| +6| Slow fall 40 ft., Ki Strike (Energy+1d6)| +6/+6/+1| 1d10| +1| +20 ft.
9th| +6/+1| +6| +6| +6| Improved evasion, Kinetic Guard (20)| +6/+6/+2| 1d10| +1| +30 ft.
10th| +7/+2| +7| +7| +7| Ki strike (Lawful/Chaotic, Energy+2d6), slow fall 50 ft.| +7/+7/+2| 1d10| +2| +30 ft.
11th| +8/+3| +7| +7| +7| Diamond body, greater flurry| +8/+8/+8/+3| 1d10| +2| +30 ft.
12th| +9/+4| +8| +8| +8| Abundant step, slow fall 60 ft. Ki Strike (Energy +3d6) Kinetic Guard (25)| +9/+9/+9/+5| 2d6| +2| +40 ft.
13th| +9/+4| +8| +8| +8| Diamond soul| +9/+9/+9/+5| 2d6| +2| +40 ft.
14th| +10/+5| +9| +9| +9| Slow fall 70 ft.| +10/+10/+10/+5| 2d6| +2| +40 ft.
15th| +11/+6/+1| +9| +9| +9| Quivering palm, Kinetic Guard (30)| +11/+11/+11/+6/+1| 2d6| +3| +50 ft.
16th| +12/+7/+2| +10| +10| +10| Ki strike(adamantine), slow fall 80 ft.| +12/+12/+12/+7/+2| 2d8| +3| +50 ft.
17th| +12/+7/+2| +10| +10| +10| Timeless body, tongue of the sun and moon| +12/+12/+12/+7/+3| 2d8| +3| +50 ft.
18th| +13/+8/+3| +11| +11| +11| Slow fall 90 ft. Kinetic Guard (35)| +13/+13/+13/+8/+3| 2d8| +3| +60 ft.
19th| +14/+9/+4| +11| +11| +11| Empty body| +14/+14/+14/+9/+4| 2d8| +3| +60 ft.
20th| +15/+10/+5| +12| +12 |+12| Perfect Self, Kinetic Guard(full), slow fall any distance| +15/+15/+15/+10/+5| 2d10| +4| +60 ft.[/table]
Kinetic Monks are specifically trained to tap into the energy of The Elemental Planes of Air, Fire, Water, and Electricity.
Imbue Self
The Kinetic Monk must meditate for one hour upon waking in order to access the power of any given plane. If he does not, or this initial meditation is interrupted, he will have only the abilities of a normal Monk until he does.
Once his initial plane is chosen, the Monk may meditate for two hours to access the energy of a different plane of energy. Doing so, he will be unable to access the previous plane until he sleeps for eight hours. If this meditation is interrupted, one of two things will happen:
1: If the interruption occurs during the first hour, the monk can still access the plane he was before the attempt, but not the plane he was trying to access until he sleeps for eight hours.
2: If the interruption comes in the second hour, he will be unable to access the power of either plane, and become a normal Monk until he completes two hours of meditation, or sleeps for eight hours and completes one hour of meditation.
If the Monk makes a DC 20 Concentration Check vs. distraction, he is not considered interrupted. If a creature attempts to interrupt the Kinetic Monk's Meditation, the creature's CHA modifier is added to the DC.
Depending on which plane the Kinetic Monk draws from, additional effects are granted in and out of battle:
{table]Plane|Effect
Water|Wis+4, Breathe Water, +4 to grapple checks
Air|Dex +4, Slow Fall Without Walls
Fire|Con +4, Fire Shield
Electricity|Str+4, Land Speed + 30ft.[/table]
Ki Strike
At 4th level, a monk’s unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, his unarmed attacks are also treated as lawful or chaotic weapons 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.
The Kinetic Monk's Ki strikes have an additional effect. At 8th level, the Ki strikes are empowered by Energy from whichever plane the monk is using and do an extra d6 of damage. The damage increases by 1d6 for every even-numbered level after that. Furthermore, beginning at 12th level, the monk may choose, as a free action, decided before declaring an attack, to take a -4 to his attack roll to impart an effect on the target of his attack. The attacked creature must make a Fortitude Saving Throw with a DC of (10+ Monk Level+ Monk's Wis. Modifier) or suffer an effect based on the plane the Kinetic Monk is channeling. If the attack fails, the effect is not granted.
{table]Plane|Effect
Water|1d4 freezing damage/round (1)
Air|Blown Away
Fire|1d4 burning damage/round(1)
Electricity|-2 Attack, -2 AC (1)
[/table](1):A successful fortitude save ends the effect.
Kinetic Guard
At 3rd level, a Kinetic Monk resists the first 10 points of damage from attacks that draw on the energy that they themselves draw on. This resistance increases by 5 every three levels after that. At Level 20, The monk completely resists any damage from that energy. He still takes normal damage from any other plane of energy.