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kestrel404
2010-08-02, 11:38 AM
I've come up with a fix to make monk a tier 3 class by using a series of ACFs.

Alternate Class Features:
Intuitive Strike:

When: Monk 1st level
Cost: Bonus Feat
Benefit: For attacks made with a Monk’s unarmed strike, or with a weapon that can benefit from Flurry of Blows, the Monk may choose to use their wisdom modifier in place of their strength modifier. Bonus damage from a high wisdom score is treated as precision damage, so any creature immune to criticals is immune to this bonus damage. However, the to-hit bonus can still be used against these opponents.
In addition, when choosing their 2nd and 6th level bonus feats, the monk may choose any bonus feat that would have been available as a first level bonus feat.

Agile Senses:

When: Monk 3rd level
Cost: Still Mind
Benefit: The monk gains Alertness as a bonus feat. They may also choose from one of the following feats as their 6th level bonus feat: Skill Focus(Listen), Skill Focus(Spot) or Blind Fighting.

Mystic Monk:

When: Monk 4th
Cost: Slowfall progression, Ki Strike progression, Body Progression (Wholeness, Purity, Diamond, Timeless)
Benefit: The monk gains wisdom based prepared divine spellcasting off of the Monk spell list.
A mystic monk’s spellcasting requires precise and flowing movements, so it suffers from the same spell failure chances due to armor that arcane spellcasting incurs.
Also, the farthest a monk can affect with their magic is touch range, so the range on all of the spells that have ranges other than 'personal' becomes touch.
However, all monk spells are silent (as though affected by the Silent Spell metamagic). A monk may not apply the Still Spell metamagic to any of their spells.
Any level where a monk would gain 0 spells, they may only prepare spells granted by a high ability score.
Any prestige class that may freely cross-class with Monk, and that advances both Monk AC bonuses and Unarmed Strike damage also advances Mystic monk spell progression.
Level Spells: 1 2 3 4 5 6
4 0 - - - - -
5 1 - - - - -
6 2 - - - - -
7 3 0 - - - -
8 4 1 - - - -
9 4 2 - - - -
10 4 3 0 - - -
11 4 4 1 - - -
12 4 4 2 - - -
13 4 4 3 0 - -
14 5 4 4 1 - -
15 5 4 4 2 - -
16 5 4 4 3 0 -
17 5 5 4 4 1 -
18 5 5 4 4 2 -
19 5 5 4 4 3 0
20 5 5 5 4 4 1


Elemental Monk:

When: Monk 4th
Cost: Slowfall progression, Ki Strike progression, Body Progression
Benefit: The monk gains wisdom based prepared divine spellcasting off of the Monk spell list.
In addition, an Elemental Monk may choose one of the following Clerical Domains: Earth, Air, Fire, Water.
The monk also gains a number of turn attempts equal to 3 plus their charisma modifier, with a cleric level equal to their monk level. These turn attempts may only be used against elementals as specified by their domain powers. As well as automatically preparing one spell from their chosen domain each day, an Elemental monk may spontaneously convert any spell slot into one of their domain spells of equal or lower level, at the cost of one turn attempt.
An elemental monk’s spellcasting requires precise and flowing movements, so it suffers from the same spell failure chances due to armor that arcane spellcasting incurs.
Also, the farthest a monk can affect with non-elemental magic is touch range, so the range on all of the non-domain spells that have ranges other than 'personal' becomes touch.
However, all monk spells are silent (as though affected by the Silent Spell metamagic, but without the level adjustment). A monk may not apply the Still Spell metamagic to any of their spells.
Any level with a * in place of a number, the Elemental Monk may only spontaneously cast their domain granted spells, and only with those spells granted by a high ability score. Any level where a monk would gain 0 spells, they may only prepare spells granted by a high ability score.
Any prestige class that may freely cross-class with Monk, and that advances both Monk AC bonuses and Unarmed Strike damage also advances Mystic monk spell progression.

Level Spells: 1 2 3 4 5 6
4 * - - - - -
5 0+1 - - - - -
6 1+1 - - - - -
7 2+1 * - - - -
7 3+1 0+1 - - - -
9 3+1 1+1 - - - -
10 3+1 2+1 * - - -
11 3+1 3+1 0+1 - - -
12 3+1 3+1 1+1 - - -
13 3+1 3+1 2+1 * - -
14 3+1 3+1 3+1 0+1 - -
15 4+1 3+1 3+1 1+1 - -
16 4+1 3+1 3+1 2+1 * -
17 4+1 3+1 3+1 3+1 0+1 -
18 4+1 4+1 3+1 3+1 1+1 -
19 4+1 4+1 3+1 3+1 2+1 *
20 4+1 4+1 3+1 3+1 3+1 0+1


Tranquil Soul

When: Monk 13th level
Cost: Diamond Soul
Benefit: 1/day, a monk may spontaneously apply the Persistent Spell metamagic to any spell which they cast with themselves as the sole target, and is at least two levels lower than the highest level spell they are able to cast. Ex.: A 13th level Monk prepares Silence as a 2nd level spell. Because they are capable of casting 4th level spells, they may choose to make Silence last 24 hours so long as they target themselves. This ability may not be applied to a spell cast by someone else which targets the monk, nor can it be applied to a spell which targets anyone other than the monk.


Action Without Thought

When: Monk 15th level
Cost: Quivering palm
Benefit: The monk gains Pounce(ex). They may use Flurry of Blows instead of a full attack at the end of a charge.


Movement Without Action

When: Monk 17th level
Cost: Tongue of the Sun and Moon
Benefit: Monk may use the Abundant Step class ability 1+Wis times per day, and may do so as an immediate action.


Monk spell list:

Level 1: Comprehend languages, Cure/Inflict light wounds, Divine Favor, Feather Fall, Magic Weapon/Fist*, Purify food & water, Shield of Faith
Level 2: Aid, Align Weapon, Cat’s Grace, Cure/Inflict Moderate Wounds, Delay Poison, Enlarge Person, Hold Person, Owl’s Wisdom, Shatter, Silence
Level 3: Blindness/Deafness, Blink, Cure/Inflict Serious Wounds, Dispel Magic, Greater Magic Fist*, Meld into Stone, Remove Blindness/Deafness, Remove Curse, Remove Disease, Speak with Animals
Level 4: Cure/Inflict Critical Wounds, Divine Power, Freedom of Movement, Greater Magic Weapon, Poison, Restoration, Speak with Plants, Spell Immunity, Tongues
Level 5: Break Enchantment, Death Ward, Feeblemind, Permanency, Slay living, Spell Resistance, True Seeing, Teleport
Level 6: Antimagic Field, Contingency, Greater Dispel Magic, Harm, Heal, Overland Flight, Repulsion, Spellstaff

*Magic Fist and Greater Magic Fist are identical to the druid spells Magic Fang and Greater Magic Fang, except that they work only for an unarmed attack.

yaluckyboy09
2014-02-19, 08:23 PM
I don't suppose you'd have a way of making this into a Psionic-type Monk?

My buddy wants to play a Dragonball Z type character with Martial Arts and Psionic Force powers