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Chambers
2010-08-03, 09:59 PM
Inkyo
http://img3.ak.crunchyroll.com/i/spire1/8cb01f7deb6e017a7a1079e18f608bab1252528190_full.jp g

This is a 3.5 update of the Inkyo base class found in the Rokugan Campaign Setting. This update give the Inkyo the monk unarmed damage progression and the monk's AC bonus when not wearing armor. The inkyo is proficient with light armor but does not gain the AC bonus when wearing armor.

The Inkyo is more of a tactical warrior than the Monk. Instead of relying on mystical supernatural abilities, the inkyo often trains with the peasant militias and focuses on improving their mundane fighting abilities. Their signature ability is mastery over the Void, reflecting their meditations and philosophy. The Void is a part of each person, as it is part of the world, and the inkyo trains himself to reach deep into the Void, affecting probability and chance.


Alignment: Any
Hit Die: d8.

Class Skills
The inkyo’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (elements, Fortunes, Shintao) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Survival (Wis), Tea Ceremony (Wis), Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort|Reflex|Will|Special|AC Bonus|Unarmed Damage
1st|+0|+2|+2|+2|Kiho, Void Use, Improved Unarmed Strike, Monk Abilities|+0|1d6
2nd|+1|+3|+3|+3|Kiho, Evasion|+0|1d6
3rd|+2|+3|+3|+3|Void Transfer|+0|1d6
4th|+3|+4|+4|+4|Kiho|+0|1d8
5th|+3|+4|+4|+4|Improved Void Use|+1|1d8
6th|+4|+5|+5|+5|Kiho|+1|1d8
7th|+5|+5|+5|+5|Sense Elements|+1|1d8
8th|+6/+1|+6|+6|+6|Kiho|+1|1d10
9th|+6/+1|+6|+6|+6|Greater Void Use|+1|1d10
10th|+7/+2|+7|+7|+7|Kiho|+2|1d10
11th|+8/+3|+7|+7|+7|Touch the Void Dragon|+2|1d10
12th|+9/+4|+8|+8|+8|Kiho|+2|2d6
13th|+9/+4|+8|+8|+8|Improved Evasion|+2|2d6
14th|+10/+5|+9|+9|+9|Kiho|+2|2d6
15th|+11/+6/+1|+9|+9|+9|Superior Void Use|+3|2d6
16th|+12/+7/+2|+10|+10|+10|Kiho|+3|2d8
17th|+12/+7/+2|+10|+10|+10|Disrupt the Flow|+3|2d8
18th|+13/+8/+3|+11|+11|+11|Kiho|+3|2d8
19th|+14/+9/+4|+11|+11|+11|Release the Void|+3|2d8
20th|+15/+10/+5|+12|+12|+12|Kiho, Void Incarnate|+4|2d10
[/table]

Weapon & Armor Proficiency
Inkyo are proficient with all simple weapons, including their unarmed strike. Inkyo monks differ from their normal counterparts in that they often train with the peasant ashigaru and are proficient with light armor.

AC Bonus (Ex)
When unarmored and unencumbered, the inkyo adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk 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 monk 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.

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

Usually an inkyo’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.

An inkyo’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.

An inkyo also deals more damage with his unarmed strikes than a normal person would, as shown on the table. The unarmed damage on the table is for Medium inkyos. A Small inkyo deals less damage than the amount given there with his unarmed attacks, while a Large inkyo deals more damage; these inkyo's use the same Small and Large unarmed strike table (http://www.d20srd.org/srd/classes/monk.htm#tableSmallorLargeMonkUnarmedDamage) as the monk does.

Monk Abilities (Ex)
Any feat, magic item, prestige class or other effect that increases or adds to a monk's level when determining his unarmed strike damage and/or his AC bonus when unarmored also applies to the inkyo's unarmed strike damage and/or his AC bonus when unarmored.

Kiho (Ex)
At 1st level, the inkyo may select an additional feat. This bonus feat must be a kiho feat, and the character must meet all prerequisites in order to learn the feat. The inkyo gains another kiho feat at 2nd level and every second levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, & 20th).

In addition to the feats listed below an inkyo may select any Clan specific feat that he has access to as a Kiho feat.

From Players Handbook: Blind-Fight, Combat Expertise, Great Fortitude, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Stunning Fist, Weapon Finesse.

From Player Handbook II: Acrobatic Strike, Bounding Assault, Brutal Strike, Combat Acrobat, Combat Tactician, Cunning Evasion, Defensive Sweep, Fiery Fist, Fiery Ki Defense, Ki Blast, Leap of the Heavens, Lunging Strike, Melee Evasion, Versatile Unarmed Strike, Vexing Flanker, Adaptable Flanker, Water Splitting Stone.

From Complete Warrior: Clever Wrestling, Close-Quarters Fighting, Dash, Defensive Strike, Defensive Throw, Earth's Embrace, Eagle Claw Attack, Extra Stunning, Eyes in the Back of Your Head, Fists of Iron, Fleet of Foot, Flying Kick, Freezing the Lifeblood, Improved Combat Expertise, Karmic Strike, Kiai Shout, Greater Kiai Shout, Pain Touch, Prone Attack, Rapid Stunning, Roundabout Kick, Throw Anything, Weakening Touch, Zen Archery.

From Rokugan Campaign Setting: Breaking Blow, Cleansing Spirit (Kiho), Death Touch, Flee the Darkness, Fortune's Breath, Heart of Stone, Ryoki, Self No Self, Soul of the Four Winds, Spirit Strike, Zanji.


Void Use (Ex)
At 1st level the inkyo receives the Void Use feat (RCS, pg59). At 3rd level and every two inkyo levels after the inkyo receives an additional +2 Void Points.

Evasion (Ex)
At 2nd level or higher if an inkyo 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 an inkyo is wearing light armor or no armor. A helpless inkyo does not gain the benefit of evasion.

Void Transfer (Ex)
With a touch as a standard action the inkyo may transfer some or all of his unspent Void points to an ally. The ally gains these Void points and may use them normally in accordance with the Void Use feat. These transfered Void points disappear once they are used or after 1 has passed. They may not be recovered by any means.

The inkyo may not transfer Void points gained as the result of his Touch the Void Dragon ability.

Improved Void Use (Ex)
When the inkyo spends a Void Point he gains a +3 void bonus on a single attack roll, skill check, or saving throw, instead of the normal +2 bonus. When spending a Void Point to increase his Armor Class he gains a +3 void bonus to Armor Class, instead of the normal +2 bonus. In addition he may spend 2 Void Points a round, either on separate uses or the same use. If spent on the same use the void bonus stacks.

Sense Elements (Sp)
The inkyo learns to expand his senses outside his physical body. An inkyo of 7th level and higher may use the Sense Elements spell-like ability of the Shugenja, as described on page 13 of Complete Divine. Instead of making a Spellcraft Check in learn information the inkyo instead makes a special level check, adding his inkyo level and his wisdom modifier to the d20 roll. The inkyo may use this ability at will.


Greater Void Use (Ex)
When the Inkyo spends a Void Point he now gains a +5 void bonus on a single attack roll, skill check, or saving throw. When spending a Void Point to increase his Armor Class he now gains a +5 void bonus to Armor Class. In addition he may spend 3 Void Points a round, either on separate uses or the same use. If spent on the same use the void bonus stacks.

Touch the Void Dragon (Ex)
Once per day the Inkyo may enter a meditative trance as a full round action. This trance lasts a number of minutes equal to his inkyo levels. While in this trance he gains half his maximum number of Void Points as temporary Void Points. These temporary Void Points may be spent as regular and disappear at the end of the trance.

Improved Evasion (Ex)
At 13th level, an inkyo’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 inkyo does not gain the benefit of improved evasion.

Disrupt the Flow (Su)
As a standard action the inkyo may make a melee touch attack that deals no damage but severs a persons connection to the Void. If the inkyo's strike hits the target must make a Will saving throw with a DC equal to 10 + 1/2 the inkyo level + his Wisdom modifier. If the saving throw fails the target may not spend any Void points for 1 hour. The inkyo may use this ability at will, though no more than once per round.

Release the Void (Ex)
When the inkyo spends a Void Point he now gains a +10 void bonus on a single attack roll, skill check, or saving throw. When spending a Void Point to increase his Armor Class he now gains a +10 void bonus to Armor Class. In addition he may spend any number of Void Points a round, either on separate uses or the same use. If spent on the same use the void bonus stacks.

Void Incarnate (Ex)
The inkyo has mastered his use of Void, able to deflect godly attacks and perform inhuman feats of skill. His connection to the Void is so strong that his spirit continually regenerates spent Void points at the rate of 1 per hour. Furthermore he gains the native outsider type and no longer needs to eat, sleep, or breathe.