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View Full Version : The Fist of Steel, an alternate Monk(3.5/PF)



Gelscressor
2011-01-27, 07:59 PM
Not too long ago, I saw some youtube clips dealing with the newest Mortal Kombat game. Soon, I was thinking about the DND Monk class...and realised that, for me, Mortal Kombat has some of the coolest monks.

So yeah...

Anyway, this is not a Monk fix. It is too different from the base monk to be called a fix. Rather, its a different take on the monk, inspired by video games such as Mortal Kombat. Yet, on the other hand, its not meant to exactly emulate Mortal Kombat either, as this class is 100% non magical in nature...despite Mortal Kombat having some supernatural stuff too.

But even though it isn't a fix, it's safe to say that the power level is higher than that of the Pathfinder Monk. I'd say its certainly not less than Tier 3. On that note, my aim is for it to be a strong Tier 3. The class is not completely finished yet, I'd estimate it to be at about 90% mechanically. Mostly, I need to proof read it a few more times and finish all the Special Moves. Nevertheless, I'd like to think that its complete enough for critique.

All sorts of suggestions are welcome, be it when it comes to balance, additional talents/special moves, better names for certain abilities, or whatever else you can think of.

So without much further ado...

Table: The Fist of Steel
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|
Unarmed Damage|
AC Bonus|
Speed Bonus

1st|+1|
+2|
+2|
+2|Body of Steel, Bonus Feat, Fast Movement, Special Move, Unarmed Strike |
1d6|
+0|
+10 ft.

2nd|+2|
+3|
+3|
+3|Bonus Feat, Mettle of Body, Slow Fall|
1d6|
+0|
+10 ft.

3rd|+3|
+3|
+3|
+3|Fast as Lightning|
1d6|
+1|
+15 ft.

4th|+4|
+4|
+4|
+4| Evasion, Talent, Unarmed strike (magic)|
1d8|
+1|
+20 ft.

5th|+5|
+4|
+4|
+4|High Jump, Special Move|
1d8|
+1|
+20 ft.

6th|+6/+1|
+5|
+5|
+5|Fatality, Bonus feat, Pounce|
1d8|
+2|
+25 ft.

7th|+7/+2|
+5|
+5|
+5|Unnerved|
1d8 (19/20 x2)|
+2|
+30 ft.

8th|+8/+3|
+6|
+6|
+6| Talent, Unarmed Strike (alignment)|
1d10 (19/20 x2)|
+2|
+30 ft.

9th|+9/+4|
+6|
+6|
+6| Improved Mettle of Body, Special Move|
1d10 (19/20 x2)|
+3|
+35 ft.

10th|+10/+5|
+7|
+7|
+7| Bonus Feat|
1d10 (19/20 x2)|
+3|
+40 ft.

11th|+11/+6/+1|
+7|
+7|
+7|Improved Evasion, Brutality|
1d10 (19/20 x2)|
+3|
+40 ft.

12th|+12/+7/+2|
+8|
+8|
+8| Talent, Unarmed Strike (adamantine)|
2d6 (19/20 x2)|
+4|
+45 ft.

13th|+13/+8/+3|
+8|
+8|
+8|Special Move|
2d6 (19/20 x2)|
+4|
+50 ft.

14th|+14/+9/+4|
+9|
+9|
+9|Bonus Feat|
2d6 (18/20 x2)|
+4|
+50 ft.

15th|+15/+10/+5|
+9|
+9|
+9|Shattering Strike|
2d6 (18/20 x2)|
+5|
+55 ft.

16th|+16/+11/+6/+1|
+10|
+10|
+10| Talent|
2d8 (18/20 x2)|
+5|
+60 ft.

17th|+17/+12/+7/+2|
+10|
+10|
+10| Special Move, Timeless Body|
2d8 (18/20 x2)|
+5|
+60 ft.

18th|+18/+13/+8/+3|
+11|
+11|
+11|Bonus Feat|
2d8 (18/20 x2)|
+6|
+65 ft.

19th|+19/+14/+9/+4|
+11|
+11|
+11|Relentless|
2d8 (18/20 x2)|
+6|
+70 ft.

20th|+20/+15/+10/+5|
+12|
+12|
+12|Talent, Khampion of Kombat|
2d10 (18/20 x2)|
+6|
+70 ft.[/table]

Alignment: Any

Hit Dice: d10

Class Skills: The Fist of Steel’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Body of Steel (Ex): A Fist of Steel adds his Strength bonus to his AC (if any) when unarmored and unencumbered. The AC bonus is considered to be natural in nature, although it is cumulative with other sources of natural AC bonuses.

In addition, the Fist of Steel gains damage reduction. This damage reduction is 1/4 Fist of Steel level/—. This damage reduction is doubled against non-lethal damage, although this does damage reduction does not apply against nonlethal damage taken from a forced march, suffocation and similar effects.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a Fist of Steel may select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Endurance, Improved Grapple, Improved Initiative, Improved Natural Armour, Scorpion Style, and Toughness. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A Fist of Steel need not have any of the prerequisites normally required for these feats to select them.

Fast Movement (Ex): At 1st level, a Fist of Steel gains an enhancement bonus to his land speed equal as shown on Table: Fist of Steel. A Fist of Steel in armor or carrying a medium or heavy load loses this extra speed.

Special Move (Ex): At 1st level and every 4 levels thereafter, a Fist of Steel may select one of the Special Moves mentioned below.


SPECIAL MOVES

A Special Move typically involves the Fist of Steel making a special kind of attack. Unless noted otherwise, a Special Move is used as part of an attack and the Fist of Steel must declare using this ability before making an attack roll (thus, a failed attack roll ruins the attempt). If a saving throw is involved, it typically is a Fortitude saving throw (DC 10 + Fist of Steel Level + Strength modifier. Commonly enough, the Fist of Steel must do damage for the effect of the Special Move to trigger and the target must fail his saving throw to be affected. Unless noted otherwise, creatures not subject to critical hits are also not subject to Special Moves.

A Fist of Steel has a Special Moves pool, which determines how many Special Moves he can perform that day. This is equal to half his Fist of Steel level plus his Constitution modifier. However, once per encounter, a Fist of Steel can do a single Special Move that does not count to his daily limit. Only a limited amount of special moves can can be used per round (1 at level <10, 2 at level 10+, 3 at level 20+) and the Fist of Steel can only use a number of Special Moves equal to 1+ 1/4 his Fist of Steel level per encounter. Special Moves can not be combined unless specified otherwise.


Starmaker (Ex):

Eye Pummel (Ex):
By striking at the eyes, the Fist of Steel attempts to blind his target. Unlike other Special Moves, this Special Move can affect multiple attacks made in that round by the Fist of Steel; but only against one target. Eye Pummel strikes usually take a -2 penalty on their attack roll. If the target fails its saving throw and the Fist of Steel has hit the target with an amount of Eye Pummel strikes equal to the amount of the target's eyes, the target becomes blind for one round, plus an additional round for every 5 points the target failed his saving throw.

Additionally, as long as as the Fist of Steel has struck at least one eye, the target is dazed for one round on a failed saving throw. Abilities that depend on the functioning of the eyes are also disabled. For instance, if a Fist of Steel would use this ability against a Beholder, striking at the central eye, and the creature would fail its saving throw; then it would be unable to use its Antimagic Cone ability for the duration of the effect. Creatures not subject to critical hits are still subject to this Special Move, except that the duration is always only one round and that they are never stunned.

Silencer (Ex):
By striking at the throat, the Fist of Steel attempts to silence his target. If the target fails its saving throw, it becomes silenced for one round, plus an additional round for every 5 points the target failed his saving throw by. Additionally, the target can not use any abilities that are overly dependent on the throat, such as the Swallow Whole ability or any Breath Weapons; even if the creature is not subject to critical hits. Finally, the target takes a -4 penalty on saving throws related to suffocation.

Low Blow (Ex):
By striking at the "lower regions'', the Fist of Steel attempts to stun his target. If the target fails its saving throw, it becomes stunned for one round. Additionally, the target takes a -2 morale penalty on all attack rolls against the Fist of Steel for the next two rounds plus an additional round for every 5 points the target failed his saving throw by.

Flying Kick (Ex):

Stomach Wrench(Ex):

Crushing Fall (Ex):
By carefully aiming his fall, the Fist of Steel can attempt to use the force of gravity to crush his opponent beneath him. This can be either done as a standard action or a full round action; in case of the latter it is treated as a charge attack. Whenever the Fist of Steel deliberately lets himself fall, he can attempt to let something else break his fall. If the target is not directly underneath him (that is, in the same five foot square), he can attempt to make a Acrobatics check (10 + 2 * 10 feet fallen) and fall five feet away (that is, in a neighbouring five foot square).

Additionally, he must make a successful attack roll against his target. If he only hits the target's touch AC, the target takes 1d6 damage for every ten feet the Fist of Steel fell (up to a maximum of 20d6's) and the Fist of Steel also gets make to make free trip action, but his turn is immediately over. However, if the Fist of Steel hits the target's full AC, he can also follow it up with an attack if it was done as a standard action or with a full attack if done as a full round action.

If the Fist of Steel either fails his Acrobatics check or his attack roll, he takes falling damage as normal.

Air Assault(Ex):

Flight Ender(Ex):

Tendon Twister:

Muscle Mangler:

Bone Breaker:

Leg Sweep
By swiping away his opponents legs, the Fist of Steel is able to make his opponents fall. If the target fails a reflex saving throw, it is tripped and takes an additional 1d6 points of damage from the force of the fall. If the opponent normally gets a bonus to resist trip attacks, it adds this bonus to his save. For every 5 points the target fails his saving throw, he takes an 1d6 points of damage. This ability functions against creatures normally not subject to critical hits.

Heart Pound
By giving a thunderous blow to the chest, the Fist of Steel is able tire his opponents. If the target fails its saving throw, it becomes exhausted for 1d3 rounds, plus an additional round for for every 5 points the target failed its saving throw by. In addition, the target is fatigued for one minute after the exhaustion effect has worn off.

Nerve Killer

Shadowless Strike
By striking remarkably fast, the Fist of Steel is able to surprise his opponents. This Special Move affects at least three attacks per round, but only against one target. If a target fails its Reflex saving throw, it is treated as flat footed against the current and next three attacks made that round, plus an additional attack for every 5 points the target failed its saving throw by. Shadowless Strike can be performed together with an other Special Move, although the target still gets to roll saving throws against both Special Moves, nor does the other Special Move apply to any additional attacks; unless it normally already does.

Unarmed Strike: At 1st level, a Fist of Steel gains Improved Unarmed Strike as a bonus feat. A Fist of Steel's attacks may be with fist, elbows, knees, and feet. This means that a Fist of Steel may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Fist of Steel striking unarmed. A Fist of Steel may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a Fist of Steel'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 Fist of Steel's unarmed strike is treated as both 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 Fist of Steel also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Fist of Steel. The unarmed damage values listed on Table: Fist of Steel is for Medium Fist of Steels.

Mettle of Body (Ex): Beginning at 2th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the Fist of Steel suffers no effect with a successful saving throw.

Fast As Lightning (Ex): At 3th level, a Fist of Steel gains a +1 Dodge bonus to AC and +1 Initiative bonus. This bonus increases by 1 for every three Fist of Steel levels thereafter, up to a maximum of +6 at 18th level. The Fist of Steel must be unarmored and unencumbered to benefit from the Fast As Lightning ability.

Evasion(Ex): At 4th level, a Fist of Steel 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 he is wearing light armor or no armor. A helpless Fist of Steel does not gain the benefit of evasion.

Talent (Ex): At 4th level and every 4 levels thereafter, a Fist of Steel may select an ability from the following list:


Block (Ex): As a free action, a Fist of Steel can block a single attack per round. A blocked attack always hits, but does only half damage. The Fist of Steel must aware of the attack and not flat-footed. To block an attack, the Fist of Steel most succeed on an opposed attack roll using his highest attack bonus. There is no penalty for failing the opposed attack roll; short of simply taking full damage. Touch attacks can be blocked, but at a -5 penalty.

Evade (Ex): In lieu of making a five foot step, a Fist of Steel can attempt to evade a single attack per round. He must make an acrobatics/tumble check opposed by his opponents attack roll. Touch attacks can be evaded, but at a -10 penalty. If he succeeds, he makes a 5 foot step and takes no damage from the attack. If he is unable to make a 5 foot step, he can not use this ability. Failure means that the Fist of Steel still makes his five foot step, except that he takes damage as usual. The Fist of Steel must be aware of the attack and not flat-footed.

Greater Evade (Ex):: This works like Evade, except that the Fist of Steel no longer needs to take a five foot step to evade an attack. When doing so, it is considered to be a free action, although still only one Evade attempt can be made per round. Furthermore, touch attacks can now be evaded at -5 penalty. Additionally, if the attacker is within the Fist of Steel's reach and the Fist of Steel succeeds at his check by 10 or more; he can make an attack of opportunity against his target at -5 penalty. A Fist of Steel must have the Evade talent before choosing Greater Evade.

Mettle of Mind(Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the Fist of Steel suffers no effect with a successful saving throw.

Improved Mettle of Mind(Ex): If subjected to an effect that allows a Will save for a partial or half effect, the Fist of Steel takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of mind). A Fist of Steel must have the Mettle of Mind talent before choosing Improved Mettle of Mind.

Obsidian Fist(Ex): The Fist of Steel's can now deal slashing damage instead of bludgeoning damage with his unarmed strike. Furthermore, whenever he scores a critical hit while dealing slashing damage, the target takes one point of Constitution damage.

Uncanny Dodge (Ex): A Fist of Steel can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A Fist of Steel with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

If a Fist of Steel already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A Fist of Steel with this ability can longer be flanked. A Fist of Steel must have the Uncanny Dodge talent before choosing Improved Uncanny Dodge.

This defense denies a 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 (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Body Mastery(Ex): A Fist of Steel with this ability now requires only half the amount of food, moisture and sleep his race normally would. Furthermore, the Fist of Steel gains a +4 bonus on a number of checks and saves as specified by the Endurance feat. This is cumulative with the feat itself. Finally, the Fist of Steel's effective damage reduction from the Body of Steel class feature is increased by +1.

Elemental Resilience(Ex): A Fist of Steel with this ability gains energy resistance equal his damage reduction acquired from the Body of Steel class feature. This energy resistance applies against acid, cold, electricity, fire and sonic damage. A Fist of Steel must have the Body Mastery talent before choosing Elemental Resilience.



High Jump (Ex): At 5th level, a Fist of Steel adds his class level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.

Fatality (Ex): At 5th level, whenever a Fist of Steel performs a coup de grace, he can opt to make it a particularly gruesome execution. When doing so, the coup de grace is always lethal; there is no saving throw allowed. Additionally, any non friendly individuals witnessing this act must make a will saving throw (DC 10 + 1/2 Fist of Steel's character level + Fist of Steel's Str modifier) or become frightened for one round and remain shaken for the rest of the encounter. Even a successful saving throw still imposes the shaken condition for one round.

If a Fist of Steel performs a successful Fatality on an opponent that has at least a CR rating equal to the Fist of Steel's character level -2, he regains one Special Move point.

Stating at level 10, a Fist of Steel can perform a Fatality as a free action; if an attack of him drops an opponent to double its death threshold (i.e. , double its Con modifier in negative hit points).

Pounce: At 6th level, whenever a Fist of Steel makes a charge, he can follow with a full attack.

Unnerved (Ex): At 7th level, a Fist of Steel treats all conditions related to fear as one step lower than they actually are. Panicked becomes frightened, frightened becomes shaken and shaken leaves the Fist of Steel unaffected.

Improved Mettle of Body(Ex): At 8th level, if subjected to an effect that allows a Fortitude save for a partial or half effect, the Fist of Steel takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).

Brutality (Ex): At 11th level, whenever a Fist of Steel strikes a single opponent six times in a single round, he may cause the opponent's body to explode in a shower of gore as a free action, if the opponent fails a Fortitude saving throw (DC 10 + 1/2 Fist of Steel's character level + Fist of Steel's Str modifier). Even if the opponent doesn't fail his saving throw, he is still sickened for one round.

Any non friendly individuals witnessing this act must make a saving Will saving throw (DC 10 + 1/2 Fist of Steel's character level + Fist of Steel's Str modifier) or become frightened for one round and remain shaken for the rest of the encounter. Even a successful saving throw still imposes the shaken condition for one round.

If a Fist of Steel performs a successful Brutality on an opponent that has at least a CR rating equal to the Fist of Steel's character level -2, he regains one Special Move point.

Improved Evasion(Ex): At 11th level, the Fist of Steel gains the Improved Evasion ability. This works like evasion, except that while the Fist of Steel still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Fist of Steel does not gain the benefit of improved evasion. A Fist of Steel must have the Evasion talent before choosing Improved Evasion.


Shattering Strike (Ex): At 15th level, a Fist of Steel can perform a single, devastating strike once per day. The strike ignores any form of damage reduction, deals double damage and the target must make a Fortitude saving throw (DC 10 + 1/2 Fist of Steel's level + Fist of Steel's Str modifier) or die instantly. Creatures immune to critical hits do not need to make a saving throw, nor do they take double damage; but their damage reduction is still bypassed.

Any non friendly individuals witnessing this act must make a saving Will saving throw (DC 10 + 1/2 Fist of Steel's character level + Fist of Steel's Str modifier) or become frightened for one round and remain shaken for the rest of the encounter. Even a successful saving throw still imposes the shaken condition for one round.

Alternatively, the Fist of Steel can instantly destroy any kind of unattended, inanimate object; including a Wall of Force. Sufficiently large objects are not destroyed entirely, for instance, a Shattering Strike would create a ten foot gap in a Wall of Force.

A Fist of Steel can perform more than one Shattering Strike per day, although performing an additional Shattering Strikes costs ten special move points.

Timeless Body (Ex): At 17th level, a Fist of Steel no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the Fist of Steel still dies of old age when his time is up.

Relentless (Ex): At 19th level, a Fist of Steel can enter a trance like state. He can do this once per day freely, but additional uses cost 10 Special Move points per use.

While in this trance, the Fist of Steel's damage reduction is doubled and he can reroll single roll (be it an attack roll, a saving throw, or a skill check) as a free action. However, the Fist of Steel can not use sub dual damage while in this trance, nor can he forgo using his Brutality or Fatality abilities. This trance lasts for 3 rounds.

Khampion of Kombat: At 20th level, a Fist of Steel has bekome a true Khampion of Kombat. He kan perform two additional special moves per enkounter and always deals 1 point of Konstitution damage on his first attack made in a round. Finally, whenever a Fist of Steel drops an opponent beneath 0 hit points, he can perform a Fatality as a free action.