Veklim
2011-04-03, 07:48 AM
OK, this is version 2.0 of The Open Palm. I've not touched this for ages but it's been pestering me to finish it, so I've given in to the voices and thrown another go at the pesky critter. It's meant to be able to stay unarmed and unarmoured all the way to 20th and stay vaguely effective. I'm hoping for Tier 3 here, but I really need opinions! I think I want more Kata for the list and at some point I will be writing a bonus feat list with a little more flavour. However, the potential for ACFs are great, since new fighting styles are easy enough to create, and the Way of the Open Palm could easily be replaced with a different philosophy, changing the entire outlook and capability of the class, especially with an accompanying adapted Kata list. I like modular ACFs, they make life easier!
Without further ado, I give you the Open Palm (picture pending):
Changelog:
23/06/12
Implemented some tweaks suggested by Waylander X (cheers dude, much appreciated!)
12/06/12
Finished fluff!
11/06/12
Inserted 'Diamond Soul' and 'Timeless Body' at corresponding levels from Monk
Added 'Homeostasis' at 9th to cover two Monk abilities and give thematically appropriate extra bonus.
Tidied up presentation
Added some of the fluff... may actually get it done finally/eventually!
10/06/12
Reworded and mechanically overhauled Kata
Added a bunch more Kata (33 now)
Added 'Contemplation' & 'Lessons Learned' to the list, because Evasion and Mettle looked so lonely...
Added 'Slow Fall' at slightly truncated, but fairly similar progression to Monk.
Fighting Styles properly in place and slightly better balanced against each other (I hope!)
Random edits and rewordings, mostly minor, as-and-when I saw them. Probably missed a bunch...meh!
The Fluff!
The Open Palm can best be described as an ascetic aesthetic, to seek beauty and understanding in your surroundings, and learn more of yourself from the ways you feel and interact with the world. The core teaching of the way, 'Open palm, open mind' is a simplification of a slightly deeper knowledge. All Open Palms gain their power from the flow of chi through their body, and the methods by which they apply this energy. This is achieved only with full understanding of one's self, and the place in this world where one flourishes. Whereas this may seem the same as Monks from more traditional monastic settings, the method of learning is very different in many ways (not least of which the constant travel).
One must seek beauty in all things, and through doing so learn how to recognise the beauty and grace in one's self. To do this, the body and mind must be in harmony, toned and wrought to deal with the extreme places, people and experiences which are out in the world, for these too must have their beauty, and to understand it gives you an understanding of how it also resides in you. Open Palms often seem naive and whimsical as a result, seeing 'only the good of things'. This is untrue, for the Open Palm understands there is also beauty in evil things, in their tenacity, their subtlety, even their brutality. He must recognise these things in himself also, because they too are part of the world, and therefore hold keys to his own understanding. Despite this, Open Palms oppose the evil of the world in one respect or another and are never evil by alignment themselves, since their need for internal harmony cannot be met with a corrupted or selfish point of view.
Training starts much the same as a normal Monk, your sensei will begin by setting menial tasks, which will continue until he sees you are ready. In this time you are taught to observe all you see and feel around you, and your body is conditioned to be able to cope with the rigorous initial training regime. This almost always takes at least a year. After this point however, the training for a traditional Monk and that of an Open Palm starts to diverge. For the next two years, the Open Palm is taken outside the sensei's domain (usually a barn, or similar structure with a large open dojo at the centre with simple yet comfortable quarters around the edge) and sets off in a random direction by his sensei, whereupon he is to observe everything and find the beauty in it. The initiate is expected to continue his menial tasks whilst following his sensei, but he will also be instructed in the forms, movements and philosophies of the art.
When the sensei knows his pupil is ready to learn by himself, he will take him back to the dojo for the final and most vital stage of training. The sensei will hand to his pupil a set of scrolls and tell his pupil to study them until he knows them by rote. These scrolls contain the hidden truths and physical secrets to the use of the Kata they have learned, transforming basic movements into inner power and harmony. Once this is done, the pupil creates his own set of scrolls from memory and presents them to his sensei along with a demonstration of the pupil's first true Kata, in a ritual which marks the end of his time as a pupil.
Open Palms grow and learn from everything they see, feel and do. As their understandings deepen, so too will their abilities, everything a level 20 Open Palm does is directly linked to one of the exercises, tasks or movements which all initiates learn and do. The difference is simply in how far their understanding of the external world and the internal self goes.
A note on Kata scrolls:
Many Open Palms continue to create copies of these scrolls over the years, to keep the knowledge fresh in their minds. As such, they are not uncommon to find in many places, where the vast majority of people think them nothing more than 'exotic philosophies', which indeed they essentially are. Once in a while, someone will come across a set of these scrolls, and for one reason or another will recognise some of the true significance of the knowledge inside. Such people often end up finding a sensei of their own and training in the ways themselves. It is possible that this is a recruiting tactic of sorts, but this has been neither confirmed nor denied so far.
Adventures: Most Open Palms relish the very thought of adventuring. Right from the start, they are encouraged to experience new things and savour every detail of the world around them. This helps them understand and unlock their inner potentials through the way they perceive and interact with the outer world, and to train and expand their physical prowess though the most severe and dangerous of conditions. As such, single Open Palms or indeed entire troupes of Open Palms are not uncommon sights in a mage's tower, a city siege, a dragon's lair, or one of a hundred other places where adventurers are likely to be found. Material wealth means little to an Open Palm, it can be a means to an end, but the accumulation of wealth for it's own sake is seen as largely pointless when you could experience so much by spending it all. Curiosity and wonder drives an Open Palm, but never avarice.
Characteristics: On the surface the way of the Open Palm isn't that dissimilar to the standard PHB Monk with an unarmed and unarmoured approach to combat and unerring physical abilities, but scratch that surface and you'll find a far wider range of capabilities underneath.
Most notable of these is the use of Kata, a method of training muscle memory and manipulating chi to enhance themselves or hamper most living creatures in one way or another.
A second obvious difference is the choice of fighting styles later in the class, which allows an Open Palm to further adapt their combat approach, and makes different members of this class far more diverse without the need for prestige classes.
Alignment: The way of the Open Palm precludes evil alignments, and whereas many Open Palms tend towards neutral good due to the teachings of openness, any non-evil alignment can find common ground with these experience-loving and hard-working individuals.
Religion: No official religion exists for the Open Palms, their philosophies and teachings are rarely at direct odds with non-evil gods, at least not badly, but many Open Palms feel no need to get closer to a largely abstract and mostly unknown being when there's so much to experience and understand all around them already. That said, a good many Open Palms end up following Fharlanghn to a greater or lesser extent, since there is so much common ground between the philosophy and the faith.
Background: All Open Palms have been trained for at least 3 years by another Open Palm of at least 3rd Dan, referred to as 'Sensei'. Beyond that, there is often little in common to tie most Open Palms together beyond their curiosity and intense internal journey. Many people argue that the Open Palms are a renegade off-shoot of one of the more 'traditional' monasteries, but this seems more rumour and speculation since no records are known to exist which prove or disprove the theory.
Races: Many races can get a good deal of benefit from this class, though they are almost exclusively humanoid in shape movement terms. Halflings make especially effective Open Palms for many reasons (Kender are a wonderful fit if you are using them in the campaign), but humans and half-elves make up the bulk of Open Palm numbers.
Other Classes: Open Palms rarely have conflicts with other classes, they generally adopt a live and let live approach, judging people only by the actions they see, not by the background they come from. Of the other classes, Bards and Monks find the most in common with the Open Palm, but most melee classes can appreciate the skill and determination inherent in the Open Palm's abilities. Spellcasters are often slightly disturbed by the power an Open Palm can muster, especially since many don't understand how it works. Psionic classes identify with Open Palms with regards to their inner strength, and many a friendship has been struck between psionic characters and Open Palms due to this shared understanding.
Role: Open Palms are largely hit and run combatants with limited battlefield control, although the precise role of any single member of the class varies widely depending on their particular set of Kata and combat style. As such, an Open Palm may be a skirmisher, a fast frontliner, or even a tank, but very rarely will a single individual do more than one or two of these things.
An Open Palm may also fill the role of scout or party face, and whereas they are not as effective in this capacity as a rogue, bard or scout, they can certainly function well enough in the role. Most Open Palms are also useful for battlefield triage, where they can mix their skills and certain Kata to good effect.
Game Rule Information
Open Palms have the following game statistics.
Abilities: Due to his teachings of flexibility and speed the Open Palm values Dexterity above Strength, deriving many of it's combat bonuses from Dexterity and learning brute force is not the only means to an end. However, the nature of his inner strength and the faith he has in himself means Charisma at least equally important, since it is used for many of the Open Palm's special strikes and perhaps more importantly his Perform (Kata) skill, which is integral to the class.
Alignment: Any non-evil
Hit Hie: D8
THE OPEN PALM
{table=head]Level|BAB|Fort|Ref|Will|Special|Dan Bonus|Unarmed Damage
1st|
+0|
+2|
+2|
+2|Improved Unarmed Strike, Like The Willow, Kata|
+1|
1D4
2nd|
+1|
+3|
+3|
+3|Way Of The Open Palm 1st Dan, Trained Responses|
+1|
1D4
3rd|
+2|
+3|
+3|
+3|Evasion, Contemplation|
+1|
1D4
4th|
+3|
+4|
+4|
+4|Bonus Feat, Slow Fall 20ft|
+1|
1D6
5th|
+3|
+4|
+4|
+4|Mettle, Lessons Learned|
+2|
1D6
6th|
+4|
+5|
+5|
+5|Way of the Open Palm 2nd Dan|
+2|
1D6
7th|
+5|
+5|
+5|
+5|Fighting Style (1), Slow Fall 40ft|
+2|
1D6
8th|
+6/+1|
+6|
+6|
+6|Bonus Feat, Unarmed Strike (Augmented)|
+2|
1D6
9th|
+6/+1|
+6|
+6|
+6|Fighting Style (2), Homeostasis|
+3|
1D8
10th|
+7/+2|
+7|
+7|
+7|Way of the Open Palm 3rd Dan|
+3|
1D8
11th|
+8/+3|
+7|
+7|
+7|Fighting Style (3), Slow Fall 60ft|
+3|
1D8
12th|
+9/+4|
+8|
+8|
+8|Bonus Feat, Improved Evasion|
+3|
1D8
13th|
+9/+4|
+8|
+8|
+8|Fighting Style (4), Diamond Soul|
+4|
1D8
14th|
+10/+5|
+9|
+9|
+9|Way of the Open Palm 4th Dan|
+4|
1D10
15th|
+11/+6/+1|
+9|
+9|
+9|Fighting Style (5), Slow Fall 80ft|
+4|
1D10
16th|
+12/+7/+2|
+10|
+10|
+10|Bonus Feat, Unarmed Strike (Adamantine)|
+4|
1D10
17th|
+12/+7/+2|
+10|
+10|
+10|Fighting Style (6), Timeless Body|
+5|
1D10
18th|
+13/+8/+3|
+11|
+11|
+11|Way of the Open Palm 5th Dan |
+5|
1D10
19th|
+14/+9/+4|
+11|
+11|
+11|Fighting Style (7), Slow Fall any distance|
+5|
2D6
20th|
+15/+10/+5|
+12|
+12|
+12|Bonus Feat, Master Sensei |
+5|
2D6[/table]
Class Skils:Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal*, Hide, Jump, Knowledge (Anatomy, History, Military & Religion), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand*, Spot, Swim, Tumble
*5 or more ranks in this skill confers a +2 synergy bonus to Perform (Kata) checks.
Skill points at 1st level:4x(6+Int)
Skill points at each additional level:6+Int
A note on Perform (Kata)
This is a fairly big chunk of the idea and mechanics of the class on two levels. Firstly, it encompasses the 'realism' of the concept nicely as a largely (Ex) powered class, if any of you know much in the way of martial arts, you'll probably understand! For those of you who don't, a kata is a series of movements you learn as you train in a martial art, which strings together the manipulations and strikes you learn to create a single, fluid 'combat dance'.
Secondly, it's designed as a bona fide performance, something people will gladly spend money to see. For the casual observer, the choreographed movements, precise control and acrobatic nature of many Kata make for spectacular public entertainment, especially when combined with a simple drumming beat. However, it serves as a stark warning to any experienced combatant watching a Perform (Kata) display, as they will surely recognise the martial applications of such refined and fluid movements.
Anyone could learn the skill, but only Open Palms have the ability to unlock the performance's true purpose.
Dan Bonus (Ex): The core bonus for the Open Palm class. The Open Palm receives this number as a bonus to AC and may add his Charisma modifier as a class bonus to his AC as long as he remains unarmoured. In addition, he receives double this number as a bonus to all attacks and damage made whilst unarmed.
Unarmed Strike (Ex):At 1st level the Open Palm gains the Improved Unarmed Strike feat, except he now deals damage as per the Open Palm table (this is for medium sized creatures, adjust accordingly for smaller or larger Open Palms). The Open Palm's unarmed attacks are always treated as two handed weapons for the purposes of disarming, sundering and tripping.
Additionally, starting at 8th level all unarmed attacks made by the Open Palm are considered magical for the purposes of defeating damage reduction.
At 16th level the Open Palm's unarmed strikes are considered adamantine for purposes of defeating damage reduction and bypassing hardness.
Like The Willow (Ex):The Open Palm has learnt through rigorous training and experience that strength is not important if you learn how to use your enemies against themselves. As long as he wears no armour the Open Palm gains the weapon finesse feat for free. He may also choose to use his Dex or his Str modifier (whichever is higher) for any opposed Str based checks like disarming or tripping.
Kata (Ex/Sp):Through repetitive movements and refined by years of practice, the Open Palm learns how to manipulate the chi in most living things including himself through atemi strikes, physical manipulation and even the supernatural force of his personality.
The Open Palm starts play knowing 1 kata (as long as he meets the skill requirement), and learns an additional 1 from the list at every level of Open Palm. At 3rd level, and every odd numbered level thereafter, you may choose to swap a Kata you know for another one on the list which you qualify for. Kata may be used a number of times per encounter equal to half your ranks (rounded down) in Perform (Kata) + Charisma bonus. To begin with, only 1 kata may be used in any one round of combat, but this number increases over time (see Way of The Open Palm). The Open Palm must have sufficient ranks in Perform (Kata) to access each ability. These kata are free actions which are taken as part of another action unless stated otherwise.
The spell-like Kata are taken individually and have a caster level equal to half your Open Palm level. Spell-like Kata require a standard action but do not provoke attacks of opportunity. All the abilities here which require saves have DCs as follows:
(DC=10+half class level+Cha)
4 ranks:
Sensory Strike (Ex). The Open Palm may make any one attack roll a sensory strike. If the attack hits and deals damage then the opponent must succeed a Fort save or be blinded AND deafened for a number of rounds equal to 1+ the Open Palm's dan bonus.
Stunning Fist (Ex). As per the feat, except where noted for all Kata (uses/encounter and saves).
Nauseating Strike (Ex). The Open Palm may make any one attack roll a nauseating strike. If the attack hits and deals damage, the opponent must succeed a Fort save or be nauseated, if this save succeeds the opponent is sickened instead. This lasts a number of rounds equal to the Open Palm's dan bonus.
6 ranks:
Spell-like Kata (Sp). Choose a spell-like ability from the following list. Each use requires one use of your Kata/encounter.
Cause Fear, Charm Person, Hypnotism, Remove Fear, Sleep.
8 ranks:
Defiant Stand (Ex). As long as he fights defensively, the Open Palm gains DR 10/- until the beginning of his next turn. (This DR stacks with that gained from the Iron Body style.)
Systemic Purge (Ex). Whenever the Open Palm fails a save for a poison or disease, he may make an immediate Perform (Kata) check with a DC of the disease or poison's DC +10. If he succeeds, the disease or poison is neutralised. This may be used on an ally as long as they are within reach, and requires a touch (as if delivering a touch spell) and an immediate action.
Metabolic Increase (Ex). The Open Palm gains Fast Healing equal to his Dan bonus, for a number of minutes equal to his Dan bonus. This may be used on an ally as long as they are within reach, and requires a touch (as if delivering a touch spell) and an immediate action.
10 ranks:
Spell-like Kata (Sp). Choose a spell-like ability from the following list. Each use requires two uses of your Kata/encounter.
Blur, Cat's Grace, Delay Poison, Eagle's Splendour, Scare.
12 ranks:
Elemental Strike (Ex). Choose cold, fire or lightning as you use this Kata. Your unarmed attacks deal an additional 1D6 damage of the chosen type for a number of rounds equal to your Dan bonus. Multiple uses of this kata do not stack, but do allow you to change energy type.
Conservation of Movement (Ex). 1/round the Open Palm may gain an additional move action to be taken either at the start or end of his turn (this is in addition to any extra actions granted by feats, spells, equipment, etc). Unlike other Kata, the point spent on Conservation of Movement does not count towards your total allowance of Kata uses in any one round, but still applies to your Kata/encounter.
14 ranks:
Spell-like Kata (Sp). Choose a spell-like ability from the following list. Each use requires three uses of your Kata/encounter.
Dispel Magic (see spoiler below), Fear, Haste, See Invisibility, Slow.
Targeted version only. Instead of a caster level check, you roll a Perform (Kata) check with a -10 penalty.
16 ranks:
Flying Fist (Ex). Whenever the Open Palm successfully disarms an opponent, he may spend a Kata use and make an immediate action to throw the weapon at any opponent within range (10' per increment). This attack is made at the same attack bonus as the attack which disarmed the weapon. The weapon does it's usual damage type, but the damage dealt equals your normal unarmed strike damage, if the weapon has any magical enhancements they are applied to this damage also. The Open Palm may apply any one of the following Kata to this thrown attack for free (they do not count towards your Kata uses per round, nor your Kata/encounter); Sensory Strike, Stunning Fist, Nauseating Strike, Elemental Strike (but only for this single attack)
Abundant Step (Ex). As per the monk ability, except limited to uses/encounter as all other Kata.
18 ranks:
Spell-like Kata (Sp). Choose a spell-like ability from the following list. Each use requires four uses of your Kata/encounter.
Break Enchantment, Hold Monster, Shout.
20 ranks:
Quivering Palm (Ex). As per the monk ability, except where noted for all Kata (uses/encounter and saves).
The River Flows (Ex). Whenever the Open Palm successfully trips or grapples an opponent, he may spend a Kata use and make an immediate action to throw that opponent in any horizontal direction. The Open Palm rolls a Perform (Kata) check and treats the number as a jump check (long jump, running start) for the opponent being thrown, to determine distance. This ability can be used to throw someone over a ledge or into a raging inferno but the victim gets a last-ditch reflex save to avoid such fates. Regardless, the Open Palm rolls damage for an unarmed strike as normal, adding +1D6 for every 5' travelled, and the opponent lands prone.
22 ranks:
Spell-like Kata (Sp). Choose a spell-like ability from the following list. Each use requires five uses of your Kata/encounter.
Greater Dispel Magic (see spoiler below), Mislead, Shadow Walk.
Targeted version only. Instead of a caster level check, you roll a Perform (Kata) check.
Way of the Open Palm (Ex): As long as the Open Palm is unarmed, wearing no armour and carrying no more than a medium load he gains the following at the levels listed;
1st Dan: The Open Palm may make a disarm, sunder or trip attack as a move action once per round. You may use 2 Kata/round.
2nd Dan: Whenever the Open Palm is subject to a size modifier or special size modifier for an opposed check (such as grapples, bull rushes, trips, etc) he is treated as one size category larger if doing so is beneficial to him.
3rd Dan: The Open Palm may take a 5' step between each attack he makes so long as his total movement in that turn doesn't exceed double his base speed. You may use 3 Kata/round.
4th Dan: Whenever the Open Palm is subject to a size modifier or special size modifier for an opposed check (such as grapples, bull rushes, trips, etc) he is now treated as two size categories larger if doing so is beneficial to him.
5th Dan: The Open Palm becomes immune to death attacks and petrification, and is treated as being permanently under the Freedom of Movement spell. You may use 4 Kata/round.
Trained Responses (Su): The Open Palm has such conviction in his training that his muscle memory moves him beyond normal limits. From 2nd level onwards, as part of any attack action (except attacks of opportunity) the Open Palm may take a -2 penalty to hit and damage rolls for that round and gain an extra attack at his full base attack bonus. At 9th level you may opt to take a -4 penalty to hit and damage instead, and gain 2 extra attacks at your full base attack bonus. At 15th level these penalties are halved (-1 for 1 extra attack, -2 for 2 extra attacks)
This ability counts as Flurry of Blows for the purposes of qualifying for feat and class requirements.
Evasion: At 3rd level the Open Palm gains evasion. At 12th level he gains Improved Evasion.
Contemplation: At 3rd level the Open Palm has started to understand the lessons of his seemingly menial training regimes. Choose a number of Open Palm class skills equal to your Intelligence modifier. You gain your Dan bonus as a bonus to those skills.
Bonus Feat: At 4th level, and every 4 levels thereafter (up to 20th), the Open Palm may choose a fighter bonus feat. He may substitute his Wisdom score in favour of Charisma regarding feat requirements, but must otherwise meet all the requirements for these feats.
Slow Fall (Ex): As per the Monk ability of the same name.
Mettle: At 5th level the Open Palm gains mettle.
Lessons Learned: At 5th level, the Open Palm discovers a hidden truth of the world and their existence within it. Choose one school of magic, you gain your Dan bonus as a bonus to all saves made against spells of that school.
Fighting Style (Ex): Beginning at 7th level, the Open Palm starts to focus upon one particular style from the list below. Choose one style, you gain that style's benefits at the indicated levels. Every style grants a bonus feat at first level which is at the core of it's teachings, if you already have the feat you may choose any feat which you qualify for and gain that instead.
Thousand Strikes style.
You gain Combat Reflexes as a bonus feat.
1. Double Strike. Whenever you make a single attack as a standard action, you gain a second attack at your highest attack bonus, but both attacks suffer a -2 penalty to hit.
2. Rapid Attack I. Whenever you make a full attack action, you may subtract any number up to your Dan bonus from your damage rolls for that round, and gain that many extra attacks. These attacks are at your highest attack bonus, but all attacks for the round take a -2 penalty to hit. (This essentially replaces Trained Responses, and therefore does not stack with it)
3. Rapid Attack II. When using rapid attack, you gain 20% concealment against the opponent you are attacking. This bonus lasts until the beginning of your next round.
4. Violent Reaction. Whenever your opponent misses you with a melee attack by 5 or more, you get an immediate single attack of opportunity against that opponent. This counts towards your attacks of opportunity for the round.
5. Precision Blur. Whenever you use double strike or rapid attack, you take no penalty to the attacks instead of -2. You may choose to do bludgeoning or slashing damage with every unarmed attack, chosen before you roll to hit.
6. Twisting Attacker. The concealment granted by rapid attack applies to all attacks made against you, from any source.
7. Rolling Thunder. The concealment from rapid attack increases to 50%. Whenever you spend a Kata use to augment a single strike, all strikes for that round are affected instead.
Iron Body style.
You gain Combat Expertise as a bonus feat.
1. Iron Skin I. For as long as you fight defensively or use the Combat Expertise feat, you gain DR (Dan bonus)/Magic.
2. Iron Fists I. Your unarmed attacks deal twice as many dice of damage, for example a 9th level Open Palm would deal 2D6 unarmed damage instead of 1D6, and at 18th level would deal 4D6. (This does not stack with the Fists of Iron feat, and doesn't increase other sources of damage like sneak attack).
3. Iron Legs. Whenever you are targetted by a bullrush or overrun you count as 1 size category larger than usual, and gain a bonus on any opposed rolls from these maneuvers equal to your Dan bonus. This effective size increase stacks with those gained from Way of the Open Palm.
4. Iron Skin II. The DR you gain from iron skin becomes DR (Dan bonus)/-
5. Iron Fists II. Whenever you successfully hit an opponent who is denied their dexterity to AC, the attack becomes a knockback attack. The opponent makes a fortitude save (DC 10 + 1/2 class level + Dan bonus) or is knocked back a number of feet equal to the damage dealt and is dazed until the start of your next turn.
6. Iron Soul. Whenever you fight defensively or use the Combat Expertise feat, you gain your Dan bonus to all saves versus spells and spell-like abilities.
7. Iron Clad. You are impervious to all non-lethal damage and fatigue. You gain a spell resistance equal to their Open Palm level + 15 for any spell which would deal damage, ability damage or level drain.
Twisting Snake style.
You gain Improved Feint as a bonus feat.
1. Sneaky Snake I. Whenever you successfully feint in combat, your next attack deals 1D6 precision damage. This does not apply to any target immune to critical hits. (If you already have precise strike, sneak attack or any other similar ability, these bonuses stack.)
2. Slippery Snake I. Feinting in combat becomes a swift action. You gain a bonus to your bluff check to feint equal to 2xDan bonus.
3. Sneaky Snake II. Your precision damage increases to 3D6.
4. Slippery Snake II. You may feint as part of an attack of opportunity, even if you have already feinted in that round. Whenever you make a grapple or escape artist check, you gain a bonus equal to 2xDan bonus to that roll.
5. Sneaky Snake III. Your precision damage increases to 5D6. You may choose to do bludgeoning or piercing damage with every unarmed attack, chosen before you roll to hit.
6. Slippery Snake III. Whenever you feint in combat, all opponents (including the one you're feinting at) have a 25% chance to miss you with any attack or targeted spell until the beginning of your next turn. This miss chance stacks with the spell-like Kata Blur
7. Twisted Perfection. Your precision damage increases to 7D6. The miss chance afforded you by Slippery Snake increases to 50%.
Homeostasis (Ex):
At level 9 the Open Palm has started unlocking the preternatural potential of his body's inherant capabilities. You gain immunity to all non-magical poisons and diseases. Additionally, you may go twice as long as normal without food, water or air before saves need be made.
Diamond Soul:
At level 13 the Open Palm gains Diamond Soul as per the Monk ability of the same name.
Timeless Body:
At level 17 the Open Palm gains Timeless Body as per the Monk ability of the same name.
Master Sensei (Ex/Su): At 20th level the Open Palm has truly mastered himself, and therefore holds great power indeed. He is forevermore treated as an Outsider instead of his previous type (usually humanoid), but may still be raised or resurrected as if he were of his original type (as long as this was initially possible). If he chose Twisting Snake style, he may become ethereal (or rematerialise) at will as a move action. This is a supernatural effect.
He gains Fast Healing 5 and no longer has a maximum age, as his body now continuously renews itself. If he chose Iron Body style, he gains Fast Healing 10 instead.
Additionally, he may now make an additional attack at his full base attack bonus with his Trained Responses ability (making 3 extra attacks), and all penalties for doing so are negated. If he chose Thousand Strikes style, he gains an additional attack at his full base attack bonus whenever he uses Double Strike or Rapid Attack (Making 3 extra attacks and 6 extra attacks total, respectively).
Without further ado, I give you the Open Palm (picture pending):
Changelog:
23/06/12
Implemented some tweaks suggested by Waylander X (cheers dude, much appreciated!)
12/06/12
Finished fluff!
11/06/12
Inserted 'Diamond Soul' and 'Timeless Body' at corresponding levels from Monk
Added 'Homeostasis' at 9th to cover two Monk abilities and give thematically appropriate extra bonus.
Tidied up presentation
Added some of the fluff... may actually get it done finally/eventually!
10/06/12
Reworded and mechanically overhauled Kata
Added a bunch more Kata (33 now)
Added 'Contemplation' & 'Lessons Learned' to the list, because Evasion and Mettle looked so lonely...
Added 'Slow Fall' at slightly truncated, but fairly similar progression to Monk.
Fighting Styles properly in place and slightly better balanced against each other (I hope!)
Random edits and rewordings, mostly minor, as-and-when I saw them. Probably missed a bunch...meh!
The Fluff!
The Open Palm can best be described as an ascetic aesthetic, to seek beauty and understanding in your surroundings, and learn more of yourself from the ways you feel and interact with the world. The core teaching of the way, 'Open palm, open mind' is a simplification of a slightly deeper knowledge. All Open Palms gain their power from the flow of chi through their body, and the methods by which they apply this energy. This is achieved only with full understanding of one's self, and the place in this world where one flourishes. Whereas this may seem the same as Monks from more traditional monastic settings, the method of learning is very different in many ways (not least of which the constant travel).
One must seek beauty in all things, and through doing so learn how to recognise the beauty and grace in one's self. To do this, the body and mind must be in harmony, toned and wrought to deal with the extreme places, people and experiences which are out in the world, for these too must have their beauty, and to understand it gives you an understanding of how it also resides in you. Open Palms often seem naive and whimsical as a result, seeing 'only the good of things'. This is untrue, for the Open Palm understands there is also beauty in evil things, in their tenacity, their subtlety, even their brutality. He must recognise these things in himself also, because they too are part of the world, and therefore hold keys to his own understanding. Despite this, Open Palms oppose the evil of the world in one respect or another and are never evil by alignment themselves, since their need for internal harmony cannot be met with a corrupted or selfish point of view.
Training starts much the same as a normal Monk, your sensei will begin by setting menial tasks, which will continue until he sees you are ready. In this time you are taught to observe all you see and feel around you, and your body is conditioned to be able to cope with the rigorous initial training regime. This almost always takes at least a year. After this point however, the training for a traditional Monk and that of an Open Palm starts to diverge. For the next two years, the Open Palm is taken outside the sensei's domain (usually a barn, or similar structure with a large open dojo at the centre with simple yet comfortable quarters around the edge) and sets off in a random direction by his sensei, whereupon he is to observe everything and find the beauty in it. The initiate is expected to continue his menial tasks whilst following his sensei, but he will also be instructed in the forms, movements and philosophies of the art.
When the sensei knows his pupil is ready to learn by himself, he will take him back to the dojo for the final and most vital stage of training. The sensei will hand to his pupil a set of scrolls and tell his pupil to study them until he knows them by rote. These scrolls contain the hidden truths and physical secrets to the use of the Kata they have learned, transforming basic movements into inner power and harmony. Once this is done, the pupil creates his own set of scrolls from memory and presents them to his sensei along with a demonstration of the pupil's first true Kata, in a ritual which marks the end of his time as a pupil.
Open Palms grow and learn from everything they see, feel and do. As their understandings deepen, so too will their abilities, everything a level 20 Open Palm does is directly linked to one of the exercises, tasks or movements which all initiates learn and do. The difference is simply in how far their understanding of the external world and the internal self goes.
A note on Kata scrolls:
Many Open Palms continue to create copies of these scrolls over the years, to keep the knowledge fresh in their minds. As such, they are not uncommon to find in many places, where the vast majority of people think them nothing more than 'exotic philosophies', which indeed they essentially are. Once in a while, someone will come across a set of these scrolls, and for one reason or another will recognise some of the true significance of the knowledge inside. Such people often end up finding a sensei of their own and training in the ways themselves. It is possible that this is a recruiting tactic of sorts, but this has been neither confirmed nor denied so far.
Adventures: Most Open Palms relish the very thought of adventuring. Right from the start, they are encouraged to experience new things and savour every detail of the world around them. This helps them understand and unlock their inner potentials through the way they perceive and interact with the outer world, and to train and expand their physical prowess though the most severe and dangerous of conditions. As such, single Open Palms or indeed entire troupes of Open Palms are not uncommon sights in a mage's tower, a city siege, a dragon's lair, or one of a hundred other places where adventurers are likely to be found. Material wealth means little to an Open Palm, it can be a means to an end, but the accumulation of wealth for it's own sake is seen as largely pointless when you could experience so much by spending it all. Curiosity and wonder drives an Open Palm, but never avarice.
Characteristics: On the surface the way of the Open Palm isn't that dissimilar to the standard PHB Monk with an unarmed and unarmoured approach to combat and unerring physical abilities, but scratch that surface and you'll find a far wider range of capabilities underneath.
Most notable of these is the use of Kata, a method of training muscle memory and manipulating chi to enhance themselves or hamper most living creatures in one way or another.
A second obvious difference is the choice of fighting styles later in the class, which allows an Open Palm to further adapt their combat approach, and makes different members of this class far more diverse without the need for prestige classes.
Alignment: The way of the Open Palm precludes evil alignments, and whereas many Open Palms tend towards neutral good due to the teachings of openness, any non-evil alignment can find common ground with these experience-loving and hard-working individuals.
Religion: No official religion exists for the Open Palms, their philosophies and teachings are rarely at direct odds with non-evil gods, at least not badly, but many Open Palms feel no need to get closer to a largely abstract and mostly unknown being when there's so much to experience and understand all around them already. That said, a good many Open Palms end up following Fharlanghn to a greater or lesser extent, since there is so much common ground between the philosophy and the faith.
Background: All Open Palms have been trained for at least 3 years by another Open Palm of at least 3rd Dan, referred to as 'Sensei'. Beyond that, there is often little in common to tie most Open Palms together beyond their curiosity and intense internal journey. Many people argue that the Open Palms are a renegade off-shoot of one of the more 'traditional' monasteries, but this seems more rumour and speculation since no records are known to exist which prove or disprove the theory.
Races: Many races can get a good deal of benefit from this class, though they are almost exclusively humanoid in shape movement terms. Halflings make especially effective Open Palms for many reasons (Kender are a wonderful fit if you are using them in the campaign), but humans and half-elves make up the bulk of Open Palm numbers.
Other Classes: Open Palms rarely have conflicts with other classes, they generally adopt a live and let live approach, judging people only by the actions they see, not by the background they come from. Of the other classes, Bards and Monks find the most in common with the Open Palm, but most melee classes can appreciate the skill and determination inherent in the Open Palm's abilities. Spellcasters are often slightly disturbed by the power an Open Palm can muster, especially since many don't understand how it works. Psionic classes identify with Open Palms with regards to their inner strength, and many a friendship has been struck between psionic characters and Open Palms due to this shared understanding.
Role: Open Palms are largely hit and run combatants with limited battlefield control, although the precise role of any single member of the class varies widely depending on their particular set of Kata and combat style. As such, an Open Palm may be a skirmisher, a fast frontliner, or even a tank, but very rarely will a single individual do more than one or two of these things.
An Open Palm may also fill the role of scout or party face, and whereas they are not as effective in this capacity as a rogue, bard or scout, they can certainly function well enough in the role. Most Open Palms are also useful for battlefield triage, where they can mix their skills and certain Kata to good effect.
Game Rule Information
Open Palms have the following game statistics.
Abilities: Due to his teachings of flexibility and speed the Open Palm values Dexterity above Strength, deriving many of it's combat bonuses from Dexterity and learning brute force is not the only means to an end. However, the nature of his inner strength and the faith he has in himself means Charisma at least equally important, since it is used for many of the Open Palm's special strikes and perhaps more importantly his Perform (Kata) skill, which is integral to the class.
Alignment: Any non-evil
Hit Hie: D8
THE OPEN PALM
{table=head]Level|BAB|Fort|Ref|Will|Special|Dan Bonus|Unarmed Damage
1st|
+0|
+2|
+2|
+2|Improved Unarmed Strike, Like The Willow, Kata|
+1|
1D4
2nd|
+1|
+3|
+3|
+3|Way Of The Open Palm 1st Dan, Trained Responses|
+1|
1D4
3rd|
+2|
+3|
+3|
+3|Evasion, Contemplation|
+1|
1D4
4th|
+3|
+4|
+4|
+4|Bonus Feat, Slow Fall 20ft|
+1|
1D6
5th|
+3|
+4|
+4|
+4|Mettle, Lessons Learned|
+2|
1D6
6th|
+4|
+5|
+5|
+5|Way of the Open Palm 2nd Dan|
+2|
1D6
7th|
+5|
+5|
+5|
+5|Fighting Style (1), Slow Fall 40ft|
+2|
1D6
8th|
+6/+1|
+6|
+6|
+6|Bonus Feat, Unarmed Strike (Augmented)|
+2|
1D6
9th|
+6/+1|
+6|
+6|
+6|Fighting Style (2), Homeostasis|
+3|
1D8
10th|
+7/+2|
+7|
+7|
+7|Way of the Open Palm 3rd Dan|
+3|
1D8
11th|
+8/+3|
+7|
+7|
+7|Fighting Style (3), Slow Fall 60ft|
+3|
1D8
12th|
+9/+4|
+8|
+8|
+8|Bonus Feat, Improved Evasion|
+3|
1D8
13th|
+9/+4|
+8|
+8|
+8|Fighting Style (4), Diamond Soul|
+4|
1D8
14th|
+10/+5|
+9|
+9|
+9|Way of the Open Palm 4th Dan|
+4|
1D10
15th|
+11/+6/+1|
+9|
+9|
+9|Fighting Style (5), Slow Fall 80ft|
+4|
1D10
16th|
+12/+7/+2|
+10|
+10|
+10|Bonus Feat, Unarmed Strike (Adamantine)|
+4|
1D10
17th|
+12/+7/+2|
+10|
+10|
+10|Fighting Style (6), Timeless Body|
+5|
1D10
18th|
+13/+8/+3|
+11|
+11|
+11|Way of the Open Palm 5th Dan |
+5|
1D10
19th|
+14/+9/+4|
+11|
+11|
+11|Fighting Style (7), Slow Fall any distance|
+5|
2D6
20th|
+15/+10/+5|
+12|
+12|
+12|Bonus Feat, Master Sensei |
+5|
2D6[/table]
Class Skils:Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal*, Hide, Jump, Knowledge (Anatomy, History, Military & Religion), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand*, Spot, Swim, Tumble
*5 or more ranks in this skill confers a +2 synergy bonus to Perform (Kata) checks.
Skill points at 1st level:4x(6+Int)
Skill points at each additional level:6+Int
A note on Perform (Kata)
This is a fairly big chunk of the idea and mechanics of the class on two levels. Firstly, it encompasses the 'realism' of the concept nicely as a largely (Ex) powered class, if any of you know much in the way of martial arts, you'll probably understand! For those of you who don't, a kata is a series of movements you learn as you train in a martial art, which strings together the manipulations and strikes you learn to create a single, fluid 'combat dance'.
Secondly, it's designed as a bona fide performance, something people will gladly spend money to see. For the casual observer, the choreographed movements, precise control and acrobatic nature of many Kata make for spectacular public entertainment, especially when combined with a simple drumming beat. However, it serves as a stark warning to any experienced combatant watching a Perform (Kata) display, as they will surely recognise the martial applications of such refined and fluid movements.
Anyone could learn the skill, but only Open Palms have the ability to unlock the performance's true purpose.
Dan Bonus (Ex): The core bonus for the Open Palm class. The Open Palm receives this number as a bonus to AC and may add his Charisma modifier as a class bonus to his AC as long as he remains unarmoured. In addition, he receives double this number as a bonus to all attacks and damage made whilst unarmed.
Unarmed Strike (Ex):At 1st level the Open Palm gains the Improved Unarmed Strike feat, except he now deals damage as per the Open Palm table (this is for medium sized creatures, adjust accordingly for smaller or larger Open Palms). The Open Palm's unarmed attacks are always treated as two handed weapons for the purposes of disarming, sundering and tripping.
Additionally, starting at 8th level all unarmed attacks made by the Open Palm are considered magical for the purposes of defeating damage reduction.
At 16th level the Open Palm's unarmed strikes are considered adamantine for purposes of defeating damage reduction and bypassing hardness.
Like The Willow (Ex):The Open Palm has learnt through rigorous training and experience that strength is not important if you learn how to use your enemies against themselves. As long as he wears no armour the Open Palm gains the weapon finesse feat for free. He may also choose to use his Dex or his Str modifier (whichever is higher) for any opposed Str based checks like disarming or tripping.
Kata (Ex/Sp):Through repetitive movements and refined by years of practice, the Open Palm learns how to manipulate the chi in most living things including himself through atemi strikes, physical manipulation and even the supernatural force of his personality.
The Open Palm starts play knowing 1 kata (as long as he meets the skill requirement), and learns an additional 1 from the list at every level of Open Palm. At 3rd level, and every odd numbered level thereafter, you may choose to swap a Kata you know for another one on the list which you qualify for. Kata may be used a number of times per encounter equal to half your ranks (rounded down) in Perform (Kata) + Charisma bonus. To begin with, only 1 kata may be used in any one round of combat, but this number increases over time (see Way of The Open Palm). The Open Palm must have sufficient ranks in Perform (Kata) to access each ability. These kata are free actions which are taken as part of another action unless stated otherwise.
The spell-like Kata are taken individually and have a caster level equal to half your Open Palm level. Spell-like Kata require a standard action but do not provoke attacks of opportunity. All the abilities here which require saves have DCs as follows:
(DC=10+half class level+Cha)
4 ranks:
Sensory Strike (Ex). The Open Palm may make any one attack roll a sensory strike. If the attack hits and deals damage then the opponent must succeed a Fort save or be blinded AND deafened for a number of rounds equal to 1+ the Open Palm's dan bonus.
Stunning Fist (Ex). As per the feat, except where noted for all Kata (uses/encounter and saves).
Nauseating Strike (Ex). The Open Palm may make any one attack roll a nauseating strike. If the attack hits and deals damage, the opponent must succeed a Fort save or be nauseated, if this save succeeds the opponent is sickened instead. This lasts a number of rounds equal to the Open Palm's dan bonus.
6 ranks:
Spell-like Kata (Sp). Choose a spell-like ability from the following list. Each use requires one use of your Kata/encounter.
Cause Fear, Charm Person, Hypnotism, Remove Fear, Sleep.
8 ranks:
Defiant Stand (Ex). As long as he fights defensively, the Open Palm gains DR 10/- until the beginning of his next turn. (This DR stacks with that gained from the Iron Body style.)
Systemic Purge (Ex). Whenever the Open Palm fails a save for a poison or disease, he may make an immediate Perform (Kata) check with a DC of the disease or poison's DC +10. If he succeeds, the disease or poison is neutralised. This may be used on an ally as long as they are within reach, and requires a touch (as if delivering a touch spell) and an immediate action.
Metabolic Increase (Ex). The Open Palm gains Fast Healing equal to his Dan bonus, for a number of minutes equal to his Dan bonus. This may be used on an ally as long as they are within reach, and requires a touch (as if delivering a touch spell) and an immediate action.
10 ranks:
Spell-like Kata (Sp). Choose a spell-like ability from the following list. Each use requires two uses of your Kata/encounter.
Blur, Cat's Grace, Delay Poison, Eagle's Splendour, Scare.
12 ranks:
Elemental Strike (Ex). Choose cold, fire or lightning as you use this Kata. Your unarmed attacks deal an additional 1D6 damage of the chosen type for a number of rounds equal to your Dan bonus. Multiple uses of this kata do not stack, but do allow you to change energy type.
Conservation of Movement (Ex). 1/round the Open Palm may gain an additional move action to be taken either at the start or end of his turn (this is in addition to any extra actions granted by feats, spells, equipment, etc). Unlike other Kata, the point spent on Conservation of Movement does not count towards your total allowance of Kata uses in any one round, but still applies to your Kata/encounter.
14 ranks:
Spell-like Kata (Sp). Choose a spell-like ability from the following list. Each use requires three uses of your Kata/encounter.
Dispel Magic (see spoiler below), Fear, Haste, See Invisibility, Slow.
Targeted version only. Instead of a caster level check, you roll a Perform (Kata) check with a -10 penalty.
16 ranks:
Flying Fist (Ex). Whenever the Open Palm successfully disarms an opponent, he may spend a Kata use and make an immediate action to throw the weapon at any opponent within range (10' per increment). This attack is made at the same attack bonus as the attack which disarmed the weapon. The weapon does it's usual damage type, but the damage dealt equals your normal unarmed strike damage, if the weapon has any magical enhancements they are applied to this damage also. The Open Palm may apply any one of the following Kata to this thrown attack for free (they do not count towards your Kata uses per round, nor your Kata/encounter); Sensory Strike, Stunning Fist, Nauseating Strike, Elemental Strike (but only for this single attack)
Abundant Step (Ex). As per the monk ability, except limited to uses/encounter as all other Kata.
18 ranks:
Spell-like Kata (Sp). Choose a spell-like ability from the following list. Each use requires four uses of your Kata/encounter.
Break Enchantment, Hold Monster, Shout.
20 ranks:
Quivering Palm (Ex). As per the monk ability, except where noted for all Kata (uses/encounter and saves).
The River Flows (Ex). Whenever the Open Palm successfully trips or grapples an opponent, he may spend a Kata use and make an immediate action to throw that opponent in any horizontal direction. The Open Palm rolls a Perform (Kata) check and treats the number as a jump check (long jump, running start) for the opponent being thrown, to determine distance. This ability can be used to throw someone over a ledge or into a raging inferno but the victim gets a last-ditch reflex save to avoid such fates. Regardless, the Open Palm rolls damage for an unarmed strike as normal, adding +1D6 for every 5' travelled, and the opponent lands prone.
22 ranks:
Spell-like Kata (Sp). Choose a spell-like ability from the following list. Each use requires five uses of your Kata/encounter.
Greater Dispel Magic (see spoiler below), Mislead, Shadow Walk.
Targeted version only. Instead of a caster level check, you roll a Perform (Kata) check.
Way of the Open Palm (Ex): As long as the Open Palm is unarmed, wearing no armour and carrying no more than a medium load he gains the following at the levels listed;
1st Dan: The Open Palm may make a disarm, sunder or trip attack as a move action once per round. You may use 2 Kata/round.
2nd Dan: Whenever the Open Palm is subject to a size modifier or special size modifier for an opposed check (such as grapples, bull rushes, trips, etc) he is treated as one size category larger if doing so is beneficial to him.
3rd Dan: The Open Palm may take a 5' step between each attack he makes so long as his total movement in that turn doesn't exceed double his base speed. You may use 3 Kata/round.
4th Dan: Whenever the Open Palm is subject to a size modifier or special size modifier for an opposed check (such as grapples, bull rushes, trips, etc) he is now treated as two size categories larger if doing so is beneficial to him.
5th Dan: The Open Palm becomes immune to death attacks and petrification, and is treated as being permanently under the Freedom of Movement spell. You may use 4 Kata/round.
Trained Responses (Su): The Open Palm has such conviction in his training that his muscle memory moves him beyond normal limits. From 2nd level onwards, as part of any attack action (except attacks of opportunity) the Open Palm may take a -2 penalty to hit and damage rolls for that round and gain an extra attack at his full base attack bonus. At 9th level you may opt to take a -4 penalty to hit and damage instead, and gain 2 extra attacks at your full base attack bonus. At 15th level these penalties are halved (-1 for 1 extra attack, -2 for 2 extra attacks)
This ability counts as Flurry of Blows for the purposes of qualifying for feat and class requirements.
Evasion: At 3rd level the Open Palm gains evasion. At 12th level he gains Improved Evasion.
Contemplation: At 3rd level the Open Palm has started to understand the lessons of his seemingly menial training regimes. Choose a number of Open Palm class skills equal to your Intelligence modifier. You gain your Dan bonus as a bonus to those skills.
Bonus Feat: At 4th level, and every 4 levels thereafter (up to 20th), the Open Palm may choose a fighter bonus feat. He may substitute his Wisdom score in favour of Charisma regarding feat requirements, but must otherwise meet all the requirements for these feats.
Slow Fall (Ex): As per the Monk ability of the same name.
Mettle: At 5th level the Open Palm gains mettle.
Lessons Learned: At 5th level, the Open Palm discovers a hidden truth of the world and their existence within it. Choose one school of magic, you gain your Dan bonus as a bonus to all saves made against spells of that school.
Fighting Style (Ex): Beginning at 7th level, the Open Palm starts to focus upon one particular style from the list below. Choose one style, you gain that style's benefits at the indicated levels. Every style grants a bonus feat at first level which is at the core of it's teachings, if you already have the feat you may choose any feat which you qualify for and gain that instead.
Thousand Strikes style.
You gain Combat Reflexes as a bonus feat.
1. Double Strike. Whenever you make a single attack as a standard action, you gain a second attack at your highest attack bonus, but both attacks suffer a -2 penalty to hit.
2. Rapid Attack I. Whenever you make a full attack action, you may subtract any number up to your Dan bonus from your damage rolls for that round, and gain that many extra attacks. These attacks are at your highest attack bonus, but all attacks for the round take a -2 penalty to hit. (This essentially replaces Trained Responses, and therefore does not stack with it)
3. Rapid Attack II. When using rapid attack, you gain 20% concealment against the opponent you are attacking. This bonus lasts until the beginning of your next round.
4. Violent Reaction. Whenever your opponent misses you with a melee attack by 5 or more, you get an immediate single attack of opportunity against that opponent. This counts towards your attacks of opportunity for the round.
5. Precision Blur. Whenever you use double strike or rapid attack, you take no penalty to the attacks instead of -2. You may choose to do bludgeoning or slashing damage with every unarmed attack, chosen before you roll to hit.
6. Twisting Attacker. The concealment granted by rapid attack applies to all attacks made against you, from any source.
7. Rolling Thunder. The concealment from rapid attack increases to 50%. Whenever you spend a Kata use to augment a single strike, all strikes for that round are affected instead.
Iron Body style.
You gain Combat Expertise as a bonus feat.
1. Iron Skin I. For as long as you fight defensively or use the Combat Expertise feat, you gain DR (Dan bonus)/Magic.
2. Iron Fists I. Your unarmed attacks deal twice as many dice of damage, for example a 9th level Open Palm would deal 2D6 unarmed damage instead of 1D6, and at 18th level would deal 4D6. (This does not stack with the Fists of Iron feat, and doesn't increase other sources of damage like sneak attack).
3. Iron Legs. Whenever you are targetted by a bullrush or overrun you count as 1 size category larger than usual, and gain a bonus on any opposed rolls from these maneuvers equal to your Dan bonus. This effective size increase stacks with those gained from Way of the Open Palm.
4. Iron Skin II. The DR you gain from iron skin becomes DR (Dan bonus)/-
5. Iron Fists II. Whenever you successfully hit an opponent who is denied their dexterity to AC, the attack becomes a knockback attack. The opponent makes a fortitude save (DC 10 + 1/2 class level + Dan bonus) or is knocked back a number of feet equal to the damage dealt and is dazed until the start of your next turn.
6. Iron Soul. Whenever you fight defensively or use the Combat Expertise feat, you gain your Dan bonus to all saves versus spells and spell-like abilities.
7. Iron Clad. You are impervious to all non-lethal damage and fatigue. You gain a spell resistance equal to their Open Palm level + 15 for any spell which would deal damage, ability damage or level drain.
Twisting Snake style.
You gain Improved Feint as a bonus feat.
1. Sneaky Snake I. Whenever you successfully feint in combat, your next attack deals 1D6 precision damage. This does not apply to any target immune to critical hits. (If you already have precise strike, sneak attack or any other similar ability, these bonuses stack.)
2. Slippery Snake I. Feinting in combat becomes a swift action. You gain a bonus to your bluff check to feint equal to 2xDan bonus.
3. Sneaky Snake II. Your precision damage increases to 3D6.
4. Slippery Snake II. You may feint as part of an attack of opportunity, even if you have already feinted in that round. Whenever you make a grapple or escape artist check, you gain a bonus equal to 2xDan bonus to that roll.
5. Sneaky Snake III. Your precision damage increases to 5D6. You may choose to do bludgeoning or piercing damage with every unarmed attack, chosen before you roll to hit.
6. Slippery Snake III. Whenever you feint in combat, all opponents (including the one you're feinting at) have a 25% chance to miss you with any attack or targeted spell until the beginning of your next turn. This miss chance stacks with the spell-like Kata Blur
7. Twisted Perfection. Your precision damage increases to 7D6. The miss chance afforded you by Slippery Snake increases to 50%.
Homeostasis (Ex):
At level 9 the Open Palm has started unlocking the preternatural potential of his body's inherant capabilities. You gain immunity to all non-magical poisons and diseases. Additionally, you may go twice as long as normal without food, water or air before saves need be made.
Diamond Soul:
At level 13 the Open Palm gains Diamond Soul as per the Monk ability of the same name.
Timeless Body:
At level 17 the Open Palm gains Timeless Body as per the Monk ability of the same name.
Master Sensei (Ex/Su): At 20th level the Open Palm has truly mastered himself, and therefore holds great power indeed. He is forevermore treated as an Outsider instead of his previous type (usually humanoid), but may still be raised or resurrected as if he were of his original type (as long as this was initially possible). If he chose Twisting Snake style, he may become ethereal (or rematerialise) at will as a move action. This is a supernatural effect.
He gains Fast Healing 5 and no longer has a maximum age, as his body now continuously renews itself. If he chose Iron Body style, he gains Fast Healing 10 instead.
Additionally, he may now make an additional attack at his full base attack bonus with his Trained Responses ability (making 3 extra attacks), and all penalties for doing so are negated. If he chose Thousand Strikes style, he gains an additional attack at his full base attack bonus whenever he uses Double Strike or Rapid Attack (Making 3 extra attacks and 6 extra attacks total, respectively).