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View Full Version : 3.5 Monk Fix (PEACH)



tempestman
2011-10-09, 06:58 PM
Author's Note: This is very much a work in progress project. This is also a collaborative project, so while I am open to comments, critique, and feedback, I can't change anything major on this original post (or the prestige class post) without first consulting my project partner. I will try to get him to make a GitP account so he can help monitor this thread with me.

This class/system has been playtested at levels 10 and 15 (wherein we discovered the original ki system required far too much bookkeeping) and is currently being tested as-is in a Level 1 to 20 campaign.


http://tempestman.webs.com/Fist_and_Foot_Monk.png

“Your kung-fu is weak.”

About Fist and Foot:

The monk is a mystical warrior capable of defeating his opponents with his bare hands, or so the stories say. Unfortunately, Dungeons and Dragons 3.5 edition does a poor job of translating these stories into working game mechanics, leaving the players with the sorry excuse for a kung-fu warrior that we have: the Monk.

With its lack of cohesive class features, Flurry of Misses special ability (which was often misspelled and mispronounced “Flurry of Blows”), low hit dice, and severe M.A.D. (Multiple Attribute Dependency) issues, an effective monk could only be played if someone managed to roll all 18s for the monk’s stats. Of course, if someone rolled all 18s, why bother making a monk when you could just make something else that could kick more butt?

So, we have taken a page (or several) out of the Dungeons and Dragons Online monk class and have tried our best to translate it into a paper format. We also created four prestige classes that can further specialize a monk’s combat abilities. There is the Henshin Mystic, a monk that focuses on building up and augmenting his ki pool; the Shinobi, a ninja warrior that walks the Path of Inevitable Dominion that uses shadows and stealth to quickly defeat his foes; the Shintao, a divine warrior that travels the lands to fight corruption and evil in the world; and the Sohei, a martial warrior that forgoes some of his ki training to increase his proficiency with weapons and armor.


Dotted across the lands are monasteries- small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands through fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins.

The individual monk is unlikely to care passionately about championing the commoners or amassing wealth. He cares primarily for the perfection of his art, and thereby, his personal perfection. His goal is to achieve a state that is beyond the mortal realm.

Game Rule Information

Abilities: Wisdom powers many of the monk’s special abilities, and is important for a successful monk. Dexterity provides the unarmored monk with a better defense and bonuses to many class skills, and the Weapon Finesse feat can be taken to allow Dexterity to be used for unarmed attacks. Strength helps a monk’s unarmed combat ability. Constitution affects Hit Points, and improves the Concentration skill, a vital skill for effective ki use.

Alignment: Any lawful

Hit Die: d10

Starting Gold: 5d4 x 5 (60 gp, 25 sp)

Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int Modifier) x 4

Skill Points at Each Additional Level: 4 + Int Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Strike Damage|AC Bonus|Slow Fall Distance|Centered Speed Bonus

1st|
+1|
+2|
+2|
+2|Bonus Feat, Finishing Moves, Initiate Ki Strikes and Stances, Ki Pool, Unarmed Strike|1d6|+1|0 ft.|+0 ft.

2nd|
+2|
+3|
+3|
+3|Bonus Feat, Evasion, Meditation|1d6|+1|0 ft.|+0 ft.

3rd|
+3|
+3|
+3|
+3|Ki Philosophy, Still Mind|1d6|+1|0 ft.|+10 ft.

4th|
+4|
+4|
+4|
+4|Unarmed Strike (magic)|1d8|+2|20 ft.|+10 ft.

5th|
+5|
+4|
+4|
+4|Purity of Body|1d8|+2|20 ft.|+10 ft.

6th|
+6/+1|
+5|
+5|
+5|Bonus feat, Improved Ki Generation (2), Improved Ki Use (2/round)|1d8|+2|30 ft.|+20 ft.

7th|
+7/+2|
+5|
+5|
+5|Advanced Ki Strikes and Stances, Wholeness of Body|1d8|+2|30 ft.|+20 ft.

8th|
+8/+3|
+6|
+6|
+6|Improved Ki Retention (6 rounds)|1d10|+3|40 ft.|+20 ft.

9th|
+9/+4|
+6|
+6|
+6|Improved Evasion, Advanced Philosophy|1d10|+3|40 ft.|+30 ft.

10th|
+10/+5|
+7|
+7|
+7|Unarmed Strike (lawful)|1d10|+3|50 ft.|+30 ft.

11th|
+11/+6/+1|
+7|
+7|
+7|Diamond Boy, Improved Ki Use (3/round)|1d10|+3|50 ft.|+30 ft.

12th|
+12/+7/+2|
+8|
+8|
+8|Abundant Step, Improved Ki Generation (3)|2d6|+4|60 ft.|+40 ft.

13th|
+13/+8/+3|
+8|
+8|
+8|Diamond Soul, Master Ki Strikes and Stances|2d6|+4|60 ft.|+40 ft.

14th|
+14/+9/+4|
+9|
+9|
+9|Philosophy Mastery|2d6|+4|70 ft.|+40 ft.

15th|
+15/+10/+5|
+9|
+9|
+9|Improved Ki Retention (9 rounds)|2d6|+4|70 ft.|+50 ft.

16th|
+16/+11/+6/+1|
+10|
+10|
+10|Improved Ki Use (4/round), Unarmed Strike (adamantine)|2d8|+5|80 ft.|+50 ft.

17th|
+17/+12/+7/+2|
+10|
+10|
+10|Timeless Body, Tongue of the Sun and Moon|2d8|+5|80 ft.|+50 ft.

18th|
+18/+13/+8/+3|
+11|
+11|
+11|Improved Ki Generation (4)|2d8|+5|90 ft.|+60 ft.

19th|
+19/+14/+9/+4|
+11|
+11|
+11|Empty Body, Grandmaster Ki Strikes and Stances|2d8|+5|90 ft.|+60 ft.

20th|
+20/+15/+10/+5|
+12|
+12|
+12|Enlightenment, Perfect Self|2d10|+6|Any|+60 ft.[/table]

Class Features: All of the following are class features of the monk class.

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, hand axe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields, and if a monk carries a shield or wears armor he becomes uncentered, losing his AC bonus, fast movement abilities, and loses ki equal to double his Concentration modifier each round.

AC Bonus (Ex): While unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his Armor Class. In addition, he gains a +1 bonus to AC at 1st level. This bonus increases by 1 at 4th level and ever four monk levels thereafter, up to a maximum of +6 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when immobilized or helpless and when he wears armor, carries a shield, or carries a medium or heavy load.

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

Usually a monk’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.

Bonus Feat: At 1st level, a monk may select Combat Reflexes, Deflect Arrows, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Leap of the Heavens*, Stunning Fist, or Weapon Finesse as a bonus feat. He may also select a new feat from the same list at 2nd, 6th, and 10th levels. A monk does not need to meet the prerequisites normally required for these feats to select them.

Ki Pool (Ex): A monk is trained to store and channel ki through his body. A monk has a natural ki pool at all times so long as he is centered. If a monk loses his center (by wearing armor, becoming non-lawful, or carrying a heavy load) he loses the ability to produce and use ki and begins losing 10 ki each round until he has 0 ki or regains his center.

At 1st level, a monk can store a maximum amount of ki equal to 30 + his Wisdom modifier. For each monk level after 1st, a monk increases the maximum amount of ki he stores by 5 + his Wisdom modifier. A monk can never have more ki than his maximum ki total. Ki is not a magical effect; it is an extraordinary manipulation of the body’s natural energies, unless otherwise noted.

At any time, a monk can safely store an amount of ki equal to his Concentration modifier + 10. If the monk goes a certain amount of time without expending ki, he begins losing ki each round until the amount of ki in his ki pool equals his safe storing threshold (see ki loss below).

Ki Gain: A monk cannot passively produce ki (except by meditating, see below). The only way for a monk to produce ki is through active generation. A monk produces ki with every successful attack with a ki weapon that deals damage. If the attack hits, but deals no damage due to immunities, damage reduction, or other effects, the monk gains no ki from that attack. If the attack is not made with a ki weapon (such as a kama or a monk’s unarmed strike), the monk gains no ki from the attack. On a confirmed critical hit, the monk produces three times the normal amount of ki he would produce.

The monk can produce ki with any attack that deals damage, whether it is a regular attack, an attack of opportunity, an attack made while grappling, etc. He can also produce ki as many times per round as he can attack. However, a monk cannot produce ki with an attack that requires the monk to expend ki.

At first level, a monk produces 1 ki per successful damaging attack. As a monk progresses in level, he gains the ability to produce ki more rapidly. At 6th level and every six monk levels after that, a monk generates one additional point of ki with each successful damaging attack (2 points of ki at 6th, 3 points of ki at 12th, and 4 points of ki at 18th level).

Ki Loss: If a monk does not expend ki at least once every three rounds, he begins losing ki. At 1st level, the monk loses 5 ki every round if he has not expended ki at least once during the past three rounds. A monk stops losing ki once the amount of ki in his ki pool becomes less than or equal to his safe ki storing threshold (Concentration modifier + 10) or he expends ki with a strike, feat, or special ability.

At 8th level the monk only beings losing ki if he has not expended ki at least once during the past six rounds.

At 15th level the monk only beings losing ki if he has not expended ki at least once during the past nine rounds.

Using Ki: A monk uses ki by executing various ki strikes and finishing attacks (found below). At 1st level, a monk can only use ki once per round. Every five levels after 1st, the monk can expend ki one additional time per round, to a maximum of four times per round at 16th level. A monk can channel ki only through her ki weapons (kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike).

Unless otherwise noted, a ki strike is considered a free action when done in conjunction with an attack, or a swift action when done without an attack.

Monk Stances (Ex): A monk is taught the four elemental stances. Each stance grants bonuses to certain attributes and inflicts penalties on others. Assuming a stance is a swift action that requires no ki, and dismissing a stance is a free action. A monk may only switch stances once per round. Assuming and dismissing a stance does not provoke an attack of opportunity.

Every six levels after 1st (7th, 13th, and 19th levels), a monk learns more about each of his stances, improving them in many ways. The improved versions of the stances replace the older version, and the monk may never again assume a lower level stance.
A monk’s stance is a slight alteration in natural body movements: the way one stands, walks, rests, and fights. As such, a monk trained in a stance can immediately determine which stance another monk is in, although he cannot determine the level of the stance. Assuming a stance does not directly affect a monk’s ability to utilize ki, so a monk in the Lesser Wind stance may still perform his Way of Earth strikes and finishers.

Ki Strikes (Ex): A monk is trained to channel his ki through certain weapons to inflict additional elemental damage to his enemies. The ki strikes can only be used with his ki weapons, as noted above, and are considered to be single melee strikes (therefore, a monk with the ability to make multiple attacks in a round can make multiple ki strikes, provided he is of sufficient level), unless otherwise noted. A monk must have enough ki at the beginning of the attack during which he intends to declare as a ki strike; he cannot use ki that would normally be generated during the attack during which he intends to perform his ki strike. If an attack that the monk declared to be a ki strike misses, the ki is still expended, but the effect of the ki strike does not occur.

At 1st level, a monk can only expend ki in a strike once per round. This limit increases by one for every five monk levels after 1st (2/round at 6th, 3/round at 11th, and 4/round at 16th level). Any strike can be declared a ki strike, as long as the monk has enough ki to use a ki strike. Every six levels after 1st, a monk gains access to a new set of ki strikes and can no longer use the weaker versions of his strikes.

Certain ki strikes do not deal damage, but instead grant additional abilities. Unless otherwise noted, a non-damaging ki strike requires a swift action and does not provoke an attack of opportunity. Any non-damaging ki strike, ki class ability, or ki feat counts towards the number of total ki expenditures a monk is allowed per round.

Although both stances and ki strikes are based in elemental energy, they are independent of one another. The Sun Stance does not enhance the Way of Fire strikes, nor does it inhibit the Way of Water strikes.

Finishing Moves (Ex): A monk is taught to build up ki through several ki strikes, granting him access to ki finishing maneuvers. A monk that has performed three ki strikes in a specific order gains access to the appropriate finishing move. The standard ki strikes do not need to successfully hit and damage or affect their targets, but the ki used for each strike must be expended. Once all three ki strikes are performed, the finishing move is available during the monk’s next round.

If the monk interrupts the order of ki strikes required for a finishing move, the chain is broken and must be started over in order to perform another finishing move, unless otherwise noted (see below). Once a chain is started, it must be completed within five rounds or the chain is broken. Once a finishing move is charged up, it must be performed within three rounds or it is lost and must be prepared again. If a finishing maneuver requires an attack roll and the attack misses, the ki for the maneuver is expended and the finisher is lost with no effect from using the move. Unless otherwise noted, using a finishing move is a standard action.

There are some ki based class abilities and feats that require the expenditure of ki, but do not count towards a ki chain. However, they also do not interrupt a ki chain. A round that a monk expends ki for a ki-based class ability still counts toward the 5 round limit to complete the chain, but expending the ki does not break the finisher chain.

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

Mediation (Su): Beginning at 2nd level, the monk can mediate a number of times per day equal to his Wisdom modifier (minimum once per day). While meditating, a monk passively generates ki equal to his Concentration modifier each round for a number of rounds equal to one-half his monk level. He can continue mediating past the normal limits by succeeding on Concentration check (DC 20 + 2 per extra round of mediation). If a monk’s meditation is interrupted the monk immediately stops meditating and generating ki. Meditating provokes an attack of opportunity.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his speed, as shown in the table above. A monk in armor or carrying a medium or heavy load loses this extra speed.

Philosophy (Ex): Upon reaching 3rd level, a monk much choose between one of two ki-based philosophies: the Path of Harmonious Balance and the Path of Inevitable Domination. Both philosophies are detailed below.

Unarmed Strike (Su): At 4th level, a monk’s unarmed attacks are further empowered by ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 10th level, the monk’s unarmed attacks are also treated as lawful weapons for the purposes of bypassing damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purposes of bypassing damage reduction and hardness.

Slow Fall (Ex): At 4th level and higher, a monk can use his ki to alter wind currents around his body to slow his descent. When first learning this ability, the monk takes falling damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow fall (that is, to reduce the effective distance of the fall when next to a wall or other similar object) improves with his monk level until at 20th level when he can use a nearby wall or object to slow his descent and safely fall from any distance without harm.

Purity of Body (Ex): A 5th level a monk gains immunity to all diseases, including magical disease, like Mummy Rot.

Wholeness of Body (Su): Beginning at 7th level, a monk can heal his own wounds by expending ki. He can heal a number of hit points equal to twice his current monk level plus twice his Wisdom modifier each day. In order for a Monk to heal them self, they must expend and ki equaling half the amount of hit points they wish to heal. The monk can spread this healing out among several uses as long as the monk has enough ki. This is a ki based class ability, and does not count toward nor interrupt a Finisher chain.

Improved Evasion (Ex): At 9th level, a monk’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 monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level a monk gains immunity to poisons of all kinds.

Abundant Step (Ex): Starting at 12th level, as a swift action the monk can expend 15 ki and move one-half his movement speed. He does not provoke attacks of opportunity by leaving squares threatened by an opponent.

Diamond Soul (Ex): At 13th level a monk gains spell resistance equal to 10 + his monk level. In order to affect a monk with a spell, a spellcaster (such as a cleric or wizard) must surpass or equal the monk’s spell resistance with a caster level check (1d20 + caster level).

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

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature. He cannot, however, read any languages except for the ones he knows.

Empty Body (Su): At 19th level, a monk gains the ability expend ki to assume an ethereal state for 1 round per monk level each day, as though using the spell etherealness. He may go ethereal on a number of different occasions during a single day, as long as the total number of round spent in an ethereal state does not exceed his monk level. Using this ability is a standard action that requires the monk to spend 10 ki to activate. This is a ki based class ability that does not count towards or interrupt a finisher chain.

Enlightenment (Ex): At 20th level, a monk attains enlightenment. He gains a +10 bonus on Concentration checks, a +5 bonus to Will saves, and immunity to all mind-affecting spells and abilities.

Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Ex-Monks: A monk who becomes non-lawful cannot gain new levels as a monk, but retains all monk abilities. Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise his monk level, though he retains all of his monk abilities. The exceptions to this rule are the four prestige classes within this document: the Henshin Mystic, the Shinobi, the Shintao, and the Sohei.

Ki Strikes, Stances, and Finishing Maneuvers

Way of Fire: The Way of Fire focuses on burning passion and the power of the sun’s flame. Monks that follow the Way of Fire focus on the production and storing of ki and using fire to purge the world of impurities.

Embers of Purity: (5 Ki, Strike) The monk’s fists and feet are baked with the power of flame, dealing an additional 1d8 points of fire damage on a successful hit.

Lesser Sun Stance: While in this stance, the monk gains a +2 perfection bonus to Strength and a -2 penalty to Wisdom. In addition, the monk produces double ki with each damaging attack.

Fires of Purity: (5 Ki, Strike) Starting at 7th level, the monk’s fists and feet are singed with the power of flame, dealing an additional 2d8 points of fire damage on a successful hit. This strike replaces the Embers of Purity.

Sun Stance: Starting a 7th level, a monk gains a +2 perfection bonus to Strength and a -2 penalty to Wisdom while in this stance. In addition, the monk produces double ki with each damage attack. The increment of ki that is passively lost each round increases by 5. This stance replaces the Lesser Sun Stance.

Flames of Purity: (5 Ki, Strike) Starting at 13th level, the monk’s fists and feet are seared with the power of flame, dealing an additional 3d8 points of fire damage. This strike replaces the Fires of Purity.

Greater Sun Stance: Starting at 13th level, a monk gains a +3 perfection bonus to Strength and a -2 penalty to Wisdom while in this stance. In addition, the monk produces double ki with each damaging attack and is able to expend ki on one additional attack each round. The increment of ki that is passively lost each round increases by 5. This stance replaces the Sun Stance.

Inferno of Purity: (5 Ki, Strike) Starting at 19th level, the monk’s fists and feet burn with the power of flame, dealing an additional 4d8 points of fire damage. This strike replaces the Flames of Purity.

Grandmaster Sun Stance: Starting at 19th level, a monk gains a +4 perfection bonus to Strength and a -2 penalty to Wisdom while in this stance. In addition, the monk produces double ki with each damaging attack, is able to expend ki on one additional attack each round, and is able to produce ki on strikes that also expend ki. The increment of ki that is passively lost each round increases by 5. This stance replaces the Greater Sun Stance.

Breath of the Dragon: (10 Ki, Finisher) Upon completing a Way of Fire chain, a monk can spew forth a burst of flame like as if he were a red dragon. The burst takes the form of a 15 foot cone of fire, which can be directed in any direction the monk chooses, so long as the base begins at the space the monk currently occupies. The flames deal 1d6 points of fire damage per monk level. A successful Reflex save (DC 10 + ½ the monk’s class level + Wis modifier) reduces the damage by half. (Chain- Fire: Fire: Fire)

Way of Wind: The Way of Wind focuses on the speed and ferocity of the wind, granting increased mobility and additional attacks per round. Monks that follow the Way of Wind focus on quick and accurate strikes.

Shocking Strike: (5 Ki, Strike) The monk’s fists and feet crackle with the power of lightning, granting him a +1 bonus to his attack roll and dealing an extra 1d4 points of electricity damage.

Lesser Storm Stance: While in this stance, a monk gains a +2 perfection bonus to Dexterity and a -2 penalty to Constitution. In addition, a monk can make one additional attack per round at his highest base attack bonus with a -5 penalty and gains a +5 bonus to Jump checks.

Lightning Strike: (5 Ki, Strike) Starting at 7th level, the monk’s fists and feet shimmer with the power of lightning, granting him a +3 bonus to his attack roll and dealing an extra 2d4 points of electricity damage. The monk also gains a +1 bonus on his attack roll when using this strike. This strike replaces the Shocking Strike.

Storm Stance: Starting at 7th level, a monk gains a +2 perfection bonus to Dexterity and a -2 penalty to Constitution while in this stance. In addition, the monk can make two additional attacks per round, both at his highest base attack bonus with a -5 penalty and gains a +10 bonus to Jump checks. This stance replaces the Lesser Storm Stance.

Storm Strike: (5 Ki, Strike) Starting at 13th level, the monk’s fists and feet surge with the power of lightning, granting him a +5 bonus to his attack roll and dealing an extra 3d4 points of electricity damage. This strike replaces the Lightning Strike.

Greater Storm Stance: Starting at 13th level, a monk gains a +3 perfection bonus to Dexterity and a -2 penalty to Constitution while in this stance. In addition, the monk can make three additional attacks per round, two at his highest base attack bonus with a -5 penalty and one at his highest base attack bonus with a -10 penalty. He also gains a +15 bonus to Jump checks. This stance replaces the Storm Stance.

Tempest Strike: (5 Ki, Strike) Starting at 19th level, the monk’s fists and feet thunder with the power of lightning, granting him a +10 bonus to his attack roll and dealing an extra 4d4 points of electricity damage. This strike replaces the Storm Strike.

Grandmaster Storm Stance: Starting at 19th level, the monk gains a +4 perfection bonus to Dexterity and a -2 penalty to Constitution while in this stance. In addition, the monk can make four additional attacks per round, two at his highest base attack bonus with a -5 penalty, one at his highest base attack bonus with a -10 penalty, and one at his highest base attack bonus with a -15 penalty. He also gains a +20 bonus to Jump checks. This stance replaces the Greater Storm Stance.

The Vicious Tempest (10 Ki, Finisher) Upon completing a Way of Wind chain, a monk can unleash the fury of a raging storm upon his enemies. After a successful attack, an enemy struck by this finisher must succeed on a Fortitude save (DC 10 + ½ the monk’s class level + Wis modifier) or be slowed for a number of rounds equal to ½ the monk’s class level (rounded down, minimum one round) due to currents of wind continuously buffeting the enemy. This is an extraordinary effect and cannot be dispelled. (Chain- Wind: Wind: Wind)

Way of Earth: The Way of Earth emphasizes the pure strength, sturdiness, and durability of the earth, granting the monk augmented offensive and defensive powers.

Strike of Pebbles: (5 Ki, Strike) The monk’s fists and feet are stiff with the power of earth, dealing an extra 1d4 points of acid damage. He also gains a +1 dodge bonus to his AC until the start of his next turn.

Lesser Mountain Stance: While in this stance, the monk gains a +2 perfection bonus to Constitution and a -2 penalty to Dexterity. In addition, the monk gains a +2 stacking natural armor bonus to his AC, DR 1/adamantine, and a -10 ft. penalty to movement speed.

Strike of Stone: (5 Ki, Strike) Starting at 7th level, the monk’s fists and feet are hardened the power of earth, dealing an extra 2d4 points of acid damage. He also gains a +2 dodge bonus to his AC until the start of his next turn. This strike replaces the Strike of Pebbles.

Mountain Stance: Starting at 7th level, the monk gains a +2 perfection bonus to Constitution and a -2 penalty to Dexterity while in this stance. In addition, the monk gains a +3 stacking natural armor bonus to his AC, DR 5/adamantine, and a -10 ft. penalty to movement speed. This stance replaces the Lesser Mountain Stance.

Strike of Steel: (5 Ki, Strike) Starting at 13th level, the monk’s fists and feet are steeled with the power of earth, dealing an extra 3d4 points of acid damage. He also gains a +3 dodge bonus to his AC until the start of his next turn. This strike replaces the Strike of Stone.

Greater Mountain Stance: Starting at 13th level, the monk gains a +3 perfection bonus to Constitution and a -2 penalty to Dexterity while in this stance. In addition, the monk gains a +4 stacking natural armor bonus to his AC, DR 10/adamantine, and a -10 ft. penalty to movement speed. This stance replaces the Mountain Stance.

Strike of the Mountain: (5 Ki, Strike) Starting at 19th level, the monk’s fists and feet are adamant with the power of earth, dealing an extra 4d4 points of acid damage. He also gains a +4 dodge bonus to his AC until the start of his next turn. This strike replaces the Strike of Steel.

Grandmaster Mountain Stance: Starting at 19th level, the monk gains a +4 perfection bonus to Constitution and a -2 penalty to Dexterity while in this stance. In addition, the monk gains a +5 stacking natural armor bonus to his AC, DR 15/adamantine, and a -10 ft. penalty to movement speed. The monk also gains undeniable sure-footing, making him immune to charges, bull rushes, and overruns. This stance replaces the Greater Mountain Stance.

The Trembling Earth: (10 Ki, Finisher) Upon completing a Way of Earth chain, a monk can impart some of the nonstop vibrations of an earthquake into her enemy. On a successful attack, the monk’s enemy must make a Fortitude save (DC 10 + ½ the monk’s class level + Wis modifier) or have a penalty to AC equal to the monk’s level. This effect lasts a number of round equal to ½ the monk’s class level (rounded down, minimum one round). This is an extraordinary effect and cannot be dispelled. (Chain- Earth: Earth: Earth)

Way of Water: The Way of Water focuses on the ever flowing nature of water and the seas, allowing the monk to switch easily between offense and defense.

Trickling Water Strike: (5 Ki, Strike) The monk’s fists and feet echo with the sound of rushing water, dealing an extra 1d6 points of cold damage. On a successful critical hit, the monk deals an additional 1d10 points of cold damage.

Lesser Ocean Stance: While in this stance, a monk gains a +2 perfection bonus to Wisdom and a -2 penalty to Strength. In addition, the monk gains a +1 bonus to all saves and a +5 bonus to Swim checks.

Flowing Water Strike: (5 Ki, Strike) Starting at 7th level, the monk’s fists and feet resonate with the sound of rushing water, dealing an extra 2d6 points of cold damage. On a successful critical hit, the monk deals an additional 2d10 points of cold damage. This strike replaces the Trickling Water Strike.

Ocean Stance: Starting at 7th level, a monk gains a +2 perfection bonus to Wisdom and a -2 penalty to Strength while in this stance. In addition, the monk gains a +2 bonus to all saves, a +10 bonus to Swim checks, and the ability to breathe underwater, as the spell water breathing. This is an extraordinary ability that cannot be dispelled. This stance replaces the Lesser Ocean Stance.

Rushing Water Strike: (5 Ki, Strike) Starting at 13th level, the monk’s fists and feet resound with the sound of rushing water, dealing an extra 3d6 points of cold damage. On a successful critical hit, the monk deals an additional 3d10 points of cold damage. This strike replaces the Flowing Water Strike.

Greater Ocean Stance: Starting at 13th level, a monk gains a +3 perfection bonus to Wisdom and a -2 penalty to Strength while in this stance. In addition, the monk gains a +3 bonus to all saves, a +15 bonus to Swim checks, the ability to breathe underwater, as the spell water breathing. This is an extraordinary ability that cannot be dispelled. This stance replaces the Ocean Stance.

Flooding Water Strike: (5 Ki, Strike) Starting at 19th level, the monk’s fists and feet create are cacophonous with the sound of rushing water, dealing an extra 4d6 points of cold damage. On a successful critical hit, the monk deals an additional 4d10 points of cold damage. This strike replaces the Rushing Water Strike.

Grandmaster Ocean Stance: Starting at 19th level, a monk gains a +4 perfection bonus to Wisdom and a -2 penalty to Strength while in this stance. In addition, the monk gains a +4 bonus to all saves, a +20 bonus to Swim checks, the ability to breathe underwater, as the spell water breathing, and a swim speed equal to half her land speed (including her fast movement bonuses, if any). This is an extraordinary ability that cannot be dispelled. This stance replaces the Greater Ocean Stance.

The Raging Sea: (10 Ki, Finisher) Upon completing a Way of Water chain, a monk can buffet his enemy with the power of a stormy sea. On a successful attack, the enemy must make a Fortitude save (DC 10 + ½ the monk’s class level + Wis modifier) or suffer a penalty on attack rolls equal to the monk’s class level due to the swirling currents of ki in its body. This effect lasts a number of round equal to ½ the monk’s class level (rounded down, minimum one round). This is an extraordinary effect and cannot be dispelled. (Chain- Water: Water: Water)


The Path of Harmonious Balance: The Path of Harmonious Balance teaches that the proper use of ki will bring harmony to the world. The Path focuses on strikes and finishing maneuvers that aid the monk and his allies in combat.

Requirements: Monk 3rd level, Lawful Good or Lawful Neutral alignment

Benefits: Upon choosing the Path of Harmonious Balance, a monk’s unarmed attacks are considered good-aligned for the purposes of bypassing damage reduction. Furthermore, the Heal skill is henceforth considered a class skill for the monk.

Fists of Light: (10 Ki, Strike) Starting at 3rd level, the monk’s fists and feet shine with a sacred light, dealing an additional 4d6 points of light damage to undead and an additional 2d10 points of light damage on critical hits against undead. Any enemy hit by this strike, undead or not, is inflicted with a curse of positive ki. Every time an ally of the monk strikes the cursed target, he or she heals 1d8 points of damage. This curse lasts for a number of rounds equal to ½ the monk’s level (rounded down, minimum one round).
Lifting the Veil: (10 Ki, Strike) Starting at 9th level, a monk can use his ki to clear the vision of an ally, mirroring the effects of a remove blindness spell with a caster level equal to the monk’s class level.

Restoring the Balance: (10 Ki, Strike) Starting at 9th level, a monk can restore the natural balance of an ally’s ki, mirroring the effects of a remove curse spell with a caster level equal to the monk’s class level.

The Receptive Earth: (10 Ki, Strike) Starting at 9th level, a monk can use his ki to purify an ally’s body, mirroring the effects of a remove disease spell with a caster level equal to the monk’s class level.

Difficulty at the Beginning: (10 Ki, Strike) Starting at 9th level, a monk can use his ki to fill an ally with cleansing energy, mirroring the effects of a lesser restoration spell with a caster level equal to the monk’s class level.

Rise of the Phoenix: (50 Ki, Strike) Starting at 14th level, a monk’s training along the Path of Harmonious Balance has allowed him to master the path’s ultimate technique. A monk can impart his ki into a fallen ally, mimicking the effects of a resurrection spell with a caster level equal to the monk’s class level. This effect can only be used a number of times per day equal to the monk’s Wisdom modifier (minimum once per day). Unlike most strikes, Rise of the Phoenix requires a standard action to use, but does not provoke an attack of opportunity.

Healing Ki: (20 Ki, Finisher) Starting at 3rd level, a monk can unleash a burst of positive energy upon completing a Path of Harmonious Balance chain. This burst heals all allies within a 20 ft. radius of the monk for 1d8 points of damage for every two monk levels, plus an extra amount equal to the monk’s class level (for example, a 6th level monk would heal 3d8 + 6 points of damage). This burst of light also damages all undead within range for the same amount of damage. (Chain- Light: Light: Light)

Walk of the Sun: (10 Ki, Finisher) Starting at 3rd level, a monk fills the air around him with warm energy. The monk and all allies within a 20 ft. radius are granted a +2 morale bonus to attack, damage, saving throws, and skill check rolls. This effect lasts for a number of round equal to ½ the monk’s class level (rounded down, minimum one round). (Chain- Fire: Light: Fire)

Dance of the Clouds: (10 Ki, Finisher) Starting at 3rd level, a monk can cause the air around his allies to swirl with clouds. The monk and all allies within a 20 ft. radius are granted 20% concealment from incoming attacks. This effect does not stack with any other spell or effect that grants concealment. This effect lasts for a number of rounds equal to ½ the monk’s class level (rounded down, minimum one round). (Chain- Wind: Light: Wind)

Grasp of the Earth Dragon: (10 Ki, Finisher) Starting at 3rd level, a monk can call upon the earth around his allies to be receptive and fill them with its strength. The monk and all allies within a 20 ft. radius cannot be dazed, stunned, or put to sleep for a number of rounds equal to ½ the monk’s class level (rounded down, minimum one round). (Chain- Earth: Light: Earth)

Aligning the Heavens: (10 Ki, Finisher) Starting at 3rd level, a monk can cause the magical sub-currents in the air around him to become better aligned, making spell casting easier. The monk and allies within a 20 ft. radius that cast spells automatically have their spells treated as if they were empowered. The spells do not take up a higher spell slot wit this effect. This effect lasts for a number of rounds equal to ½ the monk’s class level (rounded down, minimum one round). (Chain- Water: Light: Water)


The Path of Inevitable Domination: The Path of Inevitable Domination teaches that those who can access and use their ki are inherently superior to others and that eventually they will dominate their surroundings and those around them. The Path focuses on defeating enemies as quickly as possible so that its followers can move on to their next targets in their quest to dominate.

Requirements: Monk 3rd level, Lawful Evil or Lawful Neutral alignment

Benefits: Upon choosing the Path of Inevitable Domination, a monk’s unarmed attacks are considered evil-aligned for the purposes of bypassing damage reduction. Furthermore, the Intimidate skill is henceforth considered a class skill for the monk.

Fists of Darkness: (10 Ki, Strike) Starting at 3rd level, a monk’s fists and feet are shadowed with darkness, dealing an additional 2d10 points of negative energy damage on a successful attack. On a successful critical hit, the strike deals an additional 1d50 points of negative energy damage (1d100 divided by 2, minimum of 1 point of damage).

All-Consuming Flame: (10 Ki, Strike) Starting at 9th level, a monk can use twisted fire ki to cause an enemy to catch fire. This strike deals an additional 2d8 points of fire damage, and the target must succeed on a Reflex save (DC 10 + ½ monk’s class level + Wis modifier) or catch on fire. The fires last for 1d4 rounds, and the target may take a move action to extinguish the flames, although this provokes an attack of opportunity.

Clouding the Mind: (10 Ki, Strike) Starting at 9th level, a monk can twist the target’s perceptions. The target of this strike must succeed on a Will save (DC 10 + ½ monk’s class level + Wis modifier) or be confused, as the spell. The effect lasts for a number of rounds equal to ½ the monk’s class level (rounded down, minimum one round).

Resonating Strike: (10 Ki, Strike) Starting at 9th level, a monk can make an attack against an enemy that causes the enemy’s ki to twist and warp. The target must make a Concentration check in order to cast a spell for the duration of this strike’s effect (DC 10 + spell level + monk’s Wis modifier). This effect lasts for a number of rounds equal to ½ the monk’s class level (rounded down, minimum one round).

Unbalancing Strike: (10 Ki, Strike) Starting at 9th level, a monk is able to make an attack against an enemy that distorts the enemy’s ki, causing the target to lose balance. This strike imparts a -2 penalty to the target’s AC, a -10 penalty to the target’s Balance skill, and treats the target as flat-footed for one round. A successful Fortitude save (DC 10 + monk’s class level + Wis modifier) negates this effect.

Touch of Death: (50 Ki, Strike) Starting at 14th level, a monk’s training along the Path of Inevitable Domination has allowed him to master the path’s ultimate technique. The monk can strike an enemy with an attack full of vicious, twisted ki that fills the target with negative energy. This strike allows the monk to make a touch attack against an enemy that deals 200 points of negative energy damage. A successful Fortitude save (DC 10 + ½ monk’s class level + Wisdom modifier) halves this damage. This effect can only be used a number of times per day equal to the monk’s Wisdom modifier (minimum one round). Unlike most strikes, Touch of Death requires a standard action to use, but does not provoke an attack of opportunity.

Touch of Wrath: (20 Ki, Finisher) Starting at 3rd level, a monk can expend ki to deal an additional 4d8 points of negative energy damage to his target. Furthermore, this finishing maneuver reduces the target’s fortification by 50% and makes all incoming positive energy 50% less effective. The target must also succeed on a Will save (DC 10 + ½ monk’s class level + Wis modifier) or become frightened. On a successful save, the target is shaken. The effects of this finishing maneuver last for a number of rounds equal to ½ the monk’s class level (rounded down, minimum one round). (Chain- Dark: Dark: Dark)

Karmic Strike: (10 Ki, Finisher) Starting at 3rd level, a monk that successfully hits his opponent with this ki finisher automatically has it count as a critical threat and rolls from critical confirmation appropriately. However, any attacks made by the target of this finishing maneuver against the monk that hit are also considered automatic critical threats, and she rolls for critical confirmation appropriately. (Chain- Fire: Dark: Fire)

Falling Star Strike: (10 Ki, Finisher) Starting at 3rd level, a monk can make a vicious strike with channeled wind ki. The target of this finishing maneuver must succeed on a Fortitude save (DC 10 + ½ monk’s class level + Wis modifier) or be blinded for a number of rounds equal to ½ the monk’s class level (rounded down, minimum one round). (Chain- Wind: Dark: Wind)

Pain Touch: (10 Ki, Finisher) Starting at 3rd level, the monk can twist his earth-based ki to inflict pure pain on a target. The target of this attack must succeed on a Fortitude save (DC 10 + ½ monk’s class level + Wis modifier) or be nauseated for a number of rounds equal to ½ the monk’s class level (rounded down, minimum one round). (Chain- Earth: Dark: Earth)

Freezing the Lifeblood: (10 Ki, Finisher) Starting at 3rd level, the monk can use his water ki to freeze the very blood of his enemies. The target of this attack must succeed on a Fortitude save (DC 10 + ½ monk’s class level + Wis modifier) or be paralyzed for a number of rounds equal to ½ the monk’s class level (rounded down, minimum one round). Creatures without blood (such as constructs, oozes, and most undead) are immune to this finisher. (Chain- Water: Dark: Water)

Author's Note: I will work on color-coding the strikes, stances, and finishing maneuvers at a later time for ease of look-up and identification. As of right now, it is not a priority.

More Author's Notes: Some of the things I'm considering for change include 3/4 BAB instead of Full BAB and d8 HD instead of d10. Right now it looks like the monk will easily overpower most other martial-classes and some of the "lesser" casters, but I'll have to await further testing to prove this.

tempestman
2011-10-09, 07:01 PM
Author's Note: This section is a WIP. Our prestige classes have been created, but playtesting is required, therefore this is all theoretical.

Henshin Mystic: The Henshin Mystic forgoes martial training in order to augment his ki abilities and training. Henshin Mystics are able to advance their ki abilities and learn several unique void ki strikes and finishers, but sacrifice several monk class abilities in return.


Game Rule Information
Hit Die: d6
Requirements: To qualify to become a Henshin Mystic, a character must fulfill all of the following criteria:

Alignment: Lawful Neutral
Ability: Wisdom 15
Skills: Concentration 10 ranks
Feats: Iron Will, Skill Focus (Concentration)
Special: Pass the Trial of the Body and Mind and gain acceptance into a Henshin Monastery.

Class Skills: The Henshin Mystics’ class skills (and the key ability for each skill) are Balance (Dex) Concentration (Con), Diplomacy (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int) Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at each Level: 4 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Ki Strikes, Stances, and Finishers Known

1st|
+0|
+2|
+2|
+2|Improved Ki Abilities (+1), Monk Abilities|+1 monk level

2nd|
+1|
+3|
+3|
+3|Henshin Elemental Strikes, Improved Ki Retention (+5)|+1 monk level

3rd|
+2|
+3|
+3|
+3|Improved Ki Use (1/round)|+1 monk level

4th|
+3|
+4|
+4|
+4|Improved Duration (+1)|+1 monk level

5th|
+3|
+4|
+4|
+4|Exceptional Wisdom (+1), Improved Ki Generation (+2), Knowledge of the Void|+1 monk level

6th|
+4|
+5|
+5|
+5|Henshin Finishers, Improved Ki Retention (+10)|+1 monk level

7th|
+5|
+5|
+5|
+5|Improved Ki Use (2/round), Improved Stunning Fist|+1 monk level

8th|
+6|
+6|
+6|
+6|Improved Duration (+2)|+1 monk level

9th|
+6|
+6|
+6|
+6|Improved Ki Generation (+3)|+1 monk level

10th|
+7|
+7|
+7|
+7|Exceptional Wisdom (+2), Improved Ki Retention (+15), Levitation|+1 monk level[/table]

Class Features: All of the following are class features of the Henshin Mystic prestige class.

Weapon and Armor Proficiency: The Henshin Mystic gain no additional weapon or armor proficiencies.

Ki Strikes, Stances, and Finishers Known: At each level a Henshin Mystic increases his effective monk level for the purposes of learning new elemental ki strikes, stances, and finishers.

Monk Abilities: A Henshin Mystic’s class levels stack with his monk levels for the purposes of determining his fast movement speed, his Armor Class bonus, his unarmed attack damage, stunning fist DCs and per day uses, and his slow fall distance. His Henshin Mystic and monk levels also stack to determine the amount of ki he can store in his ki pool, the duration of the effects of his ki strikes and finishing maneuvers, ki generation, ki retention, and ki expenditure.

Furthermore, a Henshin Mystic’s class levels stack with his monk levels to determine his progression along his chosen philosophy.

Improved Ki Generation (Ex): Starting at 1st level, a Henshin Mystic gains 1 additional ki on a strike that normally produces ki. This stacks with ki generation from Monk levels, and is included in the ki generation doubled for the Way of Fire stances and critical hits. This bonus increases to +2 at 5th level and +3 at 9th level.

Improved Ki Retention (Ex): Starting at 2nd level, a Henshin Mystic is able to retain more ki. His usual threshold for ki loss increases by 5. This increase stacks with all increases from monk levels. This bonus increases to +10 at 6th level and to +15 at 10th level.

Improved Ki Use (Ex): Starting at 3rd level, a Henshin Mystic is able to expend ki one additional time per round. The ki expenditure follows the same rules as monk ki expenditures, but the additional expenditure stacks with other expenditures from monk class or Way of Fire Stances. At 7th level, the Henshin Mystic is able to expend ki one additional time per round, for a total of +2/round plus additional times from his monk levels.

Improved Ki Duration (Ex): At 4th level, any ki strike, finisher, or stunning fist that the Henshin Mystic makes last for one additional round. In addition, the Henshin Mystic may meditate for one additional round each time he meditates. At 8th level, the bonus to duration increases to +2.

Knowledge of the Void (Ex): At 5th level, the Henshin Mystic has learned to use his ki in other ways than the usual elemental and Philosophy strikes. He has learned to channel ki in its raw form, and gains access to the Void Strikes and Finishers.

Exceptional Wisdom: At 5th level, the Henshin Mystic gains a permanent +1 bonus to his Wisdom score. This increases to a +2 bonus at 10th level.

Improved Stunning Fist (Ex): At 7th level, the Henshin Mystic may make an additional stunning fist attempt each day. In addition, the Henshin Mystic adds his full monk levels to calculate the save DC for his stunning fists instead of ½ his monk level.

Levitation (Ex): At 10th level, the Henshin Mystic may expend ki to levitate in the air. The Henshin Mystic can mentally direct himself to move up or down as much as 20 feet each round, and doing so is a move action. He cannot move horizontally, but he can clamber along the face of a cliff, for example, or push against a ceiling to move laterally at has his base land speed. A levitating Henshin Mystic that attacks with a melee or ranged weapon will find himself growing increasingly unstable; the first attack has a -1 penalty, the second a -2 penalty, and so on to a maximum penalty of -5. A full-round action spent stabilizing allows the Mystic to reduce his penalty to -1. This effect lasts for a number of rounds equal to ½ the Henshin Mystic’s monk level, or until the Henshin Mystic chooses to dispel it. Using this ability is a standard action that requires the Henshin Mystic to spend 20 ki to activate. This is a ki based class ability that does not count towards or interrupt a finisher chain.

Ex-Henshin Mystics: A Henshin Mystic whose alignment changes from lawful neutral cannot gain new levels as a Henshin Mystic, but retains all Henshin Mystic abilities.
Multiclass Note: A monk who takes levels in Henshin Mystic may continue taking levels as a monk.

Henshin Mystic Ki Strikes, Stances, and Finishing Maneuvers

Raging Wildfire: (10 Ki, Strike) Starting at 2nd level, a Henshin Mystic who walks the Path of Inevitable Domination can inflict his opponent with a curse that will cause them light up like a tinder. On a successful attack, any fire attack that hits the target will deal double damage. A Fortitude save (DC 10 + ½ the Henshin Mystic’s monk level + Wis modifier) negates this effect. This effect lasts for a number of rounds equal to ½ the Henshin Mystic’s monk level.

Static Charge: (10 Ki, Strike) Starting at 2nd level, a Henshin Mystic who walks the Path of Inevitable Domination can inflict his opponent with a curse that will cause them to feel the full fury of the sky. On a successful attack, any electrical attack that hits the target will deal double damage. A Fortitude save (DC 10 + ½ the Henshin Mystic’s monk level + Wis modifier) negates this effect. This effect lasts for a number of rounds equal to ½ the Henshin Mystic’s monk level.

Porous Soul: (10 Ki, Strike) Starting at 2nd level, a Henshin Mystic who walks the Path of Inevitable Domination can inflict his opponent with a curse that will cause them to draw in acid like a sponge. On a successful attack, any acid attack that hits the target will deal double damage. A Fortitude save (DC 10 + ½ the Henshin Mystic’s monk level + Wis modifier) negates this effect. This effect lasts for a number of rounds equal to ½ the Henshin Mystic’s monk level.

Winter’s Touch: (10 Ki, Strike) Starting at 2nd level, a Henshin Mystic who walks the Path of Inevitable Domination can inflict his opponent with a curse that will cause them to feel chill of death. On a successful attack, any cold attack that hits the target will deal double damage. A Fortitude save (DC 10 + ½ the Henshin Mystic’s monk level + Wis modifier) negates this effect. This effect lasts for a number of rounds equal to ½ the Henshin Mystic’s monk level.

Touch of Despair: (15 Ki, Strike) Starting at 2nd level, a Henshin Mystic who walks the Path of Inevitable Domination can inflict his opponent with a curse that will cause them to feel the hand of Death himself on them. On a successful attack, any negative energy attack that hits the target will deal double damage, and the target is granted a -4 penalty to resist any death effect. A Fortitude save (DC 10 + ½ the Henshin Mystic’s monk level + Wis modifier) negates this effect. This effect lasts for a number of rounds equal to ½ the Henshin Mystic’s monk level.

Insulating Hands: (10 Ki, Strike) Starting at 2nd level, a Henshin Mystic who walks the Path of Harmonious Balance can imbue him and his allies with a shield of fiery ki. At the Henshin Mystic’s touch, the Mystic or his touched ally gains Protection from Fire, as the spell (caster level equaling the Henshin Mystic’s monk level). This is an extraordinary effect and cannot be dispelled.

Grounding Touch: (10 Ki, Strike) Starting at 2nd level, a Henshin Mystic who walks the Path of Harmonious Balance can imbue him and his allies with stormy ki. At the Henshin Mystic’s touch, the Mystic or his touched ally gains Protection from Electricity, as the spell (caster level equaling the Henshin Mystic’s monk level). This is an extraordinary effect and cannot be dispelled.

Alkaline Skin: (10 Ki, Strike) Starting at 2nd level, a Henshin Mystic who walks the Path of Harmonious Balance can imbue him and his with a shield of basic ki. At the Henshin Mystic’s touch, the Mystic or his touched ally gains Protection from Acid, as the spell (caster level equaling the Henshin Mystic’s monk level). This is an extraordinary effect and cannot be dispelled.

Frostbitten Touch: (10 Ki, Strike) Starting at 2nd level, a Henshin Mystic who walks the Path of Harmonious Balance can imbue him and his allies with a shield of icy ki. At the Henshin Mystic’s touch, the Mystic or his touched ally gains Protection from Cold, as the spell (caster level equaling the Henshin Mystic’s monk level). This is an extraordinary effect and cannot be dispelled.

Touch of Hope: (15 Ki, Strike) Starting at 2nd level, a Henshin Mystic who walks the Path of Harmonious Balance can fill his allies with positive ki. At the Henshin Mystic’s touch, the Mystic of his touched ally gain 50% amplification on all incoming positive energy effects. This is applied after any metamagic effects have been applied to any positive energy spell. This is an extraordinary effect and cannot be dispelled. This effect lasts for a number of rounds equal to ½ the Henshin Mystic’s monk level.

Void Strike: (10 Ki, Strike) At 4th level, the Henshin Mystic can strike with the power of pure ki. On a successful attack, the shinobi deals 5d4 points of force damage. On a vorpal strike (natural 20 followed by critical confirmation) the target is also paralyzed for one round.

Peer into the Emptiness: (30 Ki, Finisher) Henshin Mystic Has learned to channel huge amounts of raw ki into an enemy. On a successful attack, the Henshin Mystic deals 10d4 points of force damage. If he rolls a natural 20 followed by a critical confirmation, the target must make a Fortitude save (DC 10 + the Henshin Mystic’s monk level + Wis modifier) or be completely destroyed, leaving only a trace of fine dust. (Chain-Void: Void: Void)

Void Blight: (20 Ki, Finisher). A Henshin Mystic is taught how to mix his raw ki with his elemental ki to produce new effects. On a successful attack, the Henshin Mystic inflicts his target with the disease Void Blight (DC 10 + ½ Henshin Mystic’s monk level + Wis mod, 1d4 hours Incubation, 1d6 Wisdom damage). A remove disease spell will remove this disease. (Chain – Earth: Void: Fire)

Void Venom (20 Ki, Finisher) A Henshin Mystic is taught how to mix his raw ki with his elemental ki to produce new effects. On a successful attack, the Henshin Mystic’s hands are treated with Void Venom (DC 10 + ½ Henshin Mystic’s Monk level + Wis mod, initial 1d8 Wisdom damage, secondary 1d6 Wisdom damage). A neutralize poison spell will remove this poison. (Chain – Water: Void: Wind)

Curse of the Void: (20 Ki, Finisher) A Henshin Mystic who walks the Path of Inevitable Domination has be taught how to infuse his raw ki with his twisted dark ki. On a successful attack, the target is afflicted with the Curse of the Void, granting a -6 penalty to attack rolls, damage rolls, saves, ability checks, and skill checks. A Fortitude save (DC 10 + ½ the Henshin Mystic’s monk level + Wis modifier) negates this effect. This effect lasts for a number of rounds equal to ½ the Henshin Mystic’s monk level. (Chain – Void: Dark: Void)

Moment of Clarity: (20 Ki, Finisher) A Henshin Mystic who walks the Path of Harmonious Balance has learned how to add his raw ki to his soothing light ki to allow for a flash of incredible insight. After a chain, the Mystic may expend ki to grant himself incredible sight, as the spell true seeing. This effect lasts for a number of rounds equal to ½ the Henshin Mystic’s monk level. (Chain – Void: Light: Void)



Shinobi: The Shinobi is a follower of the Path of Inevitable Dominion and utilizes stealth and dark ki to defeat his enemies. Shinobi are able to learn several unique dark ki abilities to weaken and confound their foes.


Game Rule Information

Hit Die: d8
Requirements: To qualify to become a Shinobi, a character must fulfill all of the following criteria:

Alignment: Lawful Neutral, Lawful Evil
Skills: Hide 7 ranks, Move Silently 7 ranks, Tumble 7 ranks
Feats: Dodge, Stealthy
Special: Evasion class ability, Path of Inevitable Dominion class ability

Class Skills: The shinobi’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha) Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Skill Points at each Level: 6 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Ki Strikes, Stances, and Finishers Known

1st|
+1|
+0|
+2|
+2|Death Strike, Monk Abilities, Poison Use, Shadow Stance, Sudden Strike (+1d6), Trapfinding|+1 monk level

2nd|
+2|
+0|
+3|
+3|Ki Breath, Uncanny Dodge|-

3rd|
+3|
+1|
+3|
+3|Acrobatics, Sudden Strike (+2d6)|+1 monk level

4th|
+4|
+1|
+4|
+4|Improved Evasion, Scroll Reading|-

5th|
+5|
+1|
+4|
+4|Dance of the Water Strider, Advanced Shinobi Strikes, Sudden Strike (+3d6)|+1 monk level

6th|
+6|
+2|
+5|
+5|Hide in Plain Sight, Improved Uncanny Dodge|-

7th|
+7|
+2|
+5|
+5|Improved Acrobatics, Sudden Strike (+4d6), Thousand Faces|+1 monk level

8th|
+8|
+2|
+6|
+6|Greater Shadow Stance, Opportunist, Ten Thousand Stars|-

9th|
+9|
+3|
+6|
+6|Slippery Mind, Sudden Strike (+5d6)|+1 monk level

10th|
+10|
+3|
+7|
+7|Ghost Stride, Free Movement|-[/table]

Class Features: All of the following are class features of the shinobi prestige class.

Weapon and Armor Proficiency: Shinobi are proficient with the blow gun, short sword, and spiked chain. Shinobi are not proficient with any armor or shields. In addition, the shinobi adds the blow gun, short sword, and spiked chain to his list of ki weapons.

Ki Strikes, Stances, and Finishers Known: At every odd level, a shinobi increases his effective monk level for the purposes of learning new elemental ki strikes, stances, and finishers.

Monk Abilities: A shinobi’s class levels stack with his monk levels for the purposes of determining his fast movement speed, his Armor Class bonus, his unarmed attack damage, stunning fist DCs and per day uses, and his slow fall distance. His shinobi and monk levels also stack to determine the amount of ki he can store in his ki pool, the duration of the effects of his ki strikes and finishing maneuvers, ki generation, ki retention, and ki expenditure.

Death Strike: If a shinobi studies his victim for 3 rounds and then makes a sudden strike that successfully deals damage, the sudden strike has the additional effect of possibly killing the target. While studying the victim, the shinobi can undertake other actions so long as his attention stays focused on the target and the target does not detect the shinobi or recognize the shinobi as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the shinobi’s class level + the shinobi’s Wis modifier) against the kill effect, she dies. If the victim’s saving throw succeeds, the attack is just a normal sudden strike.

Once the shinobi has completed the 3 rounds of study, he must make the death strike within the next 3 rounds.

If a death strike is attempted and fails (the victim makes her save) or if the shinobi does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death strike.

Poison Use: Shinobi are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. Furthermore, a shinobi can apply poison to a weapon as a move action. Normally, applying a poison is a standard action, like applying oil.

Sudden Strike (Ex): If a shinobi can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Whenever a shinobi’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the shinobi deals an extra 1d6 points of damage with his attack. This extra damage increases by 1d6 points for every two shinobi levels thereafter. A shinobi can’t use sudden strike when flanking an opponent unless the opponent is denied its Dexterity bonus to AC.

This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to critical hits are all immune to sudden strikes. A shinobi can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

A shinobi can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.

The extra damage from the sudden strike ability stacks with the extra damage from sudden strike whenever both would apply to the same target.

Trapfinding (Ex): A shinobi can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.

Ki Breath (Ex): Starting at 2nd level, a shinobi learns to focus his ki to increase his ability to hold his breath. A shinobi adds his shinobi level to his Constitution check roll to continue holding his breath (see the drowning rule in the Dungeon Master’s Guide). A shinobi loses this benefit when uncentered.

Uncanny Dodge (Ex): Starting at 2nd level, a shinobi retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Acrobatics (Su): A 3rd level shinobi gains a competence bonus on Balance, Climb, Jump, and Tumble checks equal to his Wisdom modifier. At 7th level, this bonus increases to double his Wisdom modifier. In addition, a shinobi can always choose to take 10 on a Balance, Climb, Jump, or Tumble checks, even when circumstances would normally prevent him from doing so.

Improved Evasion (Ex): At 4th level, a shinobi’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 monk does not gain the benefit of improved evasion.

Scroll Reading (Su): Starting at 4th level, a shinobi can use a Concentration check in place of a Use Magic Device check to activate a scroll. The shinobi must be able to read the scroll in order to make use of this ability. If the shinobi has 5 or more ranks in the Spellcraft skill, he gains a +2 bonus to his Concentration checks when using this ability.

Dance of the Water Strider (Ex): Starting at 5th level, a shinobi can focus his ki and run across the water’s surface. He can cross over water as if it were solid ground as long as he keeps moving, and if he stops moving, the shinobi falls into the water. Hazardous liquids (such as acid or lava), inflict their effects on the shinobi as if he were wading through them rather than swimming. He can also use this ability to safely run across the top of a snow bank, quicksand, or a structurally weak surface. Using this ability is a standard action that requires the shinobi to spend 10 ki to activate. This is a ki based class ability that does not count towards or interrupt a finisher chain.

Hide in Plain Sight (Su): A 6th level shinobi can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a shinobi can hide himself from view in the open without anything to actually hide behind. A shinobi cannot, however, hide in his own shadow.

Improved Uncanny Dodge (Ex): At 6th level, a shinobi can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shinobi. The exception to this defense is that a rogue at least four levels higher than the shinobi can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Thousand Faces (Su): At 7th level, a shinobi gains the ability to change his appearance at will, as if using the spell alter self.

Opportunist (Ex): Once per round, a shinobi of 8th level or higher can make an attack of opportunity against an opponent who has just been injured in melee by another character. This attack counts as the shinobi’s attack of opportunity for that round. Even a shinobi with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Ten Thousand Stars (Ex): Whenever a shinobi throws shuriken as an attack, he may throw two shuriken per attack roll he makes. If he takes a full-round attack action to throw a barrage of shuriken, he may throw three shuriken with each attack roll.

Slippery Mind (Ex): At 9th level, a shinobi gains the ability to wriggle free from magical effects that would otherwise control or compel him. If a shinobi with slippery mind is affected by a spell and fails his saving throw, he can attempt his saving throw again during the next round. He only gets this one extra chance to succeed at his saving throw. A shinobi loses this benefit when uncentered.

Ghost Stride (Su): A shinobi of 10th level or higher can slip magically between spaces, as per the spell dimension door. Using this ability is a standard action that requires the shinobi to spend 20 ki to activate. This is a ki based class ability that does not count towards or interrupt a finisher chain.

Free Movement (Ex): At 10th level, a shinobi can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A shinobi loses this benefit when uncentered.

Ex-Shinobi: A shinobi who ceases to be lawful or becomes good-aligned cannot gain new levels as a shinobi, but retains all shinobi abilities.

Multiclass Note: A monk who takes levels in shinobi may continue taking levels as a monk.

Shinobi Ki Strikes, Stances, and Finishing Maneuvers

Shadow Stance: At 1st level, the shinobi is able to wrap himself in shadowy ki. While in this stance, the shinobi gains a +2 perfection bonus to Dex and a -2 penalty to Str. In addition, the Shinobi gains a +5 bonus to Hide checks, 10% concealment, and the critical threat range of any ki weapon he wields increases by 1 (added after the effects of the Improved Critical feat or keen edge spell).

Shadow Fade: (10 Ki, Strike) At 1st level, a shinobi can focus his ki and draw the shadows about him like a cloak, gaining the effects of the spell invisibility. This effect lasts for a number of rounds equal to ½ the shinobi’s monk level (rounded down, minimum one round) or until the shinobi dismisses it.

Wraith Strike (10 Ki, Strike): Starting at 1st level, a shinobi has learned to strike with the subtlety of a wraith. This strike cloaks the shinobi’s weapon in shadow so that his strike is made against the target’s touch AC. In addition, this strike is treated as having the Ghost Touch enhancement.

Ghost Mind (10 Ki, Strike): Starting at 5th level, a shinobi can focus his ki to gain resistance against spells of the scrying sub-school. To detect the shinobi with such a spell, the caster must make a caster level check (DC 15 + the shinobi’s monk level). In the case of scrying spell that scan an area, a failed check indicates that the spell works, but the shinobi isn’t detected. Scrying attempts targeted specifically at the shinobi do not work at all if the check fails. This effect lasts for a number of rounds equal to ½ the shinobi’s monk level (rounded down, minimum one round).

Phantasmal Mirage: (10 Ki, Strike) Starting at 5th level, a shinobi can dodge an enemy’s attack at the last possible second. When the shinobi activates this ability, his outline shifts and wavers, granting him total concealment (50% miss chance) against all attacks for 1 round. This is an extraordinary effect and cannot be dispelled. Furthermore, a shinobi can expend 20 ki to use this strike as an immediate action during another person’s turn.
Shadow Sight: (10 Ki, Strike) Starting at 5th level, a shinobi expend some ki to be able to see invisible and ethereal creatures as easily as he sees material creatures and objects. This effect lasts for a number of rounds equal to ½ the shinobi’s monk level (rounded down, minimum one round).

Shadow Strike (20 Ki, Finisher): Starting at 5th level, a shinobi can strike from the shadows and confound his target’s senses after a ki chain. The target is considered flat-footed for the attack roll of this strike, and if the attack lands, the target must make a Fortitude save (DC 10 + ½ the shinobi’s monk level + Wis modifier) or have his senses twisted, inflicting a -10 penalty to Listen, Sense Motive, and Spot checks, as well as granting all the targets of his targets attacks with total concealment (50% miss chance). This effect lasts for a number of rounds equal to ½ the shinobi’s monk level (rounded down, minimum one round). (Chain – Dark: Wind: Dark)

Greater Shadow Stance: At 7th level, the shinobi has mastered the art of bending the shadow around him with his ki. While in this stance, the Shinobi has a +4 perfection bonus to Dex while incurring a -2 penalty to Str. In addition, the shinobi gains a +10 bonus to hide checks, 20% concealment, the critical threat range of any ki weapon he wields increases by 1 (added after the effects of the Improved Critical feat and keen edge spell), and the critical multiplier of any ki weapon he wields is increased by 1 (x2 to x3, x3 to x4). This stance replaces the Shadow Stance.

Phantasmal Menace (30 Ki, Finisher): Starting at 10th level, a shinobi can complete a ki chain by striking specific pressure points on his target’s body, making it impossible for them to channel certain types of energy. The target of this finishing maneuver must succeed on a Fortitude save (DC 10 + ½ shinobi’s monk level + Wis modifier) or be unable to utilize her supernatural abilities, spells and spell-like abilities, or ki abilities, strikes, and finishers. This effect lasts a number of rounds equal to the shinobi’s class level. (Chain- Dark: Water: Dark)

tempestman
2011-10-09, 07:05 PM
Shintao: The Shintao is a follower of the Path of Harmonious Balance and specializes in destroying abominations of the world, such as undead, aberrations, and the like. Shintaos are able to learn several unique light ki abilites to destroy the creatures that threaten the world’s harmony and balance.


Game Rule Information

Hit Die: d10

Requirements: To qualify to become a Shintao, a character must fulfill all of the following criteria:

Alignment: Lawful Good, Lawful Neutral
Base Attack Bonus: +7
Skills: Heal 7 ranks, Knowledge (religion) 10 ranks
Feats: Combat Reflexes, Dodge
Special: Path of Harmonious Balance class ability


Class Skills: The Shintao’s class skill’s (and the key ability for each skill) are Balance (Dex), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis), Survival (Wis), and Tumble (Dex).

Skill Points at each Level: 4 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Ki Strikes, Stances, and Finishers Known

1st|
+1|
+2|
+0|
+2|Jaded Stance, Ki Smite, Monk Abilities, Walk the Path|+1 monk level

2nd|
+2|
+3|
+0|
+3|Detect Evil|-

3rd|
+3|
+3|
+1|
+3|Holy Fists, Jaded Will|+1 monk level

4th|
+4|
+4|
+1|
+4|Protection from Evil (+1)|-

5th|
+5|
+4|
+1|
+4|Shintao Finishers, Shintao Strikes|+1 monk level

6th|
+6|
+5|
+2|
+5|Greater Jaded Stance, Holy Burst Fists|-

7th|
+7|
+5|
+2|
+5|Protection from Evil (+2), Transmuting Fists|+1 monk level

8th|
+8|
+6|
+2|
+6|Kukan-Do, Jaded Mind|-

9th|
+9|
+6|
+3|
+6|Holy Blast Fists|+1 monk level

10th|
+10|
+7|
+3|
+7|Jaded Fists, Protection from Evil (+3)|-[/table]

Class Features: All of the following are class features of the shintao prestige class.

Weapon and Armor Proficiency: The shintao gains no additional weapon or armor proficiencies.

Ki Strikes, Stances, and Finishers Known: At every odd level, a shintao increases his effective monk level for the purposes of learning new elemental ki strikes, stances, and finishers.

Monk Abilities: A shintao’s class levels stack with his monk levels for the purposes of determining his fast movement speed, his Armor Class bonus, his unarmed attack damage, stunning fist DCs and per day uses, and his slow fall distance. His shintao and monk levels also stack to determine the amount of ki he can store in his ki pool, the duration of the effects of his ki strikes and finishing maneuvers, ki generation, ki retention, and ki expenditure.

Walk the Path: A shintao’s training augments his chosen Path. A shintao’s class levels stack to determine his ability to learn new ki strikes and finishers from the Path of Harmonious Balance.

Ki Smite (Ex): At 1st level, a shintao gains the ability to channel his holy ki to smite an evil creature. A Shintao may expend 15 ki to gain a bonus to double his Wisdom modifier to both attacks and damage rolls for his smite attack. If the targeted creature is an aberration, extraplanar creature, or undead, the shintao deals additional damage equal to his shintao level. Ki Smite only works on evil creatures; if used on a non evil creature, the ki is wasted for no effect. This ability counts as a light strike.

Detect Evil (Su): At will, a shintao of 2nd level can use detect evil, as the spell, with his caster level equaling his monk level.

Holy Fists (Ex): At 2nd level, any attack made by a shintao with a ki weapon is considered holy, dealing 2d6 additional good damage against evil creatures. If the attack targets an evil aberration, outsider, or undead, the attack instead deals an additional 2d8 good damage.

Jaded Will (Ex): At 3rd Level, the shintao has infused his will with the strength of Jade, allowing the shintao to shrug off magical effects that would otherwise damage or harm him. If a shintao makes a Will or Fortitude saving throw that would normally reduce the spell’s effect, he suffers no effect from the spell at all. Only those spells with a saving throw entry of “Will partial,” Fortitude half,” or similar entries can be negated through this ability. In addition, the shintao takes only half the effect of the spell or ability on a failed saving throw. This is only usable against spells or effects from evil aberrations, outsiders, or undead.

Protection from Evil (Ex): At 4th level, the shintao has learned how to use his holy ki not only to strike down the unnatural, but to defend against them as well. He gains a +1 insight bonus to AC and saves versus evil creatures, and double this bonus versus evil aberrations, outsiders, and undead. This bonus increases to +2 at 7th level and +3 at 10th level.

Holy Burst Fists (Ex): At 6th level, any attack made by a shintao with an unarmed strike or a ki weapon is imbued with the holy burst ability, dealing 2d6 additional good damage against evil creatures and additional damage on critical hits based on the weapons critical modifier. It deal an extra 3d6 good damage for weapons with a x2 modifier, and an additional 4d6 good damage for weapons with a x3 modifier. If the attack targets an evil aberration, outsider, or undead, the attack instead deals an additional 2d8 good damage and an additional 3d8 good damage on critical hits with weapons with a x2 multiplier and an additional 4d8 damage on critical hits with weapons with a x3 multiplier.

Transmuting Fists (Ex): At 7th level, a shintao’s unarmed strikes or attacks with ki weapons are able to bypass any metal-based damage reduction of any evil aberration, outsider, or undead (cold iron, silver, etc.).

Kukan-Do (Su): At 8th level, a shintao has learned to impose his will against evil, allowing him to stun an enemy by looking in their eyes. A shintao can expend 20 ki to stare into any opponent’s eyes at a range of 30 ft. and stun them on a failed Will save (DC 10 + shintao’s monk level + Cha modifier). An evil aberration, outsider, or undead must make two consecutive saving throws to avoid this effect. Sightless or blind enemies are immune to this effect. Any effects that add bonuses to the shintao’s Stunning Fist also apply their bonuses to Kukan-Do. This is a ki-based class ability and does not count toward or interrupt Finisher chains.

Jaded Mind (Ex): At 9th level, a shintao is immune to all mind-affecting spells or spell-like abilities cast from evil aberrations, outsiders, or undead. He also gains a +4 bonus versus mind-effecting spells or spell-like abilities cast from evil creatures.

Holy Blast Fists (Ex): At 9th level, any attack made by a shintao with a ki weapon is imbued with the holy blast ability, dealing 2d6 additional good damage against evil creatures and additional damage on critical hits based on the weapons critical modifier. It deal an extra 2d12 good damage for weapons with a x2 modifier, and an additional 3d12 good damage for weapons with a x3 modifier. If the attack targets an evil aberration, outsider, or undead, the attack instead deals an additional 2d8 good damage and an additional 3d12 good damage on critical hits with weapons with a x2 multiplier and an additional 4d12 damage on critical hits with weapons with a x3 multiplier.

Jaded Fists (Ex): At 10th level, the shintao’s ki weapons are anathema to the unnatural. Any ki weapon the shintao wields has its critical range increased by one (added after effects of the keen edge spell, the keen enhancement, or the Improved Critical feat) and its critical multiplier increased by one when wielded against evil aberrations, outsiders, and undead (x2 to x3 and x3 to x4).

Ex-Shintao: A shintao who ceases to be lawful or becomes evil-aligned cannot gain new levels as a shintao, but retains all shintao abilities.

Multiclass Note: A monk who takes levels in shintao may continue taking levels as a monk.

Shintao Ki Strikes, Stances, and Finishing Maneuvers

Jaded Stance: At 1st level, the shintao is able to clothe himself in Jaded, holy ki. This stance grants a +2 perfection bonus to Wisdom and -2 penalty to Constitution. In addition, the stance grants a +4 morale bonus to resist fear effects and recovers 1 hit point per shintao level every hour.

Purity of Shinsei: (10 Ki, Strike) At 5th level, a shintao can use his ki to illuminate his body. This strike causes the shintao’s body to illuminate as though the spell daylight was cast on the body of the shintao. This effect lasts for a number of rounds equal to one half the Shintao’s Monk levels (round down, minimum one). This is an extraordinary effect and cannot be dispelled.

Dismissing Strike: (10 Ki, Strike) At 5th level, a shintao can use his holy ki to try to dispel evil from this world. Any evil outsider hit by this strike must make a Will save (DC 10 + the shintao’s monk level + Wis mod) or be sent to its home plane, as the spell dismissal.

Jaded Strike: (10 Ki, Strike) At 5th level, a shintao can imbue his attacks with holy strength. On a successful attack, an evil creature must succeed on a Will save (DC 10 + ½ the shintao’s monk level + Wis mod) or become more vulnerable to damage; on a failed save, all weapon damage against a target deals 25% more damage (round down, minimum 1 additional damage). Evil aberrations, outsiders, and undead instead have 50% vulnerability (round down, minimum 1 additional damage). This effect cannot be dispelled, and lasts for a number of rounds equal to ½ the Shintao’s monk level (round down, minimum one).

Jade Surge: (10 Ki, Strike) At 5th level, the shintao has learned to channel his holy ki to bolster the bodies and minds of him and his allies. At the shintao’s touch, the shintao or his touched ally is entitled to immediately make a second saving throw to remove any one lasting effect (spell, disease, fear, etc) inflicted on the target by an evil creature. If the effect was inflicted by an evil aberration, outsider, or undead, the effect is immediately removed with no need for a saving throw. If the target is effected by more than one effect, the effect most recently inflicted is removed. Unlike most ki strikes, this ki strike requires a standard action.

Burst of Jade: (15 Ki, Finisher) At 5th level, the shintao is able to build up holy ki and unleash it in a righteous burst. After a successful chain, the Shintao may deal 1d6 damage per two monk levels to all evil creatures in a 30 ft. radius. Any evil aberration, outsider, or undead in the area instead takes 1d8 damage per Monk level. A successful Will save (DC 10 + ½ shintao’s monk levels + Wis modifier) halves this damage. (Chain – Light: Fire: Light)

Greater Jaded Stance: At 6th level, the shintao is able to dowse himself in holy ki, becoming a beacon of hope and purity. This stance grants a +4 perfection bonus to Wisdom and a -2 penalty to Constitution. In addition, the stance grants the shintao immunity to fear effects, the ability to recover 1 hit point per shintao level every hour, and exudes an aura of vitality that grants the shintao a +2 perfection bonus to saves against poison, disease, and level drain or death effects.

Jade Tomb: (20 Ki, Finisher) At 10th level, the monk can entomb evil creatures in a tomb of Jade. On a successful attack, and evil target is entombed in a tomb of Jade; the target must make a Will save (DC 10 + ½ the shintao’s monk level + Wis Modifier) or be petrified in Jade, with the effect of a flesh to stone spell, only instead of stone, the target is turned to Jade. Any creature immune to petrifaction is also immune to this effect. An evil aberration, outsider, or undead must make two consecutive saving throws to avoid this effect. (Chain – Light: Earth: Light)

Sohei: The Sohei is a martial warrior that mixes a monk’s training with techniques commonly learned by a fighter. Sohei are able to wear light armor while remaining centered and treat several different weapons as ki weapon, greatly increasing their versatility in combat. They sacrifice much of their ki training, but they are able to continue advancing two elemental paths of their choice.

Game Rule Information

Hit Die: d12

Requirements: To qualify to become a Sohei, a character must fulfill all of the following criteria:

Alignment: Any Lawful
Base Attack Bonus: +7
Skills: Concentration 10 ranks, Knowledge (religion) 10 ranks
Feats: Endurance, Improved Initiative
Special: Path of Harmonious Balance or Path of Inevitable Dominion class ability


Class Skills: The sohei’s class skill’s (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Tumble (Dex).

Skill Points at each Level: 4 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Ki Strikes, Stances, and Finishers Known

1st|
+1|
+2|
+2|
+0|Follow the Way, Ki Frenzy, Monk Abilities, Weapon Focus|+1 monk level

2nd|
+2|
+3|
+3|
+0|Devoted Guardian, Strength of Mind|-

3rd|
+3|
+3|
+3|
+1|Kiai Smite, Shield Ally|-

4th|
+4|
+4|
+4|
+1|Mettle, Weapon Specialization|+1 monk level

5th|
+5|
+4|
+4|
+1|Follow the Way|-

6th|
+6|
+5|
+5|
+2|Greater Weapon Focus, Improved Critical|-

7th|
+7|
+5|
+5|
+2|Improved Shield Ally|+1 monk level

8th|
+8|
+6|
+6|
+2|Greater Weapon Specialization, Improved Mettle|-

9th|
+9|
+6|
+6|
+3|Impetuous Endurance, Withstand|-

10th|
+10|
+7|
+7|
+3|True Frenzy|+1 monk level[/table]

Class Features: All of the following are class features of the sohei prestige class.

Weapon and Armor Proficiency: Sohei are proficient with the glaive, greatsword, longsword, short bow (regular and composite) and the longbow (regular and composite). Sohei are proficient with light armor, but not with medium or heavy armor or any shields. In addition, a sohei remains centered while wearing light armor and adds the glaive, greatsword, longsword, short bow, and longbow to his list of ki weapons.

Ki Strikes, Stances, and Finishers Known: At 1st, 4th, 7th, and 10th level, the sohei increases his effective monk level for the purposes of learning new elemental ki strikes, stances, and finishers.

Monk Abilities: A sohei’s class levels stack with his monk levels for the purposes of determining his fast movement speed, his Armor Class bonus, his unarmed attack damage, stunning fist DCs and per day uses, and his slow fall distance. His sohei and monk levels also stack to determine the amount of ki he can store in his ki pool, the duration of the effects of his ki strikes and finishing maneuvers, ki generation, ki retention, and ki expenditure.

Follow the Way: A sohei can select one elemental path (Way of Fire, Way of Wind, Way of Earth, Way of Water) to advance along during his training as a sohei. His sohei and monk levels stack to determine his ability to learn new ki strikes, stances, and finishers from his chosen elemental path (rather than following the progression on the table above). In addition, the sohei gains access to a unique ki strike, finisher, and an augmentation of his chosen element’s stance.

At 5th level, a sohei may choose a second elemental path to advance along during his training as a sohei. His sohei and monk levels tack to determine his ability to learn new ki strikes, stances, and finisher from the second elemental path. In addition, the sohei gains access to a unique ki strike, finisher, and an augmentation of his chosen element’s stance.

Ki Frenzy (Ex): Starting at 1st level, a sohei gains the ability to focus his ki into a frenzy of berserk energy. In this frenzied state, he temporarily gains +2 to Strength, +2 to Dexterity, and his movement speed increases by +10 feet.

While in a ki frenzy, the sohei’s body becomes a living vessel for surrounding ki, and so long as he is in his frenzied state, a sohei gains 1 additional point of ki every time he gains ki, and he does not risk losing ki each round if he hasn’t expended ki (see ki loss in the monk section).

Furthermore, a sohei caught up in the throes of a ki frenzy gains a number of additional attacks whenever he commits to a full-round attack action. See the table to the side to determine the amount of additional attacks a frenzied sohei can make, and the base attack bonus of each attack. These attacks can be made in conjunction with a ki strike if the sohei so chooses.

While in a ki frenzy, a sohei cannot use skills or abilities that require patience or concentration, such as moving silently or casting spells, with the exception of performing a ki strike or finishing maneuver. He can use any feat he might have except for Combat Expertise, item creation, metamagic feats, and Skill Focus (if it’s tied a skill that requires concentration). He also loses his Wisdom bonus to Armor Class.

A ki frenzy requires at least 10 ki to enter and lasts for a number of rounds equal to 3 + the amount of ki spent over the 10 ki cost (minimum three rounds). A sohei may prematurely end his frenzy voluntarily. At the end of a ki frenzy, a sohei is fatigued (-2 to Strength, -2 to Dexterity, can’t run or charge) for a number of rounds equal to the number of rounds he frenzied, and loses all ki he is holding over his safe ki storing threshold.

Entering a ki frenzy takes no time itself, but the sohei can only do it during his action, not in response to somebody else’s action. Feats and effects that affect a barbarian’s rage or a frenzied berserker’s frenzy also affect a sohei’s ki frenzy.

{table=head]Base Attack Bonus|Additional Attacks Bonus
+8|+0
+9|+1
+10|+2
+11|+3
+12|+3
+13|+4
+14|+5
+15|+6/+1
+16|+6/+1
+17|+7/+2
+18|+8/+3
+19|+9/+4
+20|+9/+4[/table]

Weapon Focus (Ex): The sohei gains Weapon Focus with a weapon of his choice as a bonus feat. Many sohei choose the naginata (glaive), the traditional weapon of the sohei.

Devoted Guardian (Ex): At 2nd level, a sohei’s training makes it difficult for opponents to surprise or ambush him. He can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts.

Strength of Mind (Ex): A sohei of at least 2nd level is immune to stunning, sleep, fear, and compulsion spells and effects.

Kiai Smite (Ex): By expending 10 ki as a swift action, a sohei of 3rd level or higher can infuse his weapon with a portion of his ki. The sohei gains a bonus to weapon attack and damage rolls and critical confirmation rolls equal to his Wisdom modifier until the end of his turn.

Shield Ally (Ex): Starting at 6th level, as an immediate action a sohei can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before his next turn, the sohei can take half this damage upon himself. The target takes the other half as normal. A sohei can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Mettle (Ex): Starting at 4th level, a sohei’s special blessing allows him to shrug off magical effects that would otherwise damage or harm him. If a sohei makes a Will or Fortitude saving throw that would normally reduce the spell’s effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of “Will partial,” Fortitude half,” or similar entries can be negated through this ability.

Weapon Specialization: At 4th level, the sohei gains Weapon Specialization as a bonus feat for the weapon that he applied his Weapon Focus bonus feat to.

Greater Weapon Focus: At 6th level, the sohei gains Greater Weapon Focus as a bonus feat for the weapon that he applied his Weapon Focus bonus feat to.

Improved Critical: At 6th level, the sohei gains Improved Critical as a bonus feat for the weapon that he applied his Weapon Focus bonus feat to.

Improved Shield Ally (Ex): At 7th level, a sohei’s ability to absorb damage increases. Once per round he can absorb all the damage from a single attack directed against an adjacent ally. In addition, the sohei can continue to absorb half the damage from other physical attacks on an adjacent ally, if he so chooses. A sohei must decide whether to use this ability after the attacker determines that an attack has succeeded but before damage is rolled.

Greater Weapon Specialization: At 8th level, the sohei gains Greater Weapon Specialization as a bonus feat for the weapon that he applied his Weapon Focus bonus feat to.

Improved Mettle (Ex): At 8th level, a sohei’s mettle ability improves. He still suffers no effects from a spell if he makes his Fortitude or Will saving throw against it, but henceforth he receives only half damage or partial effects from spells that normally grant partial effect on a successful Fortitude or Will save, even if he fails the saving throw.

Impetuous Endurance (Ex): At 9th level, a sohei’s fighting spirit enables him to push his body beyond the normal limits of endurance. He no longer automatically fails a saving throw on a roll of one. He might still fail the save if his result fails to equal or beat the DC.

Withstand (Ex): At 9th level, a sohei can expend 10 ki as a swift action to make a Concentration check in place of a saving throw roll to resist the effects of a spell or spell-like ability.

True Frenzy (Ex): At 10th level, a sohei has mastered his ability to enter and sustain a ki frenzy. Whenever he enters a ki frenzy, he gains a +4 bonus to Strength and Dexterity, and his movement speed increases by 20 feet. Furthermore, the sohei no longer loses his Wisdom bonus to AC, and he no longer becomes fatigued at the end of his ki frenzy.

Ex-Sohei: A sohei who ceases to be lawful cannot gain new levels as a sohei, but retains all sohei abilities.

Multiclass Note: A monk who takes levels in sohei may continue taking levels as a monk.


Sohei Ki Strikes, Stances, and Finishing Maneuvers
Blazing Phoenix Stance: A sohei that has chosen to follow the Way of Fire further augments his Sun Stance. While in a Sun Stance, the sohei gains a 50% bonus to all incoming positive energy healing and deals an extra 1d8 points of fire damage with his Way of Fire strikes and finishers. This stance is only available to a sohei that has chosen to continue along the Way of Fire.

Phoenix Flame: (10 Ki, Strike) At 5th level, a sohei can strip away his opponent’s defenses. On a successful strike the sohei can make a Wisdom check (DC 10 + the target’s HD). If he succeeds, he may select and immediately end one conditional modifier affecting his target. This strike is only available to a sohei that has chosen to continue along the Way of Fire.

Shimmering Phoenix Blade: (10 Ki, Finisher) A sohei can dazzle and confuse his opponents with the dance of shimmering flames. After a successful attack, an enemy struck by this finisher must succeed on a Will save (DC 10 + ½ the sohei’s monk level + Wis modifier) or be dazzled and confused. If the target fails her save by 5 or more, she is also dazed for one round. This effect lasts for a number of rounds equal to ½ the sohei’s monk level. This finisher is only available to a sohei that has chosen to continue along the Way of Fire. (Chain- Fire: Earth: Fire)


Azure Dragon Stance: A sohei that has chosen to follow the Way of Wind further augments his Storm Stance. While in a Storm Stance, the sohei gains a bonus to initiative checks equal to his Wisdom modifier. The sohei also deals an extra 1d4 points of electricity damage with his Way of Wind strikes and finishers. This stance is only available to a sohei that has chosen to continue along the Way of Wind.

Dragon’s Whirlwind: (10 Ki, Strike) At 5th level, a sohei has mastered his ability to utilize movement and agility in combat. The sohei can make two melee attacks using his highest base attack bonus, each against a different foe that he threatens. The sohei must resolve each attack separately. This strike is only available to a sohei that has chosen to continue along the Way of Wind.

Skyfury Dragon Smite: (10 Ki, Finisher) A sohei can incite a berserk fury in his opponents with the thundering din of a storm. After a successful attack, an enemy struck by this finisher must succeed on a Will save (DC 10 + ½ the sohei’s monk level + Wis modifier) or be forced to enter a barbarian’s rage for a number of rounds equal to the target’s Constitution modifier. While raging, the target cannot differentiate between friend and foe and can only engage in melee combat. She attacks whichever person or creature is closest to her, disregarding her own safety. This finisher is only available to a sohei that has chosen to continue along the Way of Wind. (Chain- Wind: Fire: Wind)


Roaring Tiger Stance: A sohei that has chosen to follow the Way of Earth further augments his Mountain stance. While in a Mountain Stance the sohei gains frightful presence. Whenever he performs a ki finishing maneuver, all opponents with 30 ft. must make a Will save (DC 10 + ½ the sohei’s monk level + Wis modifier) or become frightened for 5d6 rounds. If a creature fails its Will save by 5 or more, it becomes panicked for 4d6 rounds instead. Creatures that succeed on their Will saves become shaken for 1 round. Any foe that successfully resists the effects of a sohei’s frightful presence cannot be affected by it again for 24 hours. The sohei also deals an extra 1d4 points of acid damage with his Way of Earth strikes and finishers. This stance is only available to a sohei that has chosen to continue along the Way of Earth.

Leap of the Tiger: (10 Ki, Strike) At 5th level, a sohei can cause the earth to tremble beneath his feet. The sohei can select one target within 30 feet and make a ranged touch attack against them. If the attack hits, the sohei deals regular weapon damage that automatically overcomes damage reduction and hardness. This strike is only available to a sohei that has chosen to continue along the Way of Earth.

Elder Tiger Claw: (10 Ki, Finisher) A sohei can reduce his opponent’s ability to effectively strike foes and defend herself with the hindering nature of stone. After a successful attack, an enemy struck by this finisher must succeed on a Reflex save (DC 10 + ½ the sohei’s monk level + Wis modifier) or suffer a -5 penalty on her attack rolls and AC. This effect lasts for a number of rounds equal to ½ the sohei’s monk level. This finisher is only available to a sohei that has chosen to continue along the Way of Earth. (Chain- Earth: Water: Earth)


Sacred Tortoise Stance: A sohei that has chosen to follow the Way of Water further augments his Ocean Stance. While in an Ocean stance, the sohei gains a perfection bonus to his Armor Class and saving throws equal to his Wisdom modifier. The sohei also deals an extra 1d6 points of cold damage with his Way of Water strikes and finishers. This stance is only available to a sohei that has chosen to continue along the Way of Water.

Shielding Carapace: (10 Ki, Strike) At 5th level, a sohei can quickly react to defend himself against an enemy’s attack. As an immediate action, the sohei can use this strike to increase his AC by ½ his sohei level and gain DR 5/-. These bonuses last until the end of the turn in which this strike was used. This strike is only available to a sohei that has chosen to continue along the Way of Water.

Hoarfrost Turtle Hammer: (10 Ki, Finisher) A sohei can reduce the speed of his enemy with the creeping frost of winter. After a successful attack, an enemy struck by this finisher must succeed on a Reflex save (DC 10 + ½ the sohei’s monk level + Wis modifier) or have her movement speed and Reflex saving throw bonus cut in half (rounded down). This effect lasts for a number of rounds equal to ½ the sohei’s monk level. This finisher is only available to a sohei that has chosen to continue along the Way of Water. (Chain- Water: Wind: Water)

Lateral
2011-10-09, 07:09 PM
You're table's screwed up.

tempestman
2011-10-09, 07:22 PM
Like other classes, monks benefit from the proper selection and application of feats. This section of the document contains most of the monk class’s classic feats, as well as includes several new feats and a handful of old feats that have been revised to be more useful to the ki using monk and its prestige classes. A new type of feat and a new type of sub-feat are presented in this document: the ki feat and the tattoo feat.

Ki feats are special feats that focus on manipulating one’s ki. They require the character to have a ki pool (with the exception of the Ki Pool feat, which grants characters access to a small ki pool) and augment or expand the character’s ability to manipulate ki. Like certain class abilities, ki feats do not count towards nor do they interrupt a ki chain. Using a ki feat simply puts the chain on hold for one round. Each ki feat a character takes grants him one additional point of ki. Some ki feats grant more ki, see feat descriptions for more details.

Tattoo feats are special feats that take the place of the Oriental Adventure’s Tattooed Monk prestige class. Tattoos allow a monk (or other ki warrior) to gain special abilities.

Author's Note: I'm working on making this section more readable. My primary goal is simply to get all of the information onto the forum for people to read and review.


Arrowroot Tattoo [Ki, Tattoo]
You can heal others with the power of one of your tattoos.
Prerequisites: Ki Tattoo
Benefit: By expending 10 ki, a monk can heal a number of damage equal to his monk level times his Wisdom bonus. The monk cannot heal himself with this feat.

Ascetic Hunter [General]
You have gone beyond the bounds of your monastic training to incorporate new modes of bringing the unlawful to justice.
Prerequisites: Improved Unarmed Strike, Favored Enemy
Benefit: When you use an unarmed strike to deliver a stunning attack against a favored enemy, you can add ½ your favored enemy bonus on damage rolls to the DC of your stunning attempt. If you have levels in ranger and monk, those levels stack for the purpose of determining your unarmed strike damage. In addition, you can multiclass freely between the monk and ranger classes. You must still remain lawful and you still face the normal XP penalties for having multiple classes more than one level apart.

Ascetic Knight [General]
You belong to a special order of religious monks that teaches its adherents that self-enlightenment and honorable service grow from the same well of purity.
Prerequisites: Improved Unarmed Strike, Smite Evil ability
Benefit: Your paladin and monk levels stack for the purpose of determining your unarmed strike damage and smite evil damage. In addition, you can multiclass freely between the monk and paladin classes. You must still remain lawful good and you still face the normal XP penalties for having multiple classes more than one level apart.

Ascetic Mage [General]
You practice an unusual martial art that mixes self-taught spellcasting and melee attacks to great effect.
Prerequisites: Improved Unarmed Strike, ability to spontaneously cast 2nd-level arcane spells.
Benefit: As a swift action that doesn’t provoke attacks of opportunity, you can sacrifice one of your daily allotment of spells to add a bonus to your unarmed strike attack and damage rolls for 1 round. The bonus is equal to the level of the spell sacrificed. The spell is lost as if you had cast it. Your levels in sorcerer and monk stack for the purpose of determining your AC bonus. If you would normally be allowed to add your Wisdom bonus to AC, you may instead add your Charisma bonus (if any) to your AC. In addition, you can multiclass freely between the monk and sorcerer classes. You must still remain lawful and you still face the normal XP penalties for having multiple classes more than one level apart.

Ascetic Rogue [General]
You have gone beyond the bounds of your monastic training to incorporate new modes of stealthy combat.
Prerequisites: Improved Unarmed Strike, Sneak Attack
Benefit: When you use an unarmed strike with a sneak attack to deliver a stunning attack, you add 2 to the DC of your stunning attempt. Your monk and rogue levels stack for the purpose of determining your unarmed strike damage. In addition, you can multiclass freely between the monk and rogue classes. You must still remain lawful and you still face the normal XP penalties for having multiple classes more than one level apart.

Ascetic Stalker [General]
You have practiced a secret technique that combines your considerable talents in unarmed combat with a greater understanding of your inner ki.
Prerequisites: Ki Power, Unarmed Strike (magic)
Benefit: Your monk and ninja levels stack for the purpose of determining the size of your ki pool and determining your unarmed strike damage, as well as your Unarmed Strike class feature. In addition, you can multiclass freely between the monk and ninja classes. You must still remain lawful and you still face the normal XP penalties for having multiple classes more than one level apart.

Axiomatic Strike [Ki]
You know the secret mantras that grant you greater understanding of your ki.
Prerequisite: Unarmed Strike (lawful)
Benefit: By expending 10 ki, you can make an attack with a ki weapon against a chaotic opponent that deals an extra 2d6 points of Lawful damage. You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt).

Bamboo Tattoo [Ki, Tattoo]
You can increase your fortitude with the power of your bamboo tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 20 ki, a monk can add the number of tattoo feats he has as an enhancement bonus to his Constitution score. This ability lasts for 1 round per monk class level.

Bat Tattoo [Ki, Tattoo]
You can bolster your nimbleness with the power of your bat tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 20 ki, a monk can add the number of tattoo feats he has as an enhancement bonus to his Dexterity score. This ability lasts for 1 round per monk class level.

Bellflower Tattoo [Ki, Tattoo]
You can increase your force of personality with the power of your bellflower tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 20 ki, a monk can add the number of tattoo feats he has as an enhancement bonus to his Charisma score. This ability lasts for 1 round per monk class level.

Centipede Tattoo [Ki, Tattoo]
You can travel preternaturally quickly with the power of your centipede tattoo.
Prerequisites: Ki Tattoo, 9th level
Benefit: By expending 50 ki, a monk can cast teleport on himself, allowing him to move quickly across the world.

Chameleon Tattoo [Ki, Tattoo]
You can alter your appearance with the power of your chameleon tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 10 ki, a monk can cast alter self upon himself to take on the appearance of any other member of the same race he has encountered. The duration of this ability lasts for one hour per level.

Clever Wrestling [General]
You have a better than normal chance to escape or wriggle free from a big creature’s grapple or pin.
Prerequisite: Small or Medium size, Improved Unarmed Strike
Benefit: When your opponent is larger than Medium, you gain a circumstance bonus on your grapple check to escape from a grapple or pin. Against Large creatures you gain a +2 bonus, against Huge creatures you gain a +4 bonus, against Gargantuan creatures you gain a +6 bonus, and against Colossal creatures you gain a +8 bonus.

Cloud Tattoo [Ki, Tattoo]
You can speak with the spirits of the deceased with your cloud tattoo.
Prerequisites: Ki Tattoo, 9th level
Benefit: By expending 20 ki, a monk can cast speak with dead as the spell. With each use of this feat, the monk can ask no more than one question per level.

Crab Tattoo [Ki, Tattoo]
You gain natural defenses thanks to the power of your crab tattoo.
Prerequisites: Ki Tattoo
Benefit: A monk with this tattoo gains damage reduction equal to 2 per tattoo he possesses. This damage reduction is negated by a weapon with a magical enhancement bonus equal to or better than the monk’s Constitution bonus (if any), by magical attacks, or by energy attacks. Damage reduction can reduce damage to 0, but not below 0.

Crane Tattoo [Ki, Tattoo]
You gain gradual immunity to bodily decay with the power imbued in your crane tattoo.
Prerequisites: Ki Tattoo, 9th level
Benefit: When a monk first gains this feat, he gains immunity to nonmagical disease. When he gains his next tattoo (if any), he acquires immunity to poison as well. Upon gaining his third tattoo, the monk no longer suffers ability penalties for aging, and cannot be magically aged. Bonuses still accrue, and the monk still dies of old age when his time is up.

Crescent Moon Tattoo [Ki, Tattoo]
You can travel to the Ethereal Realm with your crescent moon tattoo.
Prerequisites: Ki Tattoo, 14th level
Benefit: By expending 20 ki, a monk can use ethereal jaunt as a spell-like ability.

Crow Tattoo [Ki, Tattoo]
You can resistance towards evil creatures with the sacred powers of your crow tattoo.
Prerequisites: Ki Tattoo, non-evil alignment
Benefit: By expending 10 ki, a monk gains a +2 resistance bonus on all saving throws against the effects and abilities of evil creatures.

Chrysanthemum Tattoo [Ki, Tattoo]
You heal your wounds under the gentle warmth of the sun.
Prerequisites: Ki Tattoo, 11th level
Benefit: Every hour that a monk with this tattoo spends in the sun, he heals a number of hit points equal to his level. A daylight spell does not provoke this fast healing; the character must be exposed to real sunlight.

Dragon Tattoo [Ki, Tattoo]
You can breathe fire with the power contained within your dragon tattoo.
Prerequisites: Ki Tattoo, 9th level
Benefit: By expending 20 ki, a monk can unleash a 30 ft. cone of draconic fire that deals 2d8 points of fire damage per ki tattoo the monk possesses. A successful Reflex save (DC 10 + monk’s character level + Con modifier) cuts the damage in half. Using a dragon tattoo to breath fire is a standard action.

Dragonfly Tattoo [Ki, Tattoo]
With the powers of your dragonfly tattoo, you can flit about the battlefield evading enemy attacks with unparalleled ease.
Prerequisites: Ki Tattoo
Benefit: By expending 10 ki, a monk gains a dodge bonus to his AC equal to the number of tattoos he possesses. This extraordinary ability lasts for 1 round per level.

Eagle Claw Attack [Ki]
Your superior insight allows you to strike opponents with impressive force.
Prerequisite: Wis 13, Improved Unarmed Strike
Benefit: By expending 5 ki, you can add your Wisdom bonus to the attack and damage rolls of all melee attacks and ki strikes you make for 1 round.

Expanded Ki Pool [Ki]
You know the secret mantras that grant you greater understanding of your ki.
Benefit: You gain 1 additional point of ki for each monk level.
Special: If you have any of the Ascetic feats (see above), your monk levels stack with the feat appropriate class levels for determining your amount of extra ki. For example, a 4th-level monk/2nd-level ninja with this feat and the Ascetic Stalker feat would gain six extra points of ki.

Enduring Ki [Ki]
You can channel inner energy to make your ki powers last longer.
Benefit: By spending extra ki equal to ½ the original ki cost, you can make the effects of a ki feat, class abilities, strike, or finisher last for an additional round. You also gain 5 additional points of ki in your ki pool.

Extra Stunning [General]
You gain extra stunning attacks.
Prerequisite: Stunning Fist, BAB +2
Benefit: You gain the ability to make three extra stunning attacks per day.
Special: You can take this feat multiple times. Its effects stack.

Falcon Tattoo [Ki, Tattoo]
You gain immunity to fear with the power of your falcon tattoo.
Prerequisites: Ki Tattoo
Benefit: You become immune to fear (magical and otherwise). Allies within 10 feet of the monk gain a moral bonus on their saving throws against fear effects. The bonus equals the monk’s Charisma bonus (if any) plus the number of tattoos he possesses.

Full Moon Tattoo [Ki, Tattoo]
You can temporarily increase your luck with the power of your full moon tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 20 ki, you gain a +2 luck bonus on a single attack roll, skill check, or ability check. This tattoo cannot be activated during daylight hours.

Fists of Iron [Ki]
You have learned the secrets of imbuing your unarmed attacks with extra force.
Prerequisite: Improved Unarmed Strike, BAB +2
Benefit: By expending 10 ki, you can deal an extra 1d6 points of damage when you make a successful unarmed attack. You must declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt).

Fist of the Heavens [Exalted]
Your stunning attack is empowered by celestial might.
Prerequisites: Wis 15, Sanctify Ki Strike, Stunning Fist
Benefit: The saving throw of your Stunning Fist increases by 2 when you use it against an evil creature. If the stunning attack succeeds, the creature is staggered for 1 round following the round it is stunned.
Special: A fighter may select Fist of the Heavens as one of his fighter bonus feats.

Flying Kick [General]
You literally leap into battle, dealing devastating damage.
Prerequisite: Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack.
Benefit: When fighting unarmed and using the charge action, you deal an extra 1d12 points of damage with your unarmed attack.
Special: If you have the Leap of the Heavens feat, you can expend 10 ki to add your Jump skill modifier to the amount of damage you deal with an unarmed attack using a charge action.

Hissing Serpent Strike [Ki]
You have trained yourself to use piercing weapons in conjunction with your ki strikes.
Prerequisite: Weapon Proficiency: Piercing Weapon, Weapon Focus: Piercing Weapon
Benefit: Select a piercing weapon with which you are proficient and have applied the effects of the Weapon Focus feat to. You treat the weapon as a ki weapon.
Special: You can take this feat multiple times. Each time you must select a different weapon.

Holy Ki Strike [Exalted]
Your unarmed attacks deal extra damage to evil creatures.
Prerequisites: Cha 15, Improved Unarmed Strike, Sanctify Ki Strike
Benefit: Your unarmed strike deal 2d6 points of extra holy damage to evil creatures. In addition, it is considered holy, which means that it can bypass the damage reduction of some evil outsiders. This does not stack with the extra damage from the Sanctify Ki Strike feat.

Howling Wolf Strike [Ki]
You have trained yourself to use slashing weapons in conjunction with your ki strikes.
Prerequisite: Weapon Proficiency: Slashing Weapon, Weapon Focus: Slashing Weapon
Benefit: Select a slashing weapon with which you are proficient and have applied the effects of the Weapon Focus feat to. You treat the weapon as a ki weapon.
Special: You can take this feat multiple times. Each time you must select a different weapon.

Ki Blast [Ki]
You focus your ki into a ball of energy that you can hurl at an opponent.
Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, BAB +8
Benefit: By expending 20 ki, you may form an orb of pure ki energy in your hand. As a standard action, you may throw the orb up to 60 ft. If you hit your target with a ranged touch attack, you deal 3d6 + Wis modifier points of force damage. If the orb is not thrown by the end of your round, it dissipates.

Ki Pool [Ki]
You gain store a small amount of ki thanks to some specialized training.
Prerequisites: Wis 15, 6th level
Benefit: You gain a small ki pool equal to your character level plus your Wisdom modifier.
Special: You do not need a preexisting ki pool in order to take this feat. In addition, this feat allows you to qualify for several ki feats.

Ki Tattoo [Ki]
You can focus your ki energy through some of the tattoos covering your body.
Prerequisites: Ki Philosophy class feature, 4th level
Benefit: You can safely store 10 extra ki points in your ki pool.
Special: This feat serves as the prerequisite for several other feats, including the Arrowroot Tattoo, Crab Tattoo, Dragonfly Tattoo, and several others.

Kung-Fu Genius [Ki]
You use your intelligence rather than intuition for your training as a monk.
Prerequisite: Int 13
Benefit: You can use your Intelligence modifier in place of your Wisdom modifier for all monk class abilities and Ki feats normally based on Wisdom.
Special: You must take this feat at the same time as your first level of monk.

Leap of the Heavens [General]
Your excellent athletic ability and superior condition allow you to make near-superhuman leaps.
Prerequisite: Jump 4 ranks
Benefit: When making a Jump check, the DC for the check doesn’t double if you fail to move 20 feet in a straight line prior to jumping. If you do move 20 feet in a straight line before attempting to jump, you gain a +5 competence bonus on your check.
Normal: All Jump checks require a 20-foot running start to avoid doubling the DC of the check.

Lion Tattoo [Ki, Tattoo]
You can smite foes with the strength of your lion tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 20 ki, you came smite a single foe, gaining a +4 attack bonus and a damage bonus equal to your monk level. You must declare the smite attempt before using this feat.

Monastic Training [General]
You expand your training to one other class, differentiating yourself from your peers.
Prerequisite: Monk 1st level
Benefit: Pick one class. You may now multiclass in the chosen class and still take levels in monk.
Special: You may take this feat in place of one of your monk bonus feats.

Monkey Tattoo [Ki, Tattoo]
You become increasingly nimble thanks to the powers of you monkey tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 10 ki, you gain a +1 competence bonus per tattoo on all Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Open Lock, Sleight of Hand, and Tumble checks for one hour per monk level.

Mountain Tattoo [Ki, Tattoo]
You gain the strength and durability of the earth and stone with your mountain tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 20 ki, you can take on the immovability of the mountain, gaining phenomenal durability, though you cannot move from the spot where you stand. You gain a +4 bonus to Constitution and Wisdom scores. While activating this tattoo, you cannot use any skills based on Dexterity, including Balance and Tumble, and you cannot use the effects of Weapon Finesse. You become immune to bull rush and trip attacks. This immovable state lasts 1 round per monk level, but can be dismissed early at the monk’s leisure.

Nightingale Tattoo [Ki, Tattoo]
You can heal yourself with the power of one of your tattoos.
Prerequisites: Ki Tattoo
Benefit: By expending 10 ki, a monk can heal a number of damage equal to his monk level plus his Wisdom bonus. The monk cannot heal others with this feat.

Ocean Tattoo [Ki, Tattoo]
You gain the eternal endurance of the rolling sea.
Prerequisites: Ki Tattoo, 13th level
Benefit: You no longer need to eat, sleep, or drink.

Phoenix Tattoo [Ki, Tattoo]
You gain resistance towards magic with the power of your phoenix tattoo.
Prerequisites: Ki Tattoo, 11th level
Benefit: You gain spell resistance equal to your character level + 15. In order for another person to affect you with a spell, they must roll a spellcaster check (1d20 + the spellcaster’s level) and match or overcome your spell resistance with their result.

Pine Tattoo [Ki, Tattoo]
The strength of the ancient pine can suffuse your body with the power of your pine tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 20 ki, you gain the effects of the Endurance and Die Hard feats for one hour per monk level.

Raging Bear Strike [Ki]
You have trained yourself to use bludgeoning weapons in conjunction with your ki strikes.
Prerequisite: Weapon Proficiency: Bludgeoning Weapon, Weapon Focus: Bludgeoning Weapon
Benefit: Select a bludgeoning weapon with which you are proficient and have applied the effects of the Weapon Focus feat to. You treat the weapon as a ki weapon.
Special: You can take this feat multiple times. Each time you must select a different weapon.

Rapid Stunning [General]
You can use your stunning attacks in rapid succession.
Prerequisite: Combat Reflexes, Stunning Fist, BAB +6
Benefit: You may use one additional stunning attack per round.
Normal: You may only attempt a stunning attack once per round.
Special: A fighter may select Rapid Stunning as one of his fighter bonus feats. You can take this feat multiple times. Its effects stack.

Roundabout Kick [General]
You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.
Prerequisite: Str 15, Improved Unarmed Strike, Power Attack
Benefit: If you score a critical hit on an unarmed attack, you can immediately make an additional unarmed attack against the same opponent, using the same attack bonus that you used for the critical hit roll.

Sanctify Ki Strike [Exalted]
Sacred power suffuses your unarmed strikes.
Prerequisites: Cha 15, Improved Unarmed Strike, Unarmed Strike (lawful)
Benefit: Your unarmed strikes deal 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, they are considered good-aligned for purposes of overcoming damage reduction.

Scorpion Tattoo [Ki, Tattoo]
You can force your opponent to attack you in ways they normally would not utilize thanks to your scorpion tattoo.
Prerequisites: Ki Tattoo
Benefit: As an immediate action, you may expend 20 ki to force an attacking opponent to use her lowest ability score modifier instead of her Strength or Dexterity score modifier when making any attack roll against you for one round. You may not use this ability against the same target more than once per encounter.

Spider Tattoo [Ki, Tattoo]
You gain the ability to poison your foes with the power of your spider tattoo.
Prerequisites: Ki Tattoo, 7th level
Benefit: Your can poison foes with a touch attack or unarmed attack. The poison’s save DC is 10 + ½ your monk level + your Constitution modifier. The initial and secondary damage of the poison is 1 point of temporary Constitution damage. You can suppress this poison for 1 hour by concentrating for a full round and making a successful Will save (DC 20).

Stunning Fist [General]
You know when and who to strike opponents in vulnerable areas to achieve maximum results.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, BAB +8
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st, 2nd, 6th, or 10th level, even if he does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats.

Sun Tattoo [Ki, Tattoo]
You can temporarily increase your luck with the power of your sun tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 20 ki, you gain a +2 luck bonus on a single attack roll, skill check, or ability check. This tattoo can only be activated during daylight hours.

Throat Punch [Ambush]
By making a precise punch to the throat, you can render a target unable to speak effectively.
Prerequisite: Improved Unarmed Strike, Sneak Attack +3d6
Benefit: Your successful sneak attack delivered with an unarmed strike temporarily hinders the target’s ability to speak. For the next 3 rounds, the target takes a -5 penalty on any skill check requiring speech (Bluff, Diplomacy, Intimidate, etc.) and has a 50% chance of failure when casting a spell with a verbal component, activating a magic item with a command word, or using bardic music involving singing or speaking. Multiple uses of this feat don’t increase the duration beyond 3 rounds.
Special: You must be able to reach your foe’s neck to use this feat.

Tiger Tattoo [Ki, Tattoo]
You can increased your ki combat capabilities with your tiger tattoo’s power.
Prerequisites: Ki Tattoo; Improved Unarmed Strike or proficiency with at least one ki weapon
Benefit: By expending 20 ki, you gain a +1 bonus on all attack rolls and +1d6 points of damage with all ki weapons with which you are proficient. This effect lasts for 1 round per monk level.

Tortoise Tattoo [Ki, Tattoo]
You can use skills normally unavailable to you with the power of your tortoise tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 20 ki, you can use your monk level as the number of ranks in a skill you do not possess for the purpose of one skill check, even an exclusive skill for another class. Add your ability modifier to the skill check roll as usual.

Unicorn Tattoo [Ki, Tattoo]
You can alter your fortune with the mystical power of your unicorn tattoo.
Prerequisites: Ki Tattoo
Benefit: By expending 20 ki, you can reroll one roll you have just made. You must take the result of the second roll, even if it is worse than the original roll.

Vile Ki Strike [Vile]
You can focus evil power into your unarmed strikes.
Prerequisites: Cha 15, Improved Unarmed Strike, Evil Alignment
Benefit: Each time you deal damage with your unarmed strike, you deal 1 additional point of vile damage.

Wasp Tattoo [Ki, Tattoo]
You can temporarily increase your speed with the power of your wasp tattoo.
Prerequisites: Ki Tattoo, 7th level
Benefit: By expending 10 ki, you can cast haste upon yourself. The haste effect lasts for a number of rounds equal to your Wisdom modifier.

Water Splitting Stone [Ki]
By infusing your attacks with extra ki energy, you can ignore a target’s resistance towards damage.
Prerequisite: Dex 13, Wis 13, BAB +9, Improved Unarmed Strike
Benefit: By expending 10 ki, you can ignore any damage reduction and critical hit immunity your target may have for 1 round when attacking with a ki weapon.

White Mask Tattoo [Ki, Tattoo]
You can hide from magical detection with the power of your mask tattoo.
Prerequisites: Ki Tattoo, 7th level
Benefit: You gain immunity to detect thoughts, detect lies, and any attempt to magically discern your alignment. You also gain a +5 bonus on all Bluff checks.

Zen Archery [Ki]
Your intuition guides your hand when you use a ranged weapon.
Prerequisite: Wis 13, Martial Weapon Proficiency: Longbow or Short Bow, BAB +1
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll. Furthermore, you treat longbows and short bows (regular and composite) as ki weapons, provided you are proficient with them.

That's most of the information. Sorry for not posting everything right away in a reader-friendly format, but I wanted the first three posts to be uninterrupted information about the project.



Your table's screwed up.

That was a copy/paste error on my part. I fixed it. Thank you for pointing it out.

I'm currently working on making the tables for the prestige classes.

gkathellar
2011-10-09, 08:10 PM
... why are you keeping the lawful alignment restriction?

I'm still seeing an awful lot of MAD on a quick skim, but I'm probably missing something.

tempestman
2011-10-09, 08:44 PM
... why are you keeping the lawful alignment restriction?

I'm still seeing an awful lot of MAD on a quick skim, but I'm probably missing something.

With the new ki system we need to create some limits, alignment being one of them. That and I've always liked the monk's lawful requirement for some reason...

Anyway, I'll finish posting the prestige class information tomorrow. Thanks for your (presumed) patience.

T.G. Oskar
2011-10-09, 09:13 PM
First things first: I see what you did there (http://ddowiki.com/page/Monk); good sir.

Thing is, it needs a better translation. Specifically, the ki mechanic.

Remember, for starters, that DDO is meant to be a more dynamic game than D&D. D&D is divided into turns, while in DDO the action is fluid; thus, the way ki would be generated would be far slower. A monk would only attack once per round, so between 1st level and 5th level would be essentially 1 ki per attack, and if most battles last around 4 rounds (to be conservative), the monk would require to deal two or three attacks per round to actually land a finishing move in the same combat. Fire and Wind have ways to bypass that, but what about Earth and Water monks, which don't have the same bonus? And, even with full BAB, they might be missing some of those attacks, so they might not be generating enough ki. You'd need to switch stances far too much, which can be a bit confusing and demanding on those first few levels.

Then, some of the abilities. Consider that stuff like Weakening Touch and Freezing the Lifeblood are ways in which DDO implements the new mechanic without adding those feats, considering that Stunning Fist works by using their ki mechanic.

Also, I see a few things missing. Where are the animal paths? Those add a further, interesting degree of customization to the character, although they are quite incomplete. Clever Monkey, for example, adds not just trap sense (which is decent for a scout), but also inherent energy resistance, which is formidable for a character that lacks such benefits; likewise, Patient Tortoise makes the Monk an incredible meatshield, coupled with Earth stance. Then there's Shining Star to make enemies dance (as with Otto's Irresistible Dance) with your strikes. Remember that you're basically taking a translation of the D&D monk into an MMO, and then taking some of the changes and re-translating them into PnP; stuff such as Flurry of Blows is missing, which is dealt with on DDO in a very interesting way (giving full BAB if you're attacking with unarmed strikes or special monk weapons).

There's quite a lot more, but I can say that it requires a better translation, and using a bit more of the PnP mechanics, rather than keeping it true to the MMO mechanics which demand a faster method of play.

tempestman
2011-10-10, 11:47 AM
First things first: I see what you did there (http://ddowiki.com/page/Monk); good sir.

Thing is, it needs a better translation. Specifically, the ki mechanic... There's quite a lot more, but I can say that it requires a better translation, and using a bit more of the PnP mechanics, rather than keeping it true to the MMO mechanics which demand a faster method of play.

Yes, it's based off of DDO's monk. My partner and I are/were avid DDO players (I've lost most of my interest in it) and he found the monk class to be one of the most enjoyable classes to play in the game. I've been wanting to do a monk fix for quite some time, and when he approached me with this idea, I hopped on board.

Anyway, the system isn't perfect, that's why we're doing playtesting after all. And coming to GitP to get feedback based on what people see and possibly experience if they give the new monk a test run.

The Ki System is probably going to be reworked into something more along the lines of psionic power points or Unearthed Arcana's Spell Point system since it isn't very useful at lower levels unless the DM throws hordes of monsters at you (in which case you'll probably die). The idea that I'm working on involves having a set amount of ki each day that you can replenish by either landing critical hits or defeating an opponent and meditating (which will have limited uses per day). I'd also remove the 3 rounds to perform a finisher rule so that a monk could hold on to some ki energy and perform a finishing move at any time of the day once he performed the three strikes leading up to it.

I advocated Stunning Fist being incorporated into the new ki system, but my friend wanted it to remain as it is in PnP D&D so that in case a monk runs out of ki he still has something to fall back on. I suppose it makes sense, although it will result in having a variety of different kinds of ability costs (per day, ki points, etc.).

The animal paths are missing because we can't incorporate every little thing that DDO has into PnP, especially with DDO's use of Action Points, which in PnP are very, very different. Some parts of the animal paths are covered by prestige classes. For instance, Shinobi have the ability to disarm traps, although they may not actually have trap sense. Meanwhile, the sohei has a d12 hit die and several abilities designed to help it defend allies on the battlefield and serve as a tank (shield other, mettle, roaring tiger stance).

There was little reason to keep Flurry of Blows in this revised monk class/system with the addition of full BAB and the way we're having Wind Stance work.

Also, everything has been posted now, just awaiting critiques and criticisms.

crusaderjim
2011-10-10, 11:57 AM
I'd decrease the HD to a d8 to match the ranger, since the monk is more akin to a ranger than a fighter anyway (at least in my opinion), and I agree with Oskar that you need to get away from DDO and go more into PnP. The static ki pool idea you mentioned would probably go a long way to help this variant work at lower levels.

For finishing moves I suggest letting the monk take as much time performing the 3 prerequisite strikes as he needs (no 3 turn limit), but then he has to perform the finishing at least 3 rounds after the last strike (like how an assassin needs to make his death attack within 3 rounds or he loses it). Obviously he won't lose the ki if he doesn't perform the attack.

Just a suggestion. I'll start looking into the prestige classes now that they've been updated.

crusaderjim
2011-10-11, 10:49 AM
Looking over the prestige classes I have a few things to say.

1) First thing is in your favor: I like how each of the classes is based off of a different concept, allowing the monk to undergo multiple roles depending on how it prestiges.

A "ki wizard" just has to take levels in Henshin Mystic to gain all kinds of extra strikes and ki generation abilities.
A skill-monkey/scout monk can take levels in shinobi and gain more skill points per level and the ability to deal extra damage without resorting to using ki.
A holy warrior/undead killer can take some levels in shintao and gain bonuses against all sorts of commonly fought monsters. If I were you, consider adding some auras to the shintao that help bolster the party (aura of courage and aura of warding come to mind).
A tank monk can take some levels in sohei to gain access to the best hit die and some improvements to his preexisting stances (which I think was a cool idea rather than just making new stances and forcing monks to chose between them).


2) While the prestige classes' different directions are good, I don't think they're very well balanced. The shinobi and the sohei will be dealing consistently more damage than the henshin or shintao thanks to sudden strike and ki frenzy.

Of course the shinobi will constantly have to spend ki to turn invisible or otherwise find ways to catch opponents off guard, so maybe it's not so bad. That and the shinobi doesn't get any ki progression outside of odd levels (unlike the shintao, henshin, and sohei).

But that still leaves the sohei. I'm not sure just how many attacks per round you can get with a frenzied sohei, but I'm sure it's a lot. Especially if you combine it with the Wind Stance. Now I'm a fan of extra attacks (and I think a raging barbarian should get them too), I think you should tone it back and only have them start popping up around BAB 12, which would just about cut the amount of extra strikes you get in half.

3) This one is kinda just a nitpicky thing, but having Survival as a class skill for the prestige classes doesn't make a whole lot of sense to me. I can maybe understand having it for the shinobi (since they're assassins and therefore have to be able to track down targets) but that's pretty much it. And for the shintao I'd reconsider the skill prerequisite and change it from knowledge (religion) to knowledge (the planes) or split it between the two (5 religion, 5 planes).

4) This is technically a review for the monk class, but I really like what you did with abundant step. Allowing the monk to move as a swift action still allows him to make full-round attacks, which is great. One of the biggest flaws with the monk class was how it was stressed to be a mobile fighter, but couldn't actually use its mobility to its fullest extend due to D&D's combat rules.

5) I agree with Oskar and think you should incorporate Stunning Fist into the ki system. Again, not a prestige class review, but hey.

6) Go with a static ki pool. DDO's "active" ki pool really only fits the active and fast-paced style of the game (which I've played a bit). The monk works really well as a fighting-game style class with combos and finishing moves and the ki system in the game works for that. I can see the combos and finishing moves working really well with this system, but your current ki system has got to go.

Other than that, this looks pretty good. I might have to give it a whirl.

Edit: You need to convert the Drunken Master Prestige class into your system. A 5th prestige class would be great, and nothing would be better than the Drunken Master, in my opinion.

tempestman
2011-10-11, 11:08 AM
But that still leaves the sohei. I'm not sure just how many attacks per round you can get with a frenzied sohei, but I'm sure it's a lot. Especially if you combine it with the Wind Stance. Now I'm a fan of extra attacks (and I think a raging barbarian should get them too), I think you should tone it back and only have them start popping up around BAB 12, which would just about cut the amount of extra strikes you get in half.

Um... I think when we did some playtesting my Lv 10 Monk/5 Sohei that specialized in Wind Stance managed to get upwards of 13 attacks in a round while under the effects of a ki frenzy and with a haste weapon. It was quite a lot, but most of the attacks ended up missing due to poor rolls and the low bonuses on most of the extra strikes. But still, that is a lot of extra attacks and I'm probably going to take your frenzy nerf into consideration.


Edit: You need to convert the Drunken Master Prestige class into your system. A 5th prestige class would be great, and nothing would be better than the Drunken Master, in my opinion.

We'll probably start thinking of more prestige classes before long. Between you and me, Drunken Master was one that I really wanted to make, but got overlooked by the four we've already made. Coming up with unique strikes and stances is going to be hard, although I have a few ideas already.

ElbionTosscoble
2011-10-11, 10:32 PM
First, some bagging from your old friend.

You stated you were/are avid DDO players. Really? Your last log was like 3 weeks ago. And once again you cant just take what works on a computer and stick it onto a turn system. It just dosent work like that.

Now some actual critisim...

3/4 Bab is not needed. In this style they are a melee and should have the Bab of such. But the d10 is a bit much. The original d8 is a better idea I think. A well bulit Fist and Foot should have the AC to cover up 1 hp per lvl less than a Ftr or Paly. Several strikes exist (perhaps a bit obscure) under the same names so that could be confuzing for new players to have 2 attacks under the same name. And Touch of Death should be either scaled with lvl, like an extra 1d4-6 per lvl or two of monk. Or should be gotten at a later lvl. 200 dmg at lvl 9 is dumb.

Random note just for tempestman

Ivena blew you by. Lvl 18 now

tempestman
2011-10-12, 07:38 AM
First, some bagging from your old friend.

You stated you were/are avid DDO players. Really? Your last log was like 3 weeks ago. And once again you cant just take what works on a computer and stick it onto a turn system. It just dosent work like that.

Now some actual critisim...

3/4 Bab is not needed. In this style they are a melee and should have the Bab of such. But the d10 is a bit much. The original d8 is a better idea I think. A well bulit Fist and Foot should have the AC to cover up 1 hp per lvl less than a Ftr or Paly. Several strikes exist (perhaps a bit obscure) under the same names so that could be confuzing for new players to have 2 attacks under the same name. And Touch of Death should be either scaled with lvl, like an extra 1d4-6 per lvl or two of monk. Or should be gotten at a later lvl. 200 dmg at lvl 9 is dumb.

Random note just for tempestman

Ivena blew you by. Lvl 18 now

I think we've all more or less agreed that a d8 is more appropriate than a d10 for Hit Dice, so that change will be made. As for the translating a video game into a table top turn-based system, it's impossible to do without losing some video game elements, which we're going to have to drop anyway.

We're currently thinking of a new ki pool mechanic. It'll be static (in that you start the day with X amount of ki and there's no "safe threshold" of ki you can store, no ki decay, and you don't recover ki with every attack you make). Instead, we're thinking that you gain ki every time you confirm a critical hit, drop an opponent into the negatives, and meditate. We still have to determine how much ki you'd get back (maybe 5 points? Or an amount based on your Wisdom bonus) and the meditate mechanics might be changed as well.

ElbionTosscoble
2011-10-12, 08:43 AM
We're currently thinking of a new ki pool mechanic. It'll be static (in that you start the day with X amount of ki and there's no "safe threshold" of ki you can store, no ki decay, and you don't recover ki with every attack you make). Instead, we're thinking that you gain ki every time you confirm a critical hit, drop an opponent into the negatives, and meditate. We still have to determine how much ki you'd get back (maybe 5 points? Or an amount based on your Wisdom bonus) and the meditate mechanics might be changed as well.

Id say you get your monk lvl + 2x your wis mod or something. But that sounds like a much better system. But obviously still needs to be fine tuned.

tempestman
2011-10-12, 06:26 PM
For the new ki pool system will probably start out with 30 + Wis modifier for level 1 and 10 + Wisdom modifier for extra ki at each level after first.

ElbionTosscoble
2011-10-12, 08:09 PM
For the new ki pool system will probably start out with 30 + Wis modifier for level 1 and 10 + Wisdom modifier for extra ki at each level after first.

Eh, that makes more sense.

crusaderjim
2011-10-12, 09:23 PM
For the new ki pool system will probably start out with 30 + Wis modifier for level 1 and 10 + Wisdom modifier for extra ki at each level after first.

I suggest going with this system as well. As far as getting ki back, I think you should stick with critical hits only, but get more than 1 point back at a time. Wisdom bonus works, but that makes it seem like we're using Wisdom for too many things.

Perhaps instead of using Wisdom to gain ki each level, use Concentration first. With your retention system potentially out the window, the Concentration isn't as useful as it was before. So perhaps you could go with 30 + Concentration modifier at 1st level and 5 + Concentration modifier at each level after that (5 rather than 10 since higher levels will likely result in Concentration modifiers in the teens). Just a thought.

I wish more people would give their input, but I suppose people will look at what they want to look at.

ElbionTosscoble
2011-10-13, 10:02 PM
I suggest going with this system as well. As far as getting ki back, I think you should stick with critical hits only, but get more than 1 point back at a time. Wisdom bonus works, but that makes it seem like we're using Wisdom for too many things.

Perhaps instead of using Wisdom to gain ki each level, use Concentration first. With your retention system potentially out the window, the Concentration isn't as useful as it was before. So perhaps you could go with 30 + Concentration modifier at 1st level and 5 + Concentration modifier at each level after that (5 rather than 10 since higher levels will likely result in Concentration modifiers in the teens). Just a thought.

I wish more people would give their input, but I suppose people will look at what they want to look at.

Yeah, needs more concentration love. Especially if your sticking with the DDO style

tempestman
2011-10-14, 05:48 PM
I'll have to take that into consideration.

ElbionTosscoble
2011-10-15, 12:23 AM
I'll have to take that into consideration.

While you think about that think about also changing the names of some of the strikes. Because several are in other books, different abilities, same names. I think the tier 1s are somewhere.

tempestman
2011-10-15, 12:13 PM
While you think about that think about also changing the names of some of the strikes. Because several are in other books, different abilities, same names. I think the tier 1s are somewhere.

Eventually, but that's the last thing I'm concerned about right now. For now I'm trying to work on balancing the mechanics out.

Kamai
2011-10-15, 12:30 PM
I suggest going with this system as well. As far as getting ki back, I think you should stick with critical hits only, but get more than 1 point back at a time. Wisdom bonus works, but that makes it seem like we're using Wisdom for too many things.

Perhaps instead of using Wisdom to gain ki each level, use Concentration first. With your retention system potentially out the window, the Concentration isn't as useful as it was before. So perhaps you could go with 30 + Concentration modifier at 1st level and 5 + Concentration modifier at each level after that (5 rather than 10 since higher levels will likely result in Concentration modifiers in the teens). Just a thought.

I wish more people would give their input, but I suppose people will look at what they want to look at.

This seems like a very interesting idea. I haven't really analyzed the whole class yet, but the idea of going with a concentration modifier set off some red flags. Basically, in 3.5, skill optimization is relatively easy, and hitting +30 or 40 at mid levels could cause some issues. Balancing for someone hitting this might cause a lot of problems like the Truenamer. 30+concentration ranks at 1st, and 10+concentration ranks at each level after should do the trick.

Edit 1: What would this monk be getting out of Sun stance over lesser sun stance? It looks like there's just a penalty to hold on to ki.

tempestman
2011-10-16, 09:45 AM
This seems like a very interesting idea. I haven't really analyzed the whole class yet, but the idea of going with a concentration modifier set off some red flags. Basically, in 3.5, skill optimization is relatively easy, and hitting +30 or 40 at mid levels could cause some issues. Balancing for someone hitting this might cause a lot of problems like the Truenamer. 30+concentration ranks at 1st, and 10+concentration ranks at each level after should do the trick.

Edit 1: What would this monk be getting out of Sun stance over lesser sun stance? It looks like there's just a penalty to hold on to ki.

I'll probably go with a system similar to what you suggest.

As for the Sun Stances, the wording is just really confusing. If my friend would ever get back to me he could explain it, but he's busy with school athletics and classes. The Sun Stances will be altered to fit the new ki pool anyway (probably increasing your maximum ki pool by 10 at Sun, 20 at Greater, and 30 at Grandmaster).

So to answer your question, the Sun Stance is an improvement over Lesser, but I can't remember how he explained it to me. I worked primarily on the feats, shinobi, and sohei (as well as a few henshin mystic strikes).

tempestman
2011-10-18, 08:11 AM
Lesser Sun Stance: While in this stance, the monk gains a +2 perfection bonus to Strength and a -2 penalty to Wisdom. In addition, the monk produces double ki with each damaging attack and increases his maximum ki pool amount by 5.

Sun Stance: Starting at 7th level, a monk gains a +2 perfection bonus to Strength and a -2 penalty to Wisdom while in this stance. In addition, the monk produces double ki with each damaging attack and increases his maximum ki pool amount by 10. This stance replaces the Lesser Sun Stance.

Greater Sun Stance: Starting at 13th level, a monk gains a +3 perfection bonus to Strength and a -2 penalty to Wisdom while in this stance. In addition, the monk produces double ki with each damaging attack, is able to expend ki on one additional attack each round, and increases his maximum ki pool amount by 15. This stance replaces the Sun Stance.

Grandmaster Sun Stance: Starting at 19th level, a monk gains a +4 perfection bonus to Strength and a -2 penalty to Wisdom while in this stance. In addition, the monk produces double ki with each damaging attack, is able to expend ki on one additional attack each round, can produce ki on strikes that expend ki, and increases his maximum ki pool amount by 20. This stance replaces the Sun Stance.

The Sun Stance also made me realize that it'd be better to use the monk's concentration modifier to determine his ki pool since it lowers Wisdom. That means switching in and out of Sun Stances (and Ocean Stances for that matter) would require altering the charcter's ki pool constantly.

Of course Concentration is based off of Constitution, but the amount lost or gained from switching stances won't be as impacting, so I guess it's okay. Still working out kinks in the system.

tempestman
2011-10-20, 03:41 PM
I'm also considering replacing the Storm Stance's Jump check bonus with some form of concealment (10%, 15%, 20%, 25%?). It would probably be less gamebreaking than the incredibly high Jump bonuses that the monks have right now. Would avoid situations where walls and obstacles are supposed to stop the party.

crusaderjim
2011-10-20, 04:09 PM
This seems like a very interesting idea. I haven't really analyzed the whole class yet, but the idea of going with a concentration modifier set off some red flags. Basically, in 3.5, skill optimization is relatively easy, and hitting +30 or 40 at mid levels could cause some issues. Balancing for someone hitting this might cause a lot of problems like the Truenamer. 30+concentration ranks at 1st, and 10+concentration ranks at each level after should do the trick.

Edit 1: What would this monk be getting out of Sun stance over lesser sun stance? It looks like there's just a penalty to hold on to ki.

Could limit it to ranks in the skill rather than the modifier itself. My memory's a little fuzzy, are there any skills that have synergy with Concentration?

ElbionTosscoble
2011-10-20, 07:33 PM
I'm also considering replacing the Storm Stance's Jump check bonus with some form of concealment (10%, 15%, 20%, 25%?). It would probably be less gamebreaking than the incredibly high Jump bonuses that the monks have right now. Would avoid situations where walls and obstacles are supposed to stop the party.

I think maybe 5% 10% 15% 20% might be better. And if should be uses? Because a lvl 1 monk running around with a perma 10% miss would be a bit unbalanced I think. I think a number of uses but they can choose to use or not after the attack roll has been decided.

tempestman
2011-10-21, 08:08 AM
I wouldn't make it a per day ability. Either permanent (since every other stance has permanent abilities) or if anything, as long as the monk has ki in his/her ki pool.

ElbionTosscoble
2011-10-23, 02:51 PM
I wouldn't make it a per day ability. Either permanent (since every other stance has permanent abilities) or if anything, as long as the monk has ki in his/her ki pool.

Ki remaining makes sense to me

tempestman
2011-10-24, 07:53 PM
Ki remaining makes sense to me

But I suspect all stances require the monk to have some ki in order to maintain. Which wouldn't necessarily be a bad thing.

ElbionTosscoble
2011-10-24, 10:37 PM
But I suspect all stances require the monk to have some ki in order to maintain. Which wouldn't necessarily be a bad thing.

Maybe upper tier stances require that, but tier 1 stance dosent require ki remaning. I think that not being in stance would be dumb, buecause stances is a big part of monk in this style

tempestman
2011-10-25, 09:55 AM
I'm looking over the monk and ninja classes from Pathfinder (as well as some random classes from 3.5) and I'm starting to think that it might be better to simplify the ki system further, making the amount of ki in a ki pool smaller and the ki costs cheaper for abilities, but that would result in the combo system being removed, which was sort of the whole point.

Hmm...

tempestman
2011-10-25, 07:05 PM
Here's a potential simplification of the monk. It keeps the stances while also (more or less) keeping the elemental strikes. Makes the ki system more in line with the Ninja from Complete Adventurer.

I reduced the BAB to 3/4, but when a monk is using monk weapons and/or his fists and makes a full attack he gains full BAB (as a fighter) thanks to Flurry of Blows. I dropped the Hit Die to a d8 as well, since d10s are more the fighter and paladin's thing (heavier armored warriors and all). To offset this, Diamond Body adds Wisdom to HP and Purity of Body covers its old effect by applying immunities to poisons and diseases.

Quivering Palm was reintroduced as a negative energy/death attack and and Ki Projection allows monks to go a little DBZ and throw energy balls at their enemies (medium-range attack to increase versatility).

Game Rule Information

Abilities: Wisdom powers many of the monk’s special abilities, and is important for a successful monk. Dexterity provides the unarmored monk with a better defense and bonuses to many class skills. Strength helps a monk’s unarmed combat ability. Constitution increases a monk's survivability by supplying him with additional hit points.

Alignment: Any lawful

Hit Die: d8

Starting Gold: 5d4 x 5 (60 gp, 25 sp)

Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int Modifier) x 4

Skill Points at Each Additional Level: 4 + Int Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Strike |AC Bonus|Speed Bonus

1st|
+0|
+2|
+2|
+2|Bonus Feat, Flurry of Blows, Unarmed Strike|1d6|+0|+0 ft.

2nd|
+1|
+3|
+3|
+3|Bonus Feat, Evasion, Ki Pool, Ki Stances|1d6|+0|+0 ft.

3rd|
+2|
+3|
+3|
+3|Discipline, Fast Movement|1d6|+0|+10 ft.

4th|
+3|
+4|
+4|
+4|Ki Strike (magic), Slow Fall (20 ft.)|1d8|+0|+10 ft.

5th|
+3|
+4|
+4|
+4|Purity of Body|1d8|+1|+10 ft.

6th|
+4|
+5|
+5|
+5|Bonus Feat, Slow Fall (30 ft.)|1d8|+1|+20 ft.

7th|
+5|
+5|
+5|
+5|Wholeness of Body|1d8|+1|+20 ft.

8th|
+6/+1|
+6|
+6|
+6|Improved Ki Stances, Slow Fall (40 ft.)|1d10|+1|+20 ft.

9th|
+6/+1|
+6|
+6|
+6|Improved Evasion|1d10|+1|+30 ft.

10th|
+7/+2|
+7|
+7|
+7|Ki Strike (lawful), Slow Fall (50 ft.)|1d10|+2|+30 ft.

11th|
+8/+3|
+7|
+7|
+7|Diamond Body|1d10|+2|+30 ft.

12th|
+9/+4|
+8|
+8|
+8|Abundant Step, Slow Fall (60 ft.)|2d6|+2|+40 ft.

13th|
+9/+4|
+8|
+8|
+8|Diamond Soul|2d6|+2|+40 ft.

14th|
+10/+5|
+9|
+9|
+9|Greater Ki Stances, Slow Fall (70 ft.)|2d6|+2|+40 ft.

15th|
+11/+6/+1|
+9|
+9|
+9|Ki Projection, Quivering Palm|2d6|+3|+50 ft.

16th|
+12/+7/+2|
+10|
+10|
+10|Ki Strike (adamantine), Slow Fall (80 ft.)|2d8|+3|+50 ft.

17th|
+12/+7/+2|
+10|
+10|
+10|Timeless Body|2d8|+3|+50 ft.

18th|
+13/+8/+3|
+11|
+11|
+11|Slow Fall (90 ft.)|2d8|+3|+60 ft.

19th|
+14/+9/+4|
+11|
+11|
+11|Empty Body|2d8|+3|+60 ft.

20th|
+15/+10/+5|
+12|
+12|
+12|Enlightened Self, Master Ki Stances, Slow Fall (Any Distance)|2d10|+4|+60 ft.[/table]

Class Features: All of the following are class features of the monk class.

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, hand axe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields, and if a monk carries a shield or wears armor he becomes uncentered, losing his AC bonus, fast movement abilities, and ability to access his ki pool.

AC Bonus (Ex): A monk is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks. When unarmed and unencumbered, the monk 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.

Flurry of Blows (Ex): While centered (unarmored, unencumbered, and having at least 1 point of ki in his ki pool), a monk increases his Base Attack Bonus to equal his monk level (as if he was a fighter) when attacking with an unarmed strike or a ki weapon.

Ki weapons include the kama, nunchaku, quarterstaff, sai, shuriken, and siangham.

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

Usually a monk’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.

Bonus Feat: At 1st, 2nd, and 6th levels, a monk may select one of the following feats as bonus feats: Combat Expertise, Combat Reflexes, Deflect Arrows, Improved Disarmed, Improved Grapple, Improved Initiative, Stunning Fist, or Weapon Finesse. A monk does not need to meet the prerequisites normally required for these feats to select them.

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

Ki Pool (Su): At 2nd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the monk’s ki pool is equal to his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, the monk’s unarmed attacks can be treated as magic weapons to overcome damage reduction (see ki strikes below for more details).

By spending 1 point from his ki pool, a monk can make one additional attack his highest attack bonus, but he can do so only when making a full attack. In addition, he can spend one point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk can gain additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the monk possesses levels in another class that grant points to a ki pool, monk levels stack with the levels of that class to determine the total number of ki points in the combined pool.

Ki Stances (Ex): At 2nd level, a monk is taught the four elemental stances. Each stance grants the monk bonuses to certain attributes and special abilities. A monk must be centered and have at least 1 ki point in his ki pool in order to assume a stance. Entering a stance is a swift action and dismissing a stance is a free action. Assuming and dismissing a stance does not provoke attacks of opportunity.

Every six levels after 2nd (8th, 14th, and 20th levels), a monk learns more about each of his stances, improving them in many ways. The improved version of the stances replace the older versions of the stances, and the monk may never again assume a lower level stance.

Monks can assume any of the following stances, provided he is of sufficient level:

Lesser Sun Stance: While in this stance, the monk gains a +2 perfection bonus to Strength and a -2 penalty to Wisdom. Whenever the monk confirms a critical hit or drops an opponent to 0 or fewer hit points he regains 1 point of ki. The monk can spend 1 point of ki as a free action to deal an additional 1d6 points of fire damage with one attack.

Sun Stance: Starting at 8th level, a monk gains a +2 perfection bonus to Strength and a -2 penalty to Wisdom while in this stance. Whenever the monk confirms a critical hit or drops an opponent to 0 or fewer hit points he regains 2 points of ki. The monk can spend 1 point of ki as a free action to deal an additional 2d6 points of fire damage with one attack. This stance replaces the Lesser Sun Stance.

Greater Sun Stance: Starting at 14th level, a monk gains a +3 perfection bonus to Strength and a -2 penalty to Wisdom while in this stance. Whenever the monk confirms a critical hit or drops an opponent to 0 or fewer hits points he regains 3 points of ki. The monk can spend 1 point of ki as a free action to deal an additional 2d6 points of damage with one attack and an extra 1d10 points of fire damage on a successful critical hit. This stance replaces the Sun Stance.

Master Sun Stance: At 20th level, a monk gains a +4 perfection bonus to Strength and a -2 penalty to Wisdom while in this stance. Whenever the monk confirms a critical hit or drops an opponent to 0 or fewer hits points he regains 4 points of ki. The monk can spend 1 point of ki as a free action to deal an additional 3d6 points of damage with one attack and an extra 2d10 points of fire damage on a successful critical hit. This stance replaces the Greater Sun Stance.

Lesser Storm Stance: While in this stance, a monk gains a +2 perfection bonus to Dexterity and a -2 penalty to Constitution. A monk can make one additional attack with a -4 penalty when making a full attack and gains 5% concealment. The monk can spend 1 point of ki as a free action to deal an additional 1d6 points of electricity damage with one attack.

Storm Stance: Starting at 8th level, a monk gains a +2 perfection to Dexterity and a -2 penalty to Constitution while in this stance. A monk can make two additional attacks with a -4 penalty when making a full attack and gains 10% concealment. The monk can spend 1 point of ki as a free action to deal an additional 2d6 points of electricity damage with one attack. The monk can spend 1 point of ki as a free action to deal an additional 1d6 points of electricity damage with one attack. This stance replaces the Lesser Storm Stance.

Greater Storm Stance: Starting at 14th level, a monk gains a +3 perfection bonus to Dexterity and a -2 penalty to Constitution while in this stance. A monk can make three additional attacks, the first two with a -2 penalty and the last one with a -4 penalty, when making a full attack and gains 15% concealment. The monk can spend 1 point of ki as a free action to deal an additional 2d6 points of electricity damage with one attack and an extra 1d10 points of electricity damage on a successful critical hit. This stance replaces the Storm Stance.

Master Storm Stance: At 20th level, a monk gains a +4 perfection bonus to Dexterity and a -2 penalty to Constitution while in this stance. A monk can make four additional attacks, the first two with a -2 penalty and the last two with a -4 penalty, when making a full attack and gains 20% concealment. The monk can spend 1 point of ki as a free action to deal an additional 3d6 points of electricity damage with one attack and an extra 2d10 points of electricity damage on a successful critical hit. This stance replaces the Greater Storm Stance.

Lesser Mountain Stance: While in this stance, the monk gains a +2 perfection bonus to Constitution and a -2 penalty to Dexterity. The monk gains DR 1/adamantine and a +2 bonus on ability checks to resist being bull rushed or tripped. The monk can spend 1 point of ki as a free action to deal an additional 1d6 points of acid damage with one attack.

Mountain Stance: Starting at 8th level, the monk gains a +2 perfection bonus to Constitution and a -2 penalty to Dexterity while in this stance. The monk gains DR 5/adamantine and a +4 bonus on ability checks to resist being bull rushed or tripped. The monk can spend 1 point of ki as a free action to deal an additional 2d6 points of acid damage with one attack. This stance replaces the Lesser Mountain Stance.

Greater Mountain Stance: Starting at 14th level, the monk gains a +3 perfection bonus to Constitution and a -2 penalty to Dexterity while in this stance. The monk gains DR 10/adamantine and a +6 bonus on ability checks to resist being bull rushed or tripped. The monk can spend 1 point of ki as a free action to deal an additional 2d6 points of acid damage with one attack and an extra 1d10 points of acid damage on a successful critical hit. This stance replaces the Mountain Stance.

Master Mountain Stance: At 20th level, the monk gains a +4 perfection bonus to Constitution and a -2 penalty to Dexterity. The monk gains DR 15/adamantine and a +8 bonus on ability checks to resist being bull rushed or tripped. The monk can spend 1 point of ki as a free action to deal an additional 3d6 points of acid damage with one attack and an extra 2d10 points of acid damage on a successful critical hit. This stance replaces the Greater Mountain Stance.

Lesser Ocean Stance: While in this stance, the monk gains a +2 perfection bonus to Wisdom and a -2 penalty to Strength. The monk gains a +2 bonus to all saves and a +1 dodge bonus to AC. The monk can spend 1 point of ki as a free action to deal an additional 1d6 points of cold damage with one attack.

Ocean Stance: Starting at 8th level, the monk gains a +2 perfection bonus to Wisdom and a -2 penalty to Strength while in this stance. The monk gains a +3 bonus to all saves and a +2 dodge bonus to AC. The monk can spend 1 point of ki as a free action to deal an additional 2d6 points of cold damage with one attack. This stance replaces the Lesser Ocean Stance.

Greater Ocean Stance: Starting at 14th level, the monk gains a +3 perfection to Wisdom and a -2 penalty to Strength while in this stance. The monk gains a +4 bonus to all saves a +3 dodge bonus to AC. This monk can spend 1 point of ki as a free action to deal an additional 2d6 points of cold damage with one attack and an extra 1d10 points of cold damage on a successful critical hit. This stances replaces the Ocean Stance.

Master Ocean Stance: At 20th level, the monk gains a +4 perfection to Wisdom and a -2 penalty to Strength while in this stance. The monk gains a +5 bonus to all saves a +4 dodge bonus to AC. This monk can spend 1 point of ki as a free action to deal an additional 3d6 points of cold damage with one attack and an extra 2d10 points of cold damage on a successful critical hit. This stances replaces the Greater Ocean Stance.

Discipline (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and spell-like effects.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his speed, as shown on the table above. An uncentered monk loses this extra speed.

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. So long as he has at least 1 point remaining in his ki pool the monk’s unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Slow Fall (Ex): At 4th level and higher, so long as the monk has at least 1 point of ki remaining in his pool he can alter wind currents around his body to slow his descent. When first learning this ability, the monk takes falling damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow fall (that is, to reduce the effective distance of the fall when next to a wall or other similar object) improves with his monk level until at 20th level when he can use ki to slow his descent and safely fall from any distance without harm.

Purity of Body (Ex): A 5th level a monk gains immunity to all diseases and poisons, including magical disease, like mummy rot.

Wholeness of Body (Su): Beginning at 7th level, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level + his Constitution modifier at the cost of 2 ki points.

Improved Evasion (Ex): At 9th level, a monk’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 monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level a monk adds his Wisdom modifier to his hit points gained each level in addition to his Constitution modifier. This includes levels gained before 11th.

Abundant Step (Ex): Starting at 12th level, as a swift action the monk can expend 2 points of ki and move one-half his movement speed. He does not provoke attacks of opportunity by leaving squares threatened by an opponent.

Diamond Soul (Ex): At 13th level a monk gains spell resistance equal to 12 + his monk level. In order to affect a monk with a spell, a spellcaster (such as a cleric or wizard) must surpass or equal the monk’s spell resistance with a caster level check (1d20 + caster level).

Ki Projection (Su): At 15th level or higher, a monk learns to channel his ki into an orb of pure force. As a swift action, a monk can expend 4 points of ki to form an orb of pure ki energy in his hands. As a standard action, the monk may throw the orb up to 60 feet. If he hits his target with a ranged touch attack, the orb deals 3d6 + his Wisdom modifier points of force damage. At 20th level, the orb deals 6d6 + the monk’s Wisdom modifier points of force damage. If the orb is not thrown by the end of the round during which it is created, it dissipates into nothingness.

Quivering Palm (Su): Starting at 15th level, a monk can infuse his fists with negative energy ki to harm his opponents. As a standard action costing 10 points of ki, the monk can make a single unarmed touch attack that deals negative energy damage rather than normal weapon damage. If the attack hits, the target must make a Fortitude save (DC 10 + ½ the monk’s level + his Wisdom modifier) or die. If the target creature’s saving throw is successful, it is instead paralyzed for 1 round.

Creatures immune to death effects are immune to a monk’s quivering palm.

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

Empty Body (Su): At 19th level, a monk gains the ability expend ki to assume an ethereal state for 1 round per monk level each day, as though using the spell etherealness. He may go ethereal on a number of different occasions during a single day, as long as the total number of round spent in an ethereal state does not exceed his monk level. Using this ability is a standard action that requires the monk to spend 10 ki to activate.

Enlightened Form: At 20th level, a monk attains enlightenment, gaining a +3 bonus to all saving throws and immunity to mind-affecting spells and abilities. Furthermore, he is forevermore treated as an outsider (native, lawful) rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical affects Additional, the monk gains damage reduction 10/lawful, which allows him to ignore the first 10 points of damage from any attack made by a nonlawful weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

If enough people like this fix idea I'll rework the prestige classes.

ElbionTosscoble
2011-10-25, 11:04 PM
/agree.

Ki system seems better, need some tests etc to see how this all works out now

tempestman
2011-10-26, 01:33 PM
I'll probably work on the Prestige Classes then. My general idea is to turn most of the different strikes (and possibly finishers) into special class abilities that can be selected by the player. The abilities will still cost ki points.


Henshin Mystic's will be able to select various "Riddles" a-la the original class.
Shintao will be able to select different "Mysteries."
Sohei will learn "Techniques."
Shinobi will be able to learn "Secrets."

The names aren't really important, although I wanted to bring the Henshin Mystic back to its roots some. I'll get to work on the revisions as quickly as possible.

ElbionTosscoble
2011-10-26, 07:21 PM
I'll probably work on the Prestige Classes then. My general idea is to turn most of the different strikes (and possibly finishers) into special class abilities that can be selected by the player. The abilities will still cost ki points.


Henshin Mystic's will be able to select various "Riddles" a-la the original class.
Shintao will be able to select different "Mysteries."
Sohei will learn "Techniques."
Shinobi will be able to learn "Secrets."

The names aren't really important, although I wanted to bring the Henshin Mystic back to its roots some. I'll get to work on the revisions as quickly as possible.

Class ablities sounds good here.

And names are EVERYTHING!!! :D

tempestman
2011-10-31, 12:48 PM
Here's the revised Shinobi. It has the ability to learn 5 ninjutsu secrets, most of which cost a small amount of ki.

Game Rule Information

Hit Die: d8

Requirements: To qualify to become a Shinobi, a character must fulfill all of the following criteria:

Alignment: Lawful Neutral, Lawful Evil
Skills: Hide 7 ranks, Move Silently 7 ranks, Tumble 7 ranks
Feats: Dodge, Stealthy
Special: Evasion class ability, Ki Pool class ability


Class Skills: The shinobi’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha) Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Skill Points at each Level: 6 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Death Strike, Ki Pool, Monk Abilities, Poison Use, Sudden Strike (+1d6), Trap Sense

2nd|
+1|
+3|
+3|
+3|Ninjutsu Secret, Shadow Stance, Uncanny Dodge

3rd|
+2|
+3|
+3|
+3|Acrobatics, Sudden Strike (+2d6)

4th|
+3|
+4|
+4|
+4|Improved Evasion, Ninjutsu Secret

5th|
+3|
+4|
+4|
+4|Sudden Strike (+3d6), Ten Thousand Stars

6th|
+4|
+5|
+5|
+5|Hide in Plain Sight, Improved Uncanny Dodge, Ninjutsu Secret

7th|
+5|
+5|
+5|
+5|Improved Acrobatics, Sudden Strike (+4d6), Thousand Faces

8th|
+6|
+6|
+6|
+6|Deeper Shadow Stance, Ninjutsu Secret, Opportunist

9th|
+6|
+6|
+6|
+6|Slippery Mind, Sudden Strike (+5d6)

10th|
+7|
+7|
+7|
+7|Free Movement, Ninjutsu Secret[/table]

Class Features: All of the following are class features of the shinobi prestige class.

Weapon and Armor Proficiency: Shinobi are proficient with the blow gun, short sword, and spiked chain. Shinobi are not proficient with any armor or shields. In addition, the shinobi adds the blow gun, short sword, and spiked chain to his list of ki weapons.

Monk Abilities: A shinobi’s class levels stack with his monk levels for the purposes of determining his fast movement speed, his AC bonus, his unarmed strike damage, Stunning Fist DCs and per day uses, and his slow fall distance. His shinobi and monk levels also stack to determine the amount of ki he can store in his ki pool

Death Strike: If a shinobi studies his victim for 3 rounds and then makes a sudden strike that successfully deals damage, the sudden strike has the additional effect of possibly killing the target. While studying the victim, the shinobi can undertake other actions so long as his attention stays focused on the target and the target does not detect the shinobi or recognize the shinobi as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the shinobi’s class level + the shinobi’s Wis modifier) against the kill effect, she dies. If the victim’s saving throw succeeds, the attack is just a normal sudden strike. Once the shinobi has completed the 3 rounds of study, he must make the death strike within the next 3 rounds.

If a death strike is attempted and fails (the victim makes her save) or if the shinobi does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death strike.

Ki Pool (Su): A shinobi’s class levels stack with his monk class levels for the purpose of determining the amount of ki in his ki pool and the shinobi’s ninjutsu secrets.

Poison Use: Shinobi are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. Furthermore, a shinobi can apply poison to a weapon as a move action. Normally, applying a poison is a standard action, like applying oil.

Sudden Strike (Ex): If a shinobi can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Whenever a shinobi’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the shinobi deals an extra 1d6 points of damage with his attack. This extra damage increases by 1d6 points for every two shinobi levels thereafter. A shinobi can’t use sudden strike when flanking an opponent unless the opponent is denied its Dexterity bonus to AC.

This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to critical hits are all immune to sudden strikes. A shinobi can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

A shinobi can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.

The extra damage from the sudden strike ability stacks with the extra damage from sudden strike whenever both would apply to the same target.

Shadow Stance: Starting at 2nd level, the shinobi is able to wrap himself in shadowy ki. While in this stance, the shinobi gains a +2 perfection to Dexterity and a -2 penalty to Strength. In addition, he gains a +5 bonus to Hide check, 10% concealment, and the critical threat range of any ki weapon he wields increases by 1 (added after the effects of the Improved Critical feat or keen edge spell). The shinobi can spend 1 point of ki as a free action to make an unarmed attack or an attack with a ki weapon a touch attack.

A shinobi needs to have at least 1 point of ki in his ki pool in order to enter this stance.

Trapfinding (Ex): A shinobi can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.

Ninjutsu Secret (Su): At 2nd level and every even-numbered level thereafter the shinobi learns a secret technique passed down from generation to generation. A shinobi must be centered in order to activate a ninjutsu secret.

Dance of the Water Strider (Ex): As a swift action the shinobi can spend 2 points of ki to gain the ability to run across the water’s surface. He can cross over water as if it were solid ground as long as he keeps moving, and if he stops moving, the shinobi falls into the water. Hazardous liquids (such as acid or lava), inflict their effects on the shinobi as if he were wading through them rather than swimming. He can also use this ability to safely run across the top of a snow bank, quicksand, or a structurally weak surface. The shinobi must be of at least 6th level to learn this ninjutsu secret.

Ethereal Strike (Su): As a swift action made as part of an attack, a shinobi can spend 2 points of ki strike from the shadows and confound his target’s senses. The target is considered flat-footed against the attack roll of this strike, and if the attack lands the target must make a Fortitude save (DC 10 + ½ the shinobi’s monk level + Wis modifier) or suffer a -5 penalty to Listen, Search, and Spot checks. This effect lasts for a number of rounds equal to ½ the shinobi’s monk level (minimum 1 round). The shinobi must be of at least 4th level to learn this ninjutsu secret.

Ghost Mind (Su): As a standard action can spend 1 point of ki to gain resistance against spell of the scrying sub-school. To detect the shinobi with such a spell, the caster must make a caster level check (DC 15 + the shinobi’s monk level). In the case of scrying spell that scan an area, a failed check indicates that the spell works, but the shinobi isn’t detected. Scrying attempts targeted specifically at the shinobi do not work at all if the check fails. This effect lasts for a number of rounds equal to ½ the shinobi’s monk level (minimum 1). The shinobi must be of at least 4th level to learn this ninjutsu secret.

Ghost Stride (Su): As a standard the shinobi can expend 4 ki to slip magically between spaces, as per the spell dimension door. The shinobi must be 10th level to learn this ninjutsu secret.

Ki Breath (Ex): A shinobi can focus his ki to increase his ability to hold his breath. As a free action, a shinobi can spend 1 point of ki to add his shinobi level to his Constitution check rolls to continue holding his breath (see the drowning rule in the Dungeon Master’s Guide).

Phantasmal Menace (Ex): By spending 4 ki points a shinobi can perform a touch attack against his opponent. The target of this attack must succeed on a Fortitude save (DC 10 + ½ shinobi’s monk level + Wis modifier) or be unable to utilize her supernatural abilities, spells and spell-like abilities, or ki abilities. This effect lasts a number of rounds equal to the shinobi’s class level. The shinobi must be 10th level to learn this ninjutsu secret.

Scroll Reading (Su): At the cost of 2 points of ki a shinobi can use a Concentration check in place of a Use Magic Device check to activate a scroll. The shinobi must be able to read the scroll in order to make use of this ability.

Shadow Fade (Su): As a move action the shinobi can spend 2 points of ki to draw the shadows about him like a cloak, gaining the effects of the spell invisibility. This effect lasts for a number of rounds equal to ½ the shinobi’s monk level (minimum 1 round) or until the shinobi dismisses it.

Strike from the Darkness (Su): As a swift action that costs 1 point of ki, the shinobi can surround his hands, feet, and ki weapons with negative energy. The monk deals an additional 2d6 points of negative energy damage with a single successful attack and an extra 2d10 points of negative energy damage on a confirmed critical hit.

Sudden Strike (Ex): The shinobi deals an additional 1d6 points of damage with a successful sudden strike. This ninjutsu technique can be selected multiple times.

Uncanny Dodge (Ex): Starting at 2nd level, a shinobi retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Acrobatics (Su): A 3rd level shinobi gains a competence bonus on Balance, Climb, Jump, and Tumble checks equal to his Wisdom modifier. At 7th level, this bonus increases to double his Wisdom modifier. In addition, a shinobi can always choose to take 10 on a Balance, Climb, Jump, or Tumble checks, even when circumstances would normally prevent him from doing so.

Improved Evasion (Ex): At 4th level, a shinobi’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 monk does not gain the benefit of improved evasion.

Ten Thousand Stars (Ex): Whenever a shinobi throws shuriken as an attack, he may throw two shuriken per attack roll he makes. If he takes a full-round attack action to throw a barrage of shuriken, he may throw three shuriken with each attack roll.

Hide in Plain Sight (Su): A 6th level shinobi can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a shinobi can hide himself from view in the open without anything to actually hide behind. A shinobi cannot, however, hide in his own shadow.

Improved Uncanny Dodge (Ex): At 6th level, a shinobi can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shinobi. The exception to this defense is that a rogue at least four levels higher than the shinobi can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Thousand Faces (Su): At 7th level, a shinobi gains the ability to change his appearance at will, as if using the spell alter self.

Opportunist (Ex): Once per round, a shinobi of 8th level or higher can make an attack of opportunity against an opponent who has just been injured in melee by another character. This attack counts as the shinobi’s attack of opportunity for that round. Even a shinobi with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Deeper Shadow Stance: At 8th level, the shinobi has mastered the art of bending the shadows around him with his ki. While in this stance, the shinobi gains a +4 perfection bonus to Dexterity and a -2 penalty to Strength. In addition, the shinobi gains a +10 bonus to Hide checks, 20% concealment, the critical threat range of any ki weapon he wields increases by 2 (added after the effects of the Improved Critical feat or keen edge spell), and the critical multiplier of any ki weapon he wields is increased by 1 (x2 to x3, x3 to x4). The shinobi can spend 1 point of ki as a free action make an unarmed attack or an attack with a ki weapon a touch attack with the Ghost Touch enhancement. This stances replaces the Shadow Stance.

Slippery Mind (Ex): At 9th level, a shinobi gains the ability to wriggle free from magical effects that would otherwise control or compel him. If a shinobi with slippery mind is affected by a spell and fails his saving throw, he can attempt his saving throw again during the next round. He only gets this one extra chance to succeed at his saving throw. A shinobi loses this benefit when uncentered.

Free Movement (Ex): At 10th level, a shinobi can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A shinobi loses this benefit when uncentered.

Ex-Shinobi: A shinobi who ceases to be lawful or becomes good-aligned cannot gain new levels as a shinobi, but retains all shinobi abilities.

Multiclass Note: A monk who takes levels in shinobi may continue taking levels as a monk.

ElbionTosscoble
2011-10-31, 07:47 PM
Hmm. Shadow stance looks pretty sweet. Perhaps too sweet. All in all I approve. Only thing is you may want to look into the increased crit range and concealment. That might end up bieng a bit op. I dont know, I can envision it bieng op.

tempestman
2011-11-01, 11:41 AM
Hmm. Shadow stance looks pretty sweet. Perhaps too sweet. All in all I approve. Only thing is you may want to look into the increased crit range and concealment. That might end up bieng a bit op. I dont know, I can envision it bieng op.

You may be right. It does have a penalty to Strength though, so damage will be decreased slightly.

ElbionTosscoble
2011-11-01, 07:18 PM
You may be right. It does have a penalty to Strength though, so damage will be decreased slightly.

Hmm, true. Who knows, until its tested. It may balance out in the end.