NeoSeraphi
2011-11-29, 04:30 PM
The Stunning Fist Master
Prerequisites:
Feat: Improved Unarmed Strike, Stunning Fist, Ability Focus (Stunning Fist)
BAB: +4
HD: d8
Class Skills: The stunning fist master’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 (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points: 4+Int per level
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Insightful Fist, Stunning Expert, Unarmed Strike
2nd|+2|+3|+0|+3|Decisive Strike, Enchanted Fists
3rd|+3|+3|+1|+3|Dazing Fist, Bonus Feat
4th|+4|+4|+1|+4|Broken Skull
5th|+5|+4|+1|+4|Shattering Fist
6th|+6|+5|+2|+5|Staggering Strike, Bonus Feat
7th|+7|+5|+2|+5|Stunning Blitz
8th|+8|+6|+2|+6|Mighty Strike
9th|+9|+6|+3|+6|Student of the Fist, Bonus Feat
10th|+10|+7|+3|+7|Innate Stunning
[/table]
Class Features:
Note: For the purposes of RAW, all feats that consume a daily use of Stunning Fist count as Stunning Fist for these class features (like Freezing the Lifeblood gaining bonuses to its DC if the conditions are met, etc) except where otherwise noted.
Weapon and Armor Proficiency: A stunning fist master gains proficiency with his unarmed strike, if he is not already proficient with it.
Insightful Fist (Ex): The way of the Stunning Fist involves using your perception to deliver a fierce blow, rather than your strength. A stunning fist master takes this to the next level.
A stunning fist master adds his Wisdom modifier to his attack and damage rolls made with his unarmed strikes. This bonus is in addition to his Strength modifier. This bonus stacks with the Intuitive Attack feat.
Stunning Expert (Ex): A stunning fist master delivers powerful, precise blows that can shatter rib cages and cause severe internal damage. His Stunning Fists are more powerful than any other.
A stunning fist master's class levels grant him two extra daily uses of the Stunning Fist feat, rather than 1/4.
Unarmed Strike (Ex): A stunning fist master's strikes are deadlier than any sword. The stunning fist master's class levels count as monk levels for determining the damage of his unarmed strike. His class levels stack with any actual monk levels for determining the damage of his unarmed strike.
Decisive Strike (Ex): A stunning fist master can drop a foe with a single strike. All he need do is take a moment to breathe.
At 2nd level, a stunning fist master can, as a full-round action, make a single attack with his unarmed strike at his highest attack bonus, with a -2 penalty. If his attack hits, he deals double damage. If the attack was used to deliver a Stunning Fist attack, the stunning fist's save DC increases by +2.
At 5th character level, the penalty to the attack roll drops to -1. At 9th character level, it disappears. At 11th character level, the stunning fist master may make two decisive strike attacks with a single full-round action, but may not use both decisive strikes against the same creature.
If the stunning fist master already has the decisive strike class feature, such as from being a PHB II variant monk, his decisive strike class feature deals triple damage if it hits, and the DC for a Stun attack increases by +4 instead of +2.
Creatures immune to critical hits are immune to decisive strike.
Enchanted Fists (Su): At 2nd level, a stunning fist master's unarmed strikes gain a +1 enhancement bonus to attack and damage rolls and are treated as magic weapons for the purposes of overcoming damage reduction. The stunning fist master may enchant his body as if it was a magic weapon. He still needs a caster and to pay the appropriate amount of gp. However, he enchants his entire body at once (He need not spend gp for both his fists, or his elbow or feet if he is a monk. Paying enough gp to increase his enhancement bonus to +2 for one of them increases it to +2 for all of them)
The stunning fist master and his equipment cannot be harmed by his enchantments (For example, the pants he was wearing would not be burned up by his knees if he had the flaming enchantment)
Dazing Fist (Ex): At 3rd level, a stunning fist master can make adjustments to deal with his foe. If a stunning fist master delivers a Stunning Fist attack to a creature who cannot be stunned, but can be dazed, the creature must roll its Fortitude save anyway, and if it fails its saving throw, it is dazed for one round.
Bonus Feat (Ex): At 3rd, 6th, and 9th level, a stunning fist master gains a bonus feat. This feat must have the Stunning Fist feat as a prerequisite. The stunning fist master must meet all prerequisites of the feat, unless he has levels in monk, in which case, he may ignore any Base Attack Bonus requirements of the feat (he still must meet all other prerequisites).
Broken Skull (Ex): One Stunning Fist is enough to knock a creature down. But two Stunning Fists...now that's a different story!
Starting at 4th level, when the stunning fist master delivers a Stunning Fist attack to a stunned creature, if the creature fails its saving throw, the stunning fist master's attack breaks apart what remaining connection the creature's brain has to its nerves, and the creature just passes out.
If a stunning fist master delivers a Stunning Fist attack to a stunned creature, and the creature fails its saving throw, it must make a Concentration check or an Autohypnosis check (the creature's choice), DC 15+the stunning fist master's Wisdom modifier, or become unconscious for 1 hour.
Unlike the rest of the stunning fist master's class features, this ability only applies if the stunning fist master uses the actual Stunning Fist feat (and not Weakening Touch or Freezing the Lifeblood or whatever)
A creature that is immune to critical hits is immune to the Broken Skull ability.
Shattering Fist (Sp): At 5th level, a stunning fist master can draw upon his inner strength, and deliver a concussive blow to any creature, even if that creature is not alive.
Starting at 5th level, when a stunning fist master makes an unarmed strike attack against an undead or a construct, he may declare he is using a daily use of his Stunning Fist feat. If he misses, the use is still consumed. If he hits, the stunning fist master forces the creature to make a Fortitude (Object) saving throw (DC 16+Wisdom) or be affected as if the stunning fist master cast the disintegrate spell on it, with a caster level equal to the stunning fist master's character level.
A stunning fist master can only make one such attempt per round, unless he has the Rapid Stunning feat (in which case, use that feat as guidelines, as if this were the Stunning Fist feat)
A stunning fist master must have a minimum of 16 Wisdom to use the Shattering Fist ability.
Staggering Strike (Ex): Starting at 6th level, any creature who fails its saving throw against one of the stunning fist master's Stunning Fist abilities or class features is also knocked prone.
Stunning Blitz (Ex): A stunning fist master who is able to gain enough momentum can blow right into a foe, using his speed to make his fist connect with deadly force.
Starting at 7th level, a stunning fist master deals double damage with his unarmed strikes at the end of a charge. If he has an ability that allows him to make more than one attack at the end of a charge, only the first attack's damage is doubled. (If the first attack misses, but another attack hits, the attack(s) that do hit deal normal damage.)
Additionally, if the stunning fist master attempts to deliver a Stunning Fist at the end of a charge, its DC is increased by 2.
Mighty Strike (Ex): Starting at 8th level, any creature who successfully saves against the effects of the stunning fist master's Stunning Fist feat is instead nauseated for one round. (This applies to the specific Stunning Fist feat only)
Student of the Fist (Ex): A stunning fist master who reaches 9th level has trained his mind and body to work together as one, and his training has paid off. The stunning fist master receives a +4 bonus to his Wisdom score.
Innate Stunning (Ex): A stunning fist master who reaches 10th level has mastered his art so beautifully that it is now second nature to him. He no longer feels the drain of the stunning fist, and his fists and feet are weapons of pure destruction.
At 10th level, the stunning fist master is able to use the Stunning Fist feat and all other class features and feats that consume a daily use of the Stunning Fist feat at will. He is also able to use them one additional time per round (so twice per round, if he does not have the Rapid Stunning feat)
Prerequisites:
Feat: Improved Unarmed Strike, Stunning Fist, Ability Focus (Stunning Fist)
BAB: +4
HD: d8
Class Skills: The stunning fist master’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 (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points: 4+Int per level
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Insightful Fist, Stunning Expert, Unarmed Strike
2nd|+2|+3|+0|+3|Decisive Strike, Enchanted Fists
3rd|+3|+3|+1|+3|Dazing Fist, Bonus Feat
4th|+4|+4|+1|+4|Broken Skull
5th|+5|+4|+1|+4|Shattering Fist
6th|+6|+5|+2|+5|Staggering Strike, Bonus Feat
7th|+7|+5|+2|+5|Stunning Blitz
8th|+8|+6|+2|+6|Mighty Strike
9th|+9|+6|+3|+6|Student of the Fist, Bonus Feat
10th|+10|+7|+3|+7|Innate Stunning
[/table]
Class Features:
Note: For the purposes of RAW, all feats that consume a daily use of Stunning Fist count as Stunning Fist for these class features (like Freezing the Lifeblood gaining bonuses to its DC if the conditions are met, etc) except where otherwise noted.
Weapon and Armor Proficiency: A stunning fist master gains proficiency with his unarmed strike, if he is not already proficient with it.
Insightful Fist (Ex): The way of the Stunning Fist involves using your perception to deliver a fierce blow, rather than your strength. A stunning fist master takes this to the next level.
A stunning fist master adds his Wisdom modifier to his attack and damage rolls made with his unarmed strikes. This bonus is in addition to his Strength modifier. This bonus stacks with the Intuitive Attack feat.
Stunning Expert (Ex): A stunning fist master delivers powerful, precise blows that can shatter rib cages and cause severe internal damage. His Stunning Fists are more powerful than any other.
A stunning fist master's class levels grant him two extra daily uses of the Stunning Fist feat, rather than 1/4.
Unarmed Strike (Ex): A stunning fist master's strikes are deadlier than any sword. The stunning fist master's class levels count as monk levels for determining the damage of his unarmed strike. His class levels stack with any actual monk levels for determining the damage of his unarmed strike.
Decisive Strike (Ex): A stunning fist master can drop a foe with a single strike. All he need do is take a moment to breathe.
At 2nd level, a stunning fist master can, as a full-round action, make a single attack with his unarmed strike at his highest attack bonus, with a -2 penalty. If his attack hits, he deals double damage. If the attack was used to deliver a Stunning Fist attack, the stunning fist's save DC increases by +2.
At 5th character level, the penalty to the attack roll drops to -1. At 9th character level, it disappears. At 11th character level, the stunning fist master may make two decisive strike attacks with a single full-round action, but may not use both decisive strikes against the same creature.
If the stunning fist master already has the decisive strike class feature, such as from being a PHB II variant monk, his decisive strike class feature deals triple damage if it hits, and the DC for a Stun attack increases by +4 instead of +2.
Creatures immune to critical hits are immune to decisive strike.
Enchanted Fists (Su): At 2nd level, a stunning fist master's unarmed strikes gain a +1 enhancement bonus to attack and damage rolls and are treated as magic weapons for the purposes of overcoming damage reduction. The stunning fist master may enchant his body as if it was a magic weapon. He still needs a caster and to pay the appropriate amount of gp. However, he enchants his entire body at once (He need not spend gp for both his fists, or his elbow or feet if he is a monk. Paying enough gp to increase his enhancement bonus to +2 for one of them increases it to +2 for all of them)
The stunning fist master and his equipment cannot be harmed by his enchantments (For example, the pants he was wearing would not be burned up by his knees if he had the flaming enchantment)
Dazing Fist (Ex): At 3rd level, a stunning fist master can make adjustments to deal with his foe. If a stunning fist master delivers a Stunning Fist attack to a creature who cannot be stunned, but can be dazed, the creature must roll its Fortitude save anyway, and if it fails its saving throw, it is dazed for one round.
Bonus Feat (Ex): At 3rd, 6th, and 9th level, a stunning fist master gains a bonus feat. This feat must have the Stunning Fist feat as a prerequisite. The stunning fist master must meet all prerequisites of the feat, unless he has levels in monk, in which case, he may ignore any Base Attack Bonus requirements of the feat (he still must meet all other prerequisites).
Broken Skull (Ex): One Stunning Fist is enough to knock a creature down. But two Stunning Fists...now that's a different story!
Starting at 4th level, when the stunning fist master delivers a Stunning Fist attack to a stunned creature, if the creature fails its saving throw, the stunning fist master's attack breaks apart what remaining connection the creature's brain has to its nerves, and the creature just passes out.
If a stunning fist master delivers a Stunning Fist attack to a stunned creature, and the creature fails its saving throw, it must make a Concentration check or an Autohypnosis check (the creature's choice), DC 15+the stunning fist master's Wisdom modifier, or become unconscious for 1 hour.
Unlike the rest of the stunning fist master's class features, this ability only applies if the stunning fist master uses the actual Stunning Fist feat (and not Weakening Touch or Freezing the Lifeblood or whatever)
A creature that is immune to critical hits is immune to the Broken Skull ability.
Shattering Fist (Sp): At 5th level, a stunning fist master can draw upon his inner strength, and deliver a concussive blow to any creature, even if that creature is not alive.
Starting at 5th level, when a stunning fist master makes an unarmed strike attack against an undead or a construct, he may declare he is using a daily use of his Stunning Fist feat. If he misses, the use is still consumed. If he hits, the stunning fist master forces the creature to make a Fortitude (Object) saving throw (DC 16+Wisdom) or be affected as if the stunning fist master cast the disintegrate spell on it, with a caster level equal to the stunning fist master's character level.
A stunning fist master can only make one such attempt per round, unless he has the Rapid Stunning feat (in which case, use that feat as guidelines, as if this were the Stunning Fist feat)
A stunning fist master must have a minimum of 16 Wisdom to use the Shattering Fist ability.
Staggering Strike (Ex): Starting at 6th level, any creature who fails its saving throw against one of the stunning fist master's Stunning Fist abilities or class features is also knocked prone.
Stunning Blitz (Ex): A stunning fist master who is able to gain enough momentum can blow right into a foe, using his speed to make his fist connect with deadly force.
Starting at 7th level, a stunning fist master deals double damage with his unarmed strikes at the end of a charge. If he has an ability that allows him to make more than one attack at the end of a charge, only the first attack's damage is doubled. (If the first attack misses, but another attack hits, the attack(s) that do hit deal normal damage.)
Additionally, if the stunning fist master attempts to deliver a Stunning Fist at the end of a charge, its DC is increased by 2.
Mighty Strike (Ex): Starting at 8th level, any creature who successfully saves against the effects of the stunning fist master's Stunning Fist feat is instead nauseated for one round. (This applies to the specific Stunning Fist feat only)
Student of the Fist (Ex): A stunning fist master who reaches 9th level has trained his mind and body to work together as one, and his training has paid off. The stunning fist master receives a +4 bonus to his Wisdom score.
Innate Stunning (Ex): A stunning fist master who reaches 10th level has mastered his art so beautifully that it is now second nature to him. He no longer feels the drain of the stunning fist, and his fists and feet are weapons of pure destruction.
At 10th level, the stunning fist master is able to use the Stunning Fist feat and all other class features and feats that consume a daily use of the Stunning Fist feat at will. He is also able to use them one additional time per round (so twice per round, if he does not have the Rapid Stunning feat)