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RollynT.Glal
2012-02-06, 02:08 AM
Tiger-Leopard-Lion Style Monks

Many martial arts styles and mythologies hold a Rock-Paper-Scissors style set up where one style of training was specifically designed to incapacitate another. So with my own monk variant I’ve decided to take a little inspiration from the fun little game so without further ado here are the Tiger, Leopard and Lion style monks.

Alignment: Any Lawful (my particular setting doesn't have "Alignment" per se, but discipline and tradition are important to the monk's training)

Hit Die: d10

Class Skills: 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 first level: (4 + Int mod) x 4
Skill Points: 4 + Int

The Monk
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Damage1|AC Bonus|Unarmored Speed Bonus2
1|+0|+2|+2|+2|Bonus feat, Chosen Style I, Ki Strike 1, Unarmed Strike|1d6|+0|+0
2|+1|+3|+3|+3|Bonus feat, Evasion|1d6|+0|+0
3|+2|+3|+3|+3|Still Mind|1d6|+0|+10
4|+3|+4|+4|+4| Slow Fall 20 ft, Unarmed Strike (Magic)|1d8|+0|+10
5|+3|+4|+4|+4|Purity of Body|1d8|+1|+10
6|+4|+5|+5|+5|Bonus Feat, Slow Fall 30 ft, Ki Strike 1d4|1d8|+1|+20
7|+5|+5|+5|+5|Wholeness of Body|1d8|+1|+20
8|+6/+1|+6|+6|+6|Slow Fall 40 ft|1d10|+1|+20
9|+6/+1|+6|+6|+6|Improved Evasion|1d10|+1|+30
10|+7/+2|+7|+7|+7| Slow Fall 50 ft, Unarmed Strike (Lawful)|1d10|+2|+30
11|+8/+3|+7|+7|+7| Chosen Style II, Diamond Body, Ki Strike 1d6|1d10|+2|+30
12|+9/+4|+8|+8|+8|Abundant Step, Slow Fall 60 ft|2d6|+2|+40
13|+9/+4|+8|+8|+8|Diamond Soul|2d6|+2|+40
14|+10/+5|+9|+9|+9|Slow Fall 70 ft|2d6|+2|+40
15|+11/+6/+1|+9|+9|+9|Quivering Palm|2d6|+3|+50
16|+12/+7/+2|+10|+10|+10|Ki Strike 1d10, Slow Fall 80 ft, Unarmed Strike (Adamantine)|2d8|+3|+50
17|+12/+7/+2|+10|+10|+10|Timeless Body, Tongue of Sun and Moon|2d8|+3|+50
18|+13/+8/+3|+11|+11|+11|Slow Fall 90 ft|2d8|+3|+60
19|+14/+9/+4|+11|+11|+11|Empty Body|2d8|+3|+60
20|+15/+10/+5|+12|+12|+12|Perfect Self, Slow Fall any distance|2d10|+4|+60[/table]
1The value shown is for Medium monks of the Leopard and Lion styles.
2The value shown is for Leopard-style monks

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

Weapon and Armor Proficiency: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields—in fact, many of the monk’s special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her 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. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Unarmed Strike: Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. 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 her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells).

A monk also deals more damage with her unarmed strikes than a normal person would. The unarmed damage on the table above is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage.

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Chosen Style I: When a monk begins her training she must choose one of three paths: the path of the powerful tiger, the quick leopard, or the sturdy lion. The path she chooses will determine how she behaves in battle.

Powerful Tiger: You have chosen to live like the true king of the jungle, the tiger. During your training you learn how your strikes may hit with more force than other monks. You can decimate your foes with attacks that break bones and cause impressive internal injuries.

Your unarmed strike damage is one die larger than as listed on the above table. Starting at first level you deal 1d8 points of damage with an unarmed strike and scales normally. At 20th level your unarmed strikes deal 4d6 damage.
Your unarmed strike critical multiplier increases from x2 to x3.
Your unarmed strikes gain twice your strength modifier to each successful attack.
On a successful maneuver you deal constitution damage.

Quick Leopard: You have chosen to live like the fearsome leopard. During your training you learn how to hit your opponents with many strikes and to move with great speed. You can surprise your enemies with the leopard’s hit-and-run tactics before moving in for the kill.

You may gain one additional attack at each of your base attack bonuses. At first level you can attack twice at a +0 modifier, at eighth you can attack twice at +6 and twice at +1, and so on.
You gain an enhancement bonus to your base land speed as listed in the table above. A monk in armor or carrying a medium or heavy load loses this extra speed.
You may add your dexterity modifier to your unarmed strike damage, in addition to your strength modifier.
On a successful maneuver you deal strength damage.

Sturdy Lion: You have chosen to live like the majestic lion. During your training you learned how to shrug off even the most powerful attacks and how to lock down your opponents. You can outlive your enemies and do some damage yourself.

You gain twice your constitution modifier to your hit points at each level.
You may add your constitution modifier to your unarmed strike damage, in addition to your strength modifier.
You gain damage reduction equal to ¼ your monk level (Rounded down) so starting at 5th level the monk gains DR 1/-. Damage reduction can reduce damage to 0 but not below 0.
On a successful maneuver you deal dexterity damage.


KiStrike (Ex): Through your training you learn maneuvers that can cripple your opponents when executed quickly and properly. You must complete 3 successful attacks within 5 turns in order to execute a maneuver. You may only use two attacks on your turn to progress a maneuver*. All three attacks of the maneuver must be executed on one opponent for the maneuver to be completed.

You must use Ki to empower at least one attack used for a maneuver. A monk has a number of Ki equal to her Wis mod + monk level. Her Ki is regained after 8 hours of rest. For each point of Ki you use during a maneuver the amount of ability damage you inflict is multiplied.

At first level your successful maneuver deals 1 point of ability damage appropriate to your chosen style per Ki used. Tigers deal constitution damage, leopards deal strength damage and lions deal dexterity damage. At sixth level you deal 1d4 points of damage, at eleventh you deal 1d6 points of damage and at sixteenth you deal 1d10 points of damage per Ki used.

For each lesser and greater maneuver there is an offensive, balanced and defensive execution.

The offensive option gives you a bonus to your attack rolls for 1 round after the maneuver is completed, including attacks of opportunity, equal to the amount of ability damage you inflicted and grants you a penalty to your AC for one round also equal to the ability damage inflicted.

The defensive option grants a penalty to your attack rolls for 1 round after the maneuver is completed, including attacks of opportunity, equal to the amount of ability damage you inflicted and gives a bonus to your AC for one round also equal to the ability damage inflicted.


Maneuver Executions:
When attempting to complete a maneuver the order of your attacks is important. When you channel your Ki energy into your strike determines whether your maneuver is defensive, balanced or offensive in execution.
Offensive:
Lesser: Mundane Strike + Mundane Strike + Ki Strike
Greater: Mundane Strike + Ki Strike + Ki Strike
Balanced:
Lesser: Mundane Strike + Ki Strike + Mundane Strike
Greater: Ki Strike + Mundane Strike + Ki Strike
Defensive:
Lesser: Ki Strike + Mundane Strike + Mundane Strike
Greater: Ki Strike + Ki Strike + Mundane Strike

Perfect Maneuvers:
When a monk uses all her energy to destroy her foes she is able to produce great effects. The monk may deal damage to each foe within a 5 ft burst centered on her. She rolls the attack for the final strike in the perfect maneuver and uses that roll (if successful) against all targeted opponents. She deals normal damage to each opponent but only the initial opponent is dealt the ability decrease. After completing the perfect maneuver the monk gains both the appropriate bonus to AC and Attack rolls for one round.
Tiger’s Pound: Ki Strike + Ki Strike + Ki Strike
In addition to dealing the regular damage, the Tiger-style monk may choose to attempt to knock each targeted opponent prone.

Leopard’s Barrage: Ki Strike + Ki Strike + Ki Strike
The Leopard-style monk may choose to impair the opponents speed, penalizing their base land speed by one-half for 1 round.

Lion’s Burst: Ki Strike + Ki Strike + Ki Strike
With each successful strike in the burst, the Lion-style monk may attempt to push the opponent away 5 ft from the monk.


Evasion (Ex): A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.

Kiai Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Kiai strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex): At 5th level, a monk gains control over her body’s immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Chosen Style II:As a monk gains experience and training she begins to study the ways of another style. A monk may choose a second style and gain the following benefits as a monk that chose that style at her level – 10.

Powerful Tiger:

Your unarmed strike gains an additional damage die equal to that listed in the table above for your effective Tiger-style monk level. You do not gain the Tiger-style monk’s increased damage die feature for either die.
On a successful maneuver you may choose to deal constitution damage instead of your regular ability damage.

Quick Leopard:

You gain an enhancement bonus to your base land speed as listed in the table above. A monk in armor or carrying a medium or heavy load loses this extra speed.
On a successful maneuver you may choose to deal strength damage instead of your regular ability damage.

Sturdy Lion:

You gain damage reduction equal to ¼ your monk level (Rounded down) so starting at 5th level the monk gains DR/-. Damage reduction can reduce damage to 0 but not below 0.
On a successful maneuver you may choose to deal dexterity damage instead of your regular ability damage.


Diamond Body (Su): At 11th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level(rounded down).

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

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 she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

Perfect Self: At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. Additionally, the monk gains damage reduction 10/magic, which allows her 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 she were a member of her previous creature type.

Comments:
So I know that Ki Strike and Kiai Strike are WAY too close in name for comfort, so if anyone can suggest a new name for at least one of them that’d be really appreciated.
I’m also having trouble deciding whether the Leopards should get Slow Fall as an exclusive feature or keep it as having Fast Movement as theirs. Thoughts?

Soliloquy
2012-02-06, 04:06 PM
What I find great is that rock, paper and scissors actually resemble three types of attacks. rock: used to do damage, scissors: used to aim at joints and eyes to deal critical and debilitating blows, and paper: used to cause internal injuries

RollynT.Glal
2012-02-06, 07:28 PM
Thanks! Did you see anything, that seemed too... off? I was also considering making prestige classes based off this idea that deals damage to the non-physical stats. Thoughts?

bobthe6th
2012-02-06, 07:36 PM
wheres the lizard and Spock disciplines? a pentagonal and circle system is a lot more balanced...(I beat 3 or 4, but lose to 2 and 5)

CharityB
2012-02-06, 08:49 PM
Instead of "strength decrease", "constitution decrease", would you consider specifying if this means ability damage or ability drain? I think those are the actual game terms and they are different enough to justify being more specific.

The rest of the class looks really cool to me! The manuevers feel kind of "video-gamey" (in a good way!) with the special attacks made out of stringing together other attacks (like "press Z Z X to do a spin kick!") It makes it a lot easier for a newer player to handle and it creates a fun little mechanic that makes up for the monk's traditionally crummy powers.

RollynT.Glal
2012-02-06, 10:29 PM
Misread the PHB glossary entry while I was typing. Fixed it to Ability Damage. Now while the monk's offensive or defensive penalties last only during the battle at hand, her (surviving) opponents who suffer through a successful maneuver will likely bed ridden for days to even a month recovering. Good catch! Thank you!