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LordErebus12
2012-09-06, 05:19 AM
Spelltouched Monk

http://i.imgur.com/8EliP.jpg

"The Lesson of Earth are rarely subtle in nature." - Togashi Korimi

Spelltouched Monks are better described as fighting works of art, bodies entirely covered by tattoos, most Spelltouched Monks spend a lifetime under the needle to complete their bodies, some still travel the world, looking for strange arcane symbols, artwork from ages long past, or new forms and styles of tattooing.

The worst thing to a Spelltouched Monk is to perish without their tattoos complete, they consider them to be a reflection of a life completed and believe only those who complete them will reach enlightenment. Many Spelltouched Monks spend hours tattooing, but as well drawing, painting, or otherwise crafting or performing some strange dance, tune or song they have picked up; their time spent searching for culture, equaled only by mediation.

Role: Spelltouched Monks are skilled masters of many crafts and trades. They often employ combat with no weapon other than a brush and paints. Foes scoff at them, they find their bodies being overcomed by paint, many enchanted with magical effects. The Spelltouched Monk has learned the ancient power of tattoos and body painting, enchanting spells upon the bodies of foes and allies that lock in place until

Spelltouched Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Spelltouched Monks spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.

Alignment: Any Lawful.

Hit Die: d8.

Class Skills
The Spelltouched Monk's class skills are Athletics (Str), Acrobatics (Dex), Craft (Tattoos) (Int), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana, history, religion, planes) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Tattoo Artist) (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

{table=head]{colsp=15}Table: Spelltouched Monk Class
Level| BAB | Fort| Reflex |Will| Special| AC Bonus| Unarmed| 0| 1| 2| 3| 4| 5| 6

1st |+0 |+2 |+2 |+2 |AC Bonus, Unarmed Strike|+0|1d6|3|1|-|-|-|-|-
2nd |+1 |+3 |+3 |+3 |Stunning Paint|+0|1d6|4|2|-|-|-|-|-
3rd |+2 |+3 |+3 |+3 |Spell Combat, Brush Stroke|+0|1d6|4|3|-|-|-|-|-
4th |+3 |+4 |+4 |+4 |Ki Pool (Magic)|+1|1d8|4|3|1|-|-|-|-
5th |+3 |+4 |+4 |+4 |Arcane Tattoos|+1|1d8|4|3|2|-|-|-|-

6th |+4 |+5 |+5 |+5 |Corrosive Paint|+1|1d8|5|4|3|-|-|-|-
7th |+5 |+5 |+5 |+5 |Brush Training|+1|1d8|5|4|3|1|-|-|-
8th |+6/+1 |+6 |+6 |+6 |Improved Spell Combat|+2|1d10|5|4|4|2|-|-|-
9th |+6/+1 |+6 |+6 |+6 |Hasted Assault|+2|1d10|5|5|4|3|-|-|-
10th |+7/+2 |+7 |+7 |+7 |Ki Pool (Lawful), Metamagic Brush|+2|1d10|5|5|4|3|1|-|-

11th |+8/+3 |+7 |+7 |+7 |Diamond Body, Marvelous Pigments|+2|1d10|5|5|4|4|2|-|-
12th |+9/+4 |+8 |+8 |+8 |Critical Stroke|+3|2d6|5|5|5|4|3|-|-
13th |+9/+4 |+8 |+8 |+8 |Close Range|+3|2d6|5|5|5|4|3|1|-
14th |+10/+5 |+9 |+9 |+9 |Greater Spell Combat|+3|2d6|5|5|5|4|4|2|-
15th |+11/+6/+1 |+9 |+9 |+9 |Reflection|+3|2d6|5|5|5|5|4|3|-

16th |+12/+7/+2 |+10 |+10 |+10 |Ki Pool (Adamantine), Spelled Ink|+4|2d8|5|5|5|5|4|3|1
17th |+12/+7/+2 |+10 |+10 |+10 |Fatal Paint, Timeless Body|+4|2d8|5|5|5|5|4|4|2
18th |+13/+8/+3 |+11 |+11 |+11 |Instantaneous Reconstruction|+4|2d8|5|5|5|5|5|4|3
19th |+14/+9/+4 |+11 |+11 |+11 |Empty Body|+4|2d8|5|5|5|5|5|5|4
20th |+15/+10/+5 |+12 |+12 |+12 |Spelltouched|+5|2d10|5|5|5|5|5|5|5
[/table]

Special Abilities
The following are class abilities of the Spelltouched Monk.

Spells: A Spelltouched Monk casts arcane spells drawn from the magus spell list. A Spelltouched Monk must choose and prepare her spells ahead of time. A Spelltouched Monk must have a paint brush in one hand to cast any spells.

To learn, prepare, or cast a spell, the Spelltouched Monk must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spelltouched Monk's spell is 10 + the spell level + the Spelltouched Monk's Charisma modifier.

A Spelltouched Monk can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if he has a high Charisma score (see the Ability Modifiers and Bonus Spells Table).

A Spelltouched Monk may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her scrapbook and tattooing her body. While studying and tattooing, the Spelltouched Monk decides which spells to prepare.

Tattooist's scrapbook: A Spelltouched Monk must draw within her tattooist's scrapbook (functions like a spellbook) and tattoo her body each day to prepare her spells. She cannot prepare any spell not recorded in her Tattoo's book or upon her body as an arcane tattoo (except for read magic, which all Spelltouched Monks can prepare from memory).

As long as a spell in tattoo form isn't dispelled or consumed, it can be used to prepare the spell, as if from memory, the spell's magical energies stored within the very lines of the tattoo. Overtime, a Spelltouched Monk's body positively glows with magic, often every inch of their bodies radiate a Magical rune or tattoo of some form.

A Spelltouched Monk begins play with a scrapbook containing all 0-level magus spells plus three 1st-level magus spells of her choice. The Spelltouched Monk also selects a number of additional 1st-level magus spells equal to her Charisma modifier to add to her scrapbook.

At each new Spelltouched Monk level, she gains two new magus spells of any spell level or levels that she can cast (based on her new Spelltouched Monk level) for her spellbook. At any time, a Spelltouched Monk can also add spells found in other spellbooks to her own (see Arcane Spells).

A Spelltouched Monk can learn spells from a wizard's spellbook, but a wizard must spend twice as much time learning from a Spelltouched Monk's spellbook, its spellbook often using supplemental or even created languages or other symbolic designs (a Spelltouched Monk present can aid them, allowing it to function at the normal learning speed). The spells learned must be on the magus spell list, as normal.

An alchemist (see the Alchemist description) can learn formulae from a Spelltouched Monk's spellbook, if the spells are also on the alchemist spell list. A Spelltouched Monk cannot learn spells from an alchemist.

Weapon and Armor Proficiency: A Spelltouched Monk is proficient with unarmed strikes and paint brushes (use a club for statistics on a brush, until later, when its treated as an unarmed strike). A Spelltouched Monk is not proficient with any armor or shields.

Like any other arcane spellcaster, a Spelltouched Monk wearing armor or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. The Spelltouched Monk loses all class abilities except weapon proficiencies and unarmed damage when wearing armor.

1st - AC Bonus (Ex):
An unencumbered ST Monk can sense incoming blows and react to incoming attacks with better precision.

When unarmored and unencumbered, the Spelltouched Monk adds her Wisdom bonus (if any) to her AC and her CMD. In addition, a Spelltouched Monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Spelltouched Monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Spelltouched 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.

1st - Unarmed Strike:
A ST monk's unarmed attacks are powerful, capable of killing blows with minimum effort, the stronger the monk's skill, the more damage their fists deal.

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

Usually a Spelltouched 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 Spelltouched Monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Spelltouched Monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Spelltouched Monk.

2nd - Stunning Paint (Ex):
A ST Monk can use her paint brush to paint cursed symbols upon a target, the ST Monk's paint allows them to stun a foe by merely touching them, bypassing their armor, the paint's magic working through it.

The Spelltouched Monk has mastered the powers of painting special curses upon the body of the foe. The Spelltouched Monk gains Stunning Fist as a bonus feat, even if she does not meet the prerequisites. The Spelltouched Monk attacks normally, but deals no damage, instead using her paintbrush to paint the foe and apply Stunning Fist.

At 4th level, and every 4 levels thereafter, the Spelltouched Monk gains the ability to apply a new condition to the target of her Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, she can choose to make the target fatigued. At 8th level, she can make the target sickened for 1 minute. At 12th level, she can make the target staggered for 1d6+1 rounds. At 16th level, she can permanently blind or deafen the target. At 20th level, she can paralyze the target for 1d6+1 rounds.

The Spelltouched Monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Paint cannot become nauseated if hit by Stunning Paint again), but additional hits do increase the duration.

3rd - Spell Combat (Ex):
The ambidextrous ST Monk has discovered the ability to wielding both spells and martial combat in one unified way.

A Spelltouched Monk learns to paint spells and wield her weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the Spelltouched Monk must have one paint brush in hand (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand.

As a full-round action, she can make all of her attacks with her melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).

If she casts this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her Charisma bonus, and add the same amount as a circumstance bonus on her concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty.

A Spelltouched Monk can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.

3rd - Brush Stroke (Su):
Using the paint brush to focus the spell energy, she has learned to channel a spell's magic into the very paint. Whenever the ST Monk casts a spell with her paint brush, she can make the spell strike by merely painting upon a target.

Whenever a Spelltouched Monk casts a spell with a range of “touch” from the Spelltouched Monk spell list, she can deliver the spell through her paint brush she is wielding as part of a melee touch attack. Instead of the free melee touch attack normally allowed to deliver the spell, a Spelltouched Monk can make one free melee attack with her paint brush (at her highest base attack bonus) as part of casting this spell.

If successful, this melee attack deals no damage but applies the effects of the spell. If the Spelltouched Monk makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks.

This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit.

4th - Ki Pool (Su):
A ST Monk can use its spiritual energy to empower her mind and body in times of need.

a Spelltouched monk gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in a Spelltouched monk's ki pool is equal to 1/2 her Spelltouched monk level + her Wisdom modifier. As long as she has at least 1 point in her ki pool, she can make a ki strike.

At 4th level, ki strike allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's Spelltouched monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from her ki pool, she can increase her speed by 20 feet for 1 round. Finally, a Spelltouched monk can spend 1 point from her ki pool to give herself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A Spelltouched monk gains additional powers that consume points from her ki pool as she gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

5th - Arcane Tattoos (Su):
Whether the ST Monk paints her signature temporary tattoos or performs a permanent tattoo with ink, the ST Monk can infuse magic into the pigments, turning the lines of such tattoos into powerful magical items.

A Spelltouched Monk gains the magical ability to use special pigments found in nature, combined with meditation and tattooing, can enchant anybody with magical tattoos. She has two ways to do this.

Permanent: The first way is through Item Creation feats, after one is taken, the user can tattoo the magical effect of the item onto a body, assuming the body part has enough room.

{table=head]{colsp=2}Table: Arcane Tattoo Space
Body Part| Spell Space
Chest|9 spells up to 3rd level or 3 spell up to 6th or 1 spell up to 9th level
Back|9 spells up to 3rd level or 3 spell up to 6th or 1 spell up to 9th level
Arm (each one)|3 spells up to 3rd level or 1 spell up to 6th level
Leg (each one)|3 spells up to 3rd level or 1 spell up to 6th level
Face|1 spell up to 3rd level
[/Table]

Creation time remains as normal with this first method plus the time it takes to actually tattoo it (generally less than 3-4 hours). Some items cannot be duplicated exactly, and some creative interpretation must be taken into account with some items, as they don't match the form they normally do.

Temporary: The other method employs expending the prepared spell slot of the spell that is going to be temporary enchanted upon the body part. The caster loses the spell slot until the spell within the tattoo is expended, meaning the slot cannot be used to prepare spells while it remains on the target of the tattoo.

The spell takes 10 minutes per spell level to apply it to the body part, lasting until expended or dispelled. Each temporary tattoo has three uses when used this way, granting them as Spell-like abilities that use the Spelltouched Monk as the caster, not the target of the tattoo.

6th - Corrosive Paint (Su):
The pigments used within the paints of a ST Monk can be transformed into a potent acid upon leaving the brush.

Once per round, the Spelltouched Monk can fling a glob of paint off of the paint brush, spontaneously converting it into a corrosive acid before it strikes a foe or a surface. The paint is treated as a ranged touch attack that deals acid damage equal to 1d6 + Spelltouched Monk's charisma modifier. The corrosive paint can travel 30 ft. before incurring range increment penalties.

Also, All melee strikes with a paint brush deal this acid damage as well. This ability is not subject to spell resistance.

7th - Brush Mastery (Ex):
The ST Monk has mastered the use of brushes, capable of using them as well as her unarmed strikes.

A Spelltouched Monk gains specialized training with brushes. A Spelltouched Monk may use ki strike with brushes and deal damage equal to the Spelltouched Monk's unarmed strike damage.

8th - Improved Spell Combat (Ex):
The ST Monk's ability to fight with both spells using her brush and with her unarmed strikes improves, allowing her to focus her mind easier.

the Spelltouched Monk’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the Spelltouched Monk receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

9th - Hasted Assault (Su):
The ST Monk has mastered greater control over her movement by focusing her Ki. She is capable of increasing the ST Monk's martial ability within a moment's notice to fight with more ferocity.

The Spelltouched Monk can expend 1 point from her ki pool as a swift action to move more quickly. This functions as haste, but only targets the Spelltouched Monk and lasts for a number of rounds equal to the Spelltouched Monk's Wisdom bonus.

10th - Metamagic Brush (Su):
The ST Monk can infuse her paint brush with metamagic powers, channeling the power into her spells.

The Spelltouched Monk can expend 2 points from her ki pool as a swift action to treat her brush as a metamagic rod of her choice for one round. This metamagic rod type must be worth no more than 11,000 gp to be manifested within the brush and the Spelltouched Monk must at least qualify for the metamagic feat used. At 20th level, the metamagic rod can be of any value when chosen.

11th - Diamond Body (Su):
The pigments in the paints and ink all contain some harmful toxins that overtime become infused within the bodies of the ST Monks. This infusion of toxins change the body, the body grows resistant.

A Spelltouched Monk gains immunity to poisons of all kinds.

11th - Marvelous Pigments (Su):
The ST Monk can use her paints to create two dimensional paintings that become real three dimensional permanent items with nothing but her magic infused paints.

Once per day, a spelltouched monk can turn one pot of paint pigment into a set of Marvelous Pigments. This is done through a DC 20 craft (alchemy) check, mixing their own blood and magical power into their paints.

These pigments enable the Spelltouched Monk to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the Spelltouched Monk concentrates on the image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

Only normal, inanimate objects can be created. Creatures can't be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items.

Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on—appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials.

The Spelltouched Monk can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous.

12th - Critical Stroke (Su):
Whenever the ST Monk strikes true, hitting a vital blow against a foe, she may empower the blow with a spell.

Whenever the Spelltouched Monk scores a critical hit with a paint brush, she may cast a spell with a range of touch as a swift action, then make a touch attack with that spell against the target of the critical hit as a free action. The Spelltouched Monk can use this ability once per day.

13th - Close Range (Ex):
The ST Monk has mastered the art of converting rays into her paints, simply brushing paint upon a foe.

The Spelltouched Monk can deliver ray spells that feature a ranged touch attack as melee touch spells. She can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but she makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the brush stroke class feature.

14th - Greater Spell Combat (Ex):
The ST Monk becomes so skilled at her method of fighting, she can effortlessly concentrate on her spells.

the Spelltouched Monk gains the ability to seamlessly cast spells and make melee attacks. Whenever she uses the spell combat ability, her concentration check bonus equals double the amount of the attack penalty taken.

15th - Reflection (Su):
A ST Monk can expend her spiritual power to reflect spells, turning them away from herself or at least increases her resistance to magic.

The Spelltouched Monk can sacrifice 1 or more points from her ki pool as an immediate action, reflecting the spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent.

16th - Spelled Ink (Ex):
The tattoo ink within the ST Monk's skin protects the wearer from magical effects, improving the ST monk's resistance to magic.

A Spelltouched Monk gains spell resistance equal to her current spelltouched monk level + 10. In order to affect the spelltouched monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the spelltouched monk's spell resistance.

17th - Fatal Paint (Su):
The ST Monk can kill with a simple symbol painted upon a foe. The symbol can even be washed away, the magic remains, capable of being triggered by the ST Monk at will.

a spelltouched monk can set up vibrations within the body of another creature with painting over their heart, this can thereafter be fatal if the spelltouched monk so desires. She can use this ability once per day, and she must announce her intent before making her attack roll. Creatures immune to critical hits cannot be affected.

Otherwise, if the spelltouched monk strikes successfully with her paintbrush, the target takes no damage from the blow and the Fatal Paint attack succeeds. Thereafter, the spelltouched 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 spelltouched monk level.

To make such an attempt, the spelltouched monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the spelltouched monk's level + the spelltouched monk's Cha modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular Fatal Paint attack, but it may still be affected by another one at a later time. A spelltouched monk can have no more than 1 Fatal Paint effect active at one time. If a spelltouched monk uses Fatal Paint while another is still in effect, the previous effect is negated.

17th - Timeless Body (Ex):
The ST Monk's Ki becomes potent enough to stave off the effects of aging, her body ceases to age, although she still must die of old age.

a spelltouched 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. Age bonuses still accrue, and the monk still dies of old age when her time is up.

18th - Instantaneous Reconstruction (Su):
The magic within the pigments become powerful enough to recreate material lost to time, rust, sunder attempts, exposure or otherwise any form of damage. The ST Monk can use her paint brush to repair any item that comes into contact with its paint by painting directly on it.

a spelltouched monk can reforge a destroyed item by simply letting a drop of paint fall on the broken item, as a standard action that does not provoke attacks of opportunity.

19th - Empty Body (Su):
The ST Monk can become an ethereal being for a short time with a burst of Ki power.

a spelltouched monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from her ki pool. This ability only affects the spelltouched monk and cannot be used to make other creatures ethereal.

20th - Spelltouched (Su):
a Spelltouched Monk becomes a master of spells and combat.

Whenever she uses her spell combat ability, she does not need to make a concentration check to cast the spell defensively. Whenever the Spelltouched Monk uses spell combat and her spell targets the same creature as her melee attacks, she can choose to either increase the DC to resist the spell by +2, grant herself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant herself a +2 circumstance bonus on all attack rolls made against the target during her turn.

Also, the metamagic rod chosen using the metamagic brush special ability can be of any value when chosen.

LordErebus12
2012-09-06, 05:23 AM
ST Monk Spell List

Cantrips

Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Spark: Ignites flammable objects.

1st Level Spells

Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Corrosive Touch: Touch attack deals 1d4 acid/level.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Flare Burst: As flare, but affects all creatures in 10 ft.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Frostbite: Target takes cold damage and is fatigued.
Grease: Makes 10-ft. square or one object slippery.
Hydraulic Push: Wave of water bull rushes an enemy.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Jump: Subject gets bonus on Acrobatics checks.
Jury-Rig: Removes the broken condition from the targeted object.
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.
Mirror Strike: You may strike multiple opponents with a single attack.
Mount: Summons riding horse for 2 hours/level.
Negative Reaction: Targeted creature may not positively influence anyone.
Obscuring Mist: Fog surrounds you.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Reduce Person: Humanoid creature halves in size.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Returning Weapon: Grants a weapon the returning special weapon quality.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Silent Image: Creates minor illusion of your design.
Stone Fist: Your unarmed strikes are lethal.
True Strike: +20 on your next attack roll.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Unseen Servant: Invisible force obeys your commands.
Vanish: As invisibility for 1 round/level (5 max).

2nd Level Spells

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels.
Alter Self: Assume form of a Small or Medium humanoid.
Animal Aspect: You gain some of the beneficial qualities of an animal.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Blood Transcription: Learn a spell from the target's blood.
Blur: Attacks miss subject 20% of the time.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Burning Gaze: Inflict 1d6 fire damage to creature by looking at it.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkness: 20-ft. radius of supernatural shadow.
Defensive Shock: Electricity damages your attackers.
Effortless Armor: Armor you wear no longer slows your speed.
Elemental Touch: Gain energy damage touch attack.
Fire Breath: Exhale a cone of flame at will.
Flaming Sphere: Ball of fire deals 3d6 fire damage.
Fog Cloud: Fog obscures vision.
Frigid Touch: Target takes cold damage and is staggered.
Glitterdust: Blinds targets, outlines invisible things.
Gust of Wind: Blast of wind blows away or knocks down creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Levitate: Subject moves up and down at your direction.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you.
Mount, Communal: As mount, but you may divide the duration among creatures touched.
Pilfering Hand: You may seize an object or manipulate it from afar.
Pyrotechnics: Turns fire into light or thick smoke.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the duration among objects touched.
Reloading Hands: Loads a single shot into your weapon every round.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic energy damages objects or creatures composed of crystal.
Spider Climb: Grants ability to walk on walls and ceilings.
Stone Call: 2d6 damage to all creatures in area.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Twisted Space: Targeted creature's attacks target a random square instead of the intended target.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

3rd Level Spells

Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Aqueous Orb: Creates rolling sphere of water.
Arcane Sight: Magical auras become visible to you.
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Blink: You randomly vanish and reappear for 1 round per level.
Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Cloak of Winds: Creates a screen of wind around you.
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50% of the time.
Elemental Aura: Creates an aura of energy around you.
Fireball: 1d6 fire damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at a speed of 60 ft.
Force Hook Charge: Hook of force drags you to the target.
Force Punch: Target takes 1d4 force damage per level and is pushed away.
Gaseous Form: Become insubstantial and fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.
Keen Edge: Doubles normal weapon's threat range.
Lightning Bolt: Electricity deals 1d6/level damage.
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Major Image: As silent image, plus sound, smell and thermal effects.
Monstrous Physique I: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Phantom Steed: Magic horse appears for 1 hour/level.
Ray of Exhaustion: Ray makes subject exhausted.
Sleet Storm: Hampers vision and movement.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Stinking Cloud: Nauseating vapors, 1 round/level.
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
Vampiric Touch: Touch deals 1d6 damage/2 levels; caster gains damage as temporary hp.
Versatile Weapon: Weapon bypasses some DR.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, gasses.

4th Level Spells

Arcana Theft: Targeted dispel transfers an effect to you.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Dimension Door: Teleports you a short distance.
Dragon's Breath: Gives you a dragon's breath weapon.
Elemental Body I: Turns you into a Small elemental.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Firefall: Causes fire to burst up, dealing 2d6 fire damage.
Ice Storm: Hail deals 5d6 damage in area 40 ft. across.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Monstrous Physique II: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
Shout: Deafens all within cone, 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
StoneskinM: Grants DR 10/adamantine.
Vermin Shape I: Take the form and some of the powers of a Small or Medium vermin.
Wall of Fire: 2d4 fire damage to 10 ft. and 1d4 to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall or hemisphere creates dome.
Wall of Sound: Sonic wall deflects and damages creatures.

5th Level Spells

Acidic Spray: 1d6/level acid damage plus 1 round of acid.
Baleful Polymorph: Turns subject into harmless animal.
Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Cloudkill: Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Corrosive Consumption: Acidic patch damages an opponent.
Elemental Body II: You become a Medium elemental.
Fire Snake: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Geyser: Creates a geyser of boiling water.
Interposing Hand: Hand provides cover against 1 opponent.
Monstrous Physique III: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Teleport: Instantly transports you as far as 100 miles per level.
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
Vermin Shape II: As vermin shape, but Tiny or Large.
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.

6th Level Spells

Acid Fog: Fog deals acid damage.
Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Bull's Strength, Mass: As bull's strength, affects 1 subject per level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Chain Lightning: 1d6/level damage, 1 more bolt/level.
Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
Disintegrate: Reduces one creature or object to dust.
Elemental Body III: Turns you into a Large elemental.
Flesh to Stone: Turns subject creature into statue.
Forceful Hand: Hand pushes creatures away.
Form of the Dragon I: Turns you into a Medium dragon.
Freezing Sphere: Freezes water or deals cold damage.
Mislead: Turns you invisible and creates illusory double.
Monstrous Physique IV: As monstrous physique III, with more abilities.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Stone to Flesh: Restores petrified creature.
TransformationM: You gain combat bonuses.
True SeeingM: Lets you see all things as they really are.
Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.
Walk through Space: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Wall of IronM: 30 hp/four levels; can topple onto foes.

Feats

maybe...

LordErebus12
2012-09-06, 05:24 AM
below is fine to peach, did some proofreading but its probably still pretty rough.

LordErebus12
2012-09-06, 09:39 PM
changed/removed tongue of the sun and moon.

added marvelous pigments, allowing any paint set wielded by a ST monk allows them to treat them as a marvelous pigments (http://paizo.com/pathfinderRPG/prd/magicItems/wondrousItems.html#marvelous-pigments) wondrous item.

LordErebus12
2012-09-06, 10:50 PM
i realized my mistake. moved some of the abilities around.

Chronologist
2012-09-06, 11:19 PM
Hmm. Let's look at the class objectively.

At 4th level they basically get full BAB, CMB, and CMD. So the class has slightly fewer hit points than most martial characters, but they get full BAB, perfect saves, 6th level casting, they can cast AND full attack each turn, and they get most of the Monk's plethora of special defenses and attacks. Trading in Flurry of Blows and Slow Fall for 6th level casting and a bunch of class features? Where do I sign up?

In all seriousness, maybe what you're looking for is a "theurge" prestige class that advances Flurry of Blows, Ki Pool, Magus Arcana, and Magus spellcasting. Perhaps the prerequisites could be Stunning Fist, Spell Combat, and the ability to cast 2nd level spells?

I love the flavor of the class, it takes the concept of the Tattooed Monk and makes it something cool and different, but at the same time it's basically a gestalt of the Magus and Monk.

Keep at it! I'd advise either making it a prestige class, or I'd create a bunch of class features that don't replicate existing abilities the Monk or Magus can already do. In the same way that the Rogue does one thing, and the Sorcerer does his own thing, imagine the Bard as a halfway point - they resemble a mid-way point between the two classes, but they're not just stealing Sneak Attack and Bloodlines, they have Bardic Music and their own spell list.

Good luck!

LordErebus12
2012-09-07, 12:19 AM
Hmm. Let's look at the class objectively.

At 4th level they basically get full BAB, CMB, and CMD. So the class has slightly fewer hit points than most martial characters, but they get full BAB, perfect saves, 6th level casting, they can cast AND full attack each turn, and they get most of the Monk's plethora of special defenses and attacks. Trading in Flurry of Blows and Slow Fall for 6th level casting and a bunch of class features? Where do I sign up?

In all seriousness, maybe what you're looking for is a "theurge" prestige class that advances Flurry of Blows, Ki Pool, Magus Arcana, and Magus spellcasting. Perhaps the prerequisites could be Stunning Fist, Spell Combat, and the ability to cast 2nd level spells?

I love the flavor of the class, it takes the concept of the Tattooed Monk and makes it something cool and different, but at the same time it's basically a gestalt of the Magus and Monk.

Keep at it! I'd advise either making it a prestige class, or I'd create a bunch of class features that don't replicate existing abilities the Monk or Magus can already do. In the same way that the Rogue does one thing, and the Sorcerer does his own thing, imagine the Bard as a halfway point - they resemble a mid-way point between the two classes, but they're not just stealing Sneak Attack and Bloodlines, they have Bardic Music and their own spell list.

Good luck!

I feel disheartened, almost everyone of my pathfinder classes are just this. Reclash of two or more classes combined with a couple of new abilities.

LordErebus12
2012-09-07, 02:33 AM
Chronologist inspired me... So i went through and attempted to alter the class, making it less like the monk/magus combo. i think i added enough to make it differ.

Waargh!
2012-09-07, 07:26 AM
That is though only 4th level. What about overall? I believe she will be weaker than a base druid. Or at least not stronger.

Having your own unique abilities is more interesting but also harder to balance and harder to get people to accept it. I think is a valid idea to borrow class features from here and there ending up with a mix that can be more acceptable even though less imaginative.

LordErebus12
2012-09-07, 01:38 PM
That is though only 4th level. What about overall? I believe she will be weaker than a base druid. Or at least not stronger.

Having your own unique abilities is more interesting but also harder to balance and harder to get people to accept it. I think is a valid idea to borrow class features from here and there ending up with a mix that can be more acceptable even though less imaginative.

:smallcool:

i agree, i attempt to balance classes by borrowing abilities from other classes, learning the abilities at equal levels, or perhaps a few levels later than normal. all that to rebalance it.

It doesnt outshine any classes, but does make a powerful caster/combatant in its own right. Does the class really have to compare to full caster classes? this is required? Its an Arcane Brawler...

LordErebus12
2012-09-07, 03:45 PM
compiled a spell list. thinking about feats... cant think of any.

Waargh!
2012-09-07, 05:58 PM
:smallcool:

i agree, i attempt to balance classes by borrowing abilities from other classes, learning the abilities at equal levels, or perhaps a few levels later than normal. all that to rebalance it.

It doesnt outshine any classes, but does make a powerful caster/combatant in its own right. Does the class really have to compare to full caster classes? this is required? Its an Arcane Brawler...

well, my rule is that no homebrew class should be more powerful than the most powerful classes. To compare I choose the closest one. Waarior and spell capabilities refer me to a druid. Paladin is more closer, but druid is more powerful so it just has to be less powerful than that.

One thing is though vow of poverty. It is powerful for a monk and a casters. Well here you have both. It can be implied that since you use a brush and everything required for tattoo you cannot take that feat, but maybe you want to specify it as that feat might make it too good or just too rounded up to be interesting.

LordErebus12
2012-09-07, 07:50 PM
clarified a bit on some stuff, also added some flavor text on each ability.

LordErebus12
2012-09-07, 08:08 PM
added metamagic brush.

LordErebus12
2012-09-07, 08:27 PM
Hmm. Let's look at the class objectively.

At 4th level they basically get full BAB, CMB, and CMD.

monks have that at lower levels, using Flurry of Blows and manuver training... right now its only getting full BAB for brush strikes.

Flying_Nimbus
2013-10-02, 05:09 PM
Does the Spelltouched Monk get additional attacks at higher BAB like the regular monk, or does it only gain one attack through BAB?

LordErebus12
2013-10-03, 06:58 AM
Does the Spelltouched Monk get additional attacks at higher BAB like the regular monk, or does it only gain one attack through BAB?

fixed the table and removed that pesky Skilled with a Brush ability (it was broken). it was probably just an oversight on my part when i built it. BAB of 6, 11, and 16 always grant iterative attacks.