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View Full Version : Saints preserve us! Another Monk Rewrite (and also his freind SAMURAI!!)



Xaotiq1
2013-01-29, 04:57 PM
Okay, so, I know that everyone and their animal companion has made a go of either "fixing" or re-imagining the monk. I also know that unarmed swordsage is considered THE monk fix. I'm not sure what possessed me to write this, but I'm throwing it up here anyway.
So, as the monk's schtick is more human than human, so to speak, and becoming an outsider, I took the base chassis of the outsider type (full BAB, All good saves, 8+Int Skills)and built on that with a dash of Warlock. I'm hoping that this falls to high tier 4 or low, very low tier 3. Oh, I really suck at writing fluff, so there'll be none of that. Well, here we go:

Monk

Abilities: Nearly all monk class features key off of Wisdom. Constitution would be a close second as hit points are a precious resource. The monk’s high number of skill points alleviates the need for a high Intelligence score. The monk’s class features also help alleviate the need for a higher than average Dexterity or Strength. Nothing keys off of Charisma save a couple of skills.
Races: Same as PHB.
Alignment: Monks strive to keep a cool head in most all situations. Therefore, those with extreme alignments find the monk’s training frustrating. A monk must always have a neutral component to their alignment to reflect this level of mental calm.
Hit Die: d8
Starting Gold: 4d4x10gp
Starting Age: As Cleric (PHB 190)

Class Skills
The monk’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local), Knowledge (History), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), , Speak Language, Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points per Level: 6 + Int modifier (x4 at 1st level)

Class Table
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|
AC Bonus|
Unarmed Damage|
Katas Known

1st|
+1|
+2|
+2|
+2|AC Bonus, Katas (Apprentice), Martial Arts Training|
+0|
1d8|
3

2nd|
+2|
+3|
+3|
+3|Evasion|
+0|
1d8|
4

3rd|
+3|
+3|
+3|
+3|Quick Thinker|
+0|
1d8|
5

4th|
+4|
+4|
+4|
+4|Advanced Martial Arts Training|
+0|
1d10|
6

5th|
+5|
+4|
+4|
+4|Flesh as Stone|
+1|
1d10|
7

6th|
+6/+1|
+5|
+5|
+5|Katas (Initiate), Mettle|
+1|
1d10|
9

7th|
+7/+2|
+5|
+5|
+5|Bodily Renewal (1)|
+1|
1d10|
10

8th|
+8/+3|
+6|
+6|
+6|Energy Resistance (10)|
+1|
2d8|
11

9th|
+9/+4|
+6|
+6|
+6|Improved Evasion|
+1|
2d8|
12

10th|
+10/+5|
+7|
+7|
+7||
+2|
2d8|
13

11th|
+11/+6/+1|
+7|
+7|
+7|Katas (Master)|
+2|
2d8|
15

12th|
+12/+7/+2|
+8|
+8|
+8|Inured to Elements|
+2|
2d10|
16

13th|
+13/+8/+3|
+8|
+8|
+8|Bodily Renewal (3)|
+2|
2d10|
17

14th|
+14/+9/+4|
+9|
+9|
+9|Energy Resistance (20)|
+2|
2d10|
18

15th|
+15/+10/+5|
+9|
+9|
+9||
+3|
2d10|
19

16th|
+16/+11/+6/+1|
+10|
+10|
+10|Katas (Grand Master)|
+3|
3d8|
21

17th|
+17/+12/+7/+2|
+10|
+10|
+10||
+3|
3d8|
22

18th|
+18/+13/+8/+3x|
+11|
+11|
+11|Bodily Renewal (5)|
+3|
3d8|
23

19th|
+19/+14/+9/+4|
+11|
+11|
+11||
+3|
3d8|
24

20th|
+20/+15/+10/+5|
+12|
+12|
+12|Ascended Bodhisattva, Energy Resistance 30|
+4|
3d10|
25[/table]
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are trained in the use of many weapons. A monk is proficient with all simple melee weapons (including unarmed strike), dart, javelin, and sling; all light and up to 5 one handed martial weapons, Glaive, Guisarme, Ranseur, and long and short bows (including composite versions). Monks are not proficient with any armor or shield.

AC Bonus (Ex): 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.

Katas: The training of a monk allows them to perform feats of strength, grace, and both physical and mental endurance that transcend normal human limitations. Katas are collections of supernatural and/or extraordinary abilities that define an individual monk’s focus and training.
Kata come in four tiers: Apprentice, Initiate, Master, and Grand Master. If a kata allows a saving throw, the DC will always be 10 + Character Level + Wis Modifier. Katas are never subject to spell resistance and may always operate in an anti-magic field. A monk does not provoke an attack of opportunity when using a kata unless its description says so. Unless stated in the description, katas can be used at will.
Whenever a monk gains access to a new level of kata (at 6th, 11th, and 16th level), they automatically learn a kata of that level. This is in addition to the kata normally gained for leveling up. Also, when gaining access to a new level of kata, the monk may switch out a previously known kata for a new one. The new kata must be of a level one less than the highest the monk can access. For example, an 11th level monk may switch out any kata they know and learn a new Apprentice or Initiate level kata in its place.
A monk begins with knowledge of 3 katas of the Apprentice level; and learns additional katas as per Table: Monk.

Martial Arts Training (Ex): Monks train in various styles of combat; however they are most recognized for their ability to fight without a weapon at all. At 1st level, a monk gains the benefits of the Improved Unarmed Strike feat. A monk may use a fist, foot, elbow, knee, or even head to deliver their unarmed attacks and therefore can make an unarmed strike even if their hands are full. Monks never suffer off-hand penalties when fighting unarmed. A monk applies their full strength bonus to damage with their unarmed strikes and may use the power attack feat in conjunction with their unarmed strike.
Monks may deal lethal or non-lethal damage with their unarmed strike at no penalty.
A monk’s unarmed strike may be affected by spells, feats, and other effects that enhance both natural and manufactured weapons.
Due to a monk’s intense training, they know how to apply greater force behind their attacks. A monk’s unarmed strikes deal more damage than a non-monk as shown on the table. Monks smaller or larger than medium deal less or more damage than the listed amount; see Table: Small or Large Monk Unarmed Damage.
When wielding a weapon with which they are proficient, the monk may use their unarmed strike or their weapon damage; whichever is more advantageous.

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, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Quick Thinker (Ex): Monks have keen intuition, not only in regard to their surroundings; but also in to the inner workings of their bodies. At 3rd level, the monk adds its Wisdom bonus as a modifier on Strength and Dexterity checks, checks involving skills biased on Strength or Dexterity, and attack rolls.

Advanced Martial Arts Training (Ex): Your training drills make special maneuvers in combat much easier. When making a skill roll or opposed roll to Bull Rush, Disarm, Feint, Overrun, Sunder, or Trip; you may take 10 on that roll. This does not pertain to the attack roll to initiate said maneuvers. Also, the monk avoids taking an attack of opportunity for using any of these maneuvers in combat.

Flesh as Stone (Ex): A monk of 5th level or higher has been conditioned to receive blows as well as they give them. This ability gives the monk DR/- equal to 1/2 their monk level.

Mettle (Ex): At 6th level and higher, a monk can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle.

Bodily Renewal (Su): Monks of 7th level and higher have learned to focus their chi energy to help them heal. At 7th level, a monk gains fast healing (1). This increases at 13th level to fast healing (3); and again at 18th level to fast healing (5).

Energy Resistance (Su): Choose two energy types from the following list: Acid, Cold, Electricity, and Fire. You gain energy resistance 10 to both types. If you have 14 levels of monk, your resistance goes up to 20. If you have 20 levels of monk, it goes up to 30.

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, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Inured to Elements (Su): Monks have put themselves through enough training; that they are all but unaffected by inclement weather and need for rest. At 12th level, a monk is treated as being permanently affected by an endure elements spell. Additionally, the monk no longer needs to sleep.

Ascended Bodhisattva (Su): A monk who reaches 20th level has reached a zenith in their physical and mental conditioning to the point that they are no longer fully human. An Ascended Bodhisattva gains the Outsider type with the “Native” subtype. This means that the monk is no longer affected by spells, powers, or abilities that only affect humans. They can, unlike other outsiders, be affected by the Resurrection spell.
The monk gains a +2 perfection bonus to all of their ability scores, becomes immune to sleep and paralysis, no longer need to eat (though they must consume at least one quart of water per day), and no longer take penalties to ability scores for aging.

Monk Katas
Apprentice Katas
Abundance of Pecking Birds: Create a storm of ranged attacks.
Bandit King’s Inspiration: Improves your chances of success.
Cobra Strike: Patiently wait and unleash a fierce blow.
Devastating Ape Strike: Crush or shatter objects with a touch.
Fury Fans the Flame: Your rage brings out your inner fire.
Many Arms of the Spider: Unleash a flurry of attacks.
Merciful Sparrow: Save yourself from falling.
Panther Prowls the Night: Move like a powerful predator.
Rabbit Outruns Fox: Clouds of dust hide your trail.
Stampede of Oxen: Lay waste to the ground around you.
Ten Foot Punch: Your melee attacks strike foes at a distance.
Initiate Katas
Anticipate the Cobra: Detect opponents without sight.
Crane Guides the Arrow: Your strikes are guided to vital areas.
Demon’s Thunderclap: Your strikes may deafen your opponent.
Dragon’s Claw: Your strikes pierce armor like the claws of a dragon.
Fangs of the Serpent: Drain your opponent’s strength to build your own.
Firefly’s Path: Move from place to place seemingly instantly.
Leopard and Her Cubs: Use your wisdom to protect allies.
Monkey Goes to the Mountain: Leap great heights and distances.
Roar of the Dragon: Unleash a terrifying noise upon your foes.
Smoke Parts for Iron: Your strikes gain a magical edge.
Tiger Shakes Its Mane: Shrug off effects that hinder your hunt.
Master KatasCrumbling Dam: Destroy your foes resistances and immunities.
Eclipsing the Noonday Sun: Blind opponents you strike.
Iron Veins: Poison and disease do not affect you.
Jade King’s Stance: A stance that vexes spell casters
Palm of Prevention: Gain protection as if from unseen hands.
Raccoon-dog’s Gambit: Make yourself scarce with the aid of yourself.
Righteous Reversal: Turn a foe’s attacks against them.
Step Back to Ward Off Monkey: Cleverly avoid being held in place.
Thunder God Strums the Pipa: Music can be an exhausting experience.
Vengeance of Angry Monkey: Throw things. Throw them far; and hard.
Grand Master KatasAncestor’s Warning: Their wisdom grants you Foresight.
Blood of Gold: Your soul becomes implacable to negative energy.
Closing the Gate: Limit the effect certain magic’s effects on you.
Coiled Serpent’s Embrace: Crush the life out of your opponents.
Hungry Dragon’s Maw: Your touch draws the essence from your foe.
Mantis Pinch: Paralyze foes you strike.
Mind of Quicksilver: You become resistant to attacks on your mind.
Plug the Hourglass: Slow time to a crawl.
Venom Punch: Your attacks become deadly and can ruin opponents from the inside.
Water Flows Uphill: Impede the movement of those who threaten you.

Kata Descriptions
Abundance of Pecking Birds (Ex)
Apprentice
Legends speak of the grand masters that blot out the sun with a hail of arrows.
This kata allows the monk, as part of full-attack action that provokes attacks of opportunity, to make a number of additional attacks with a bow, sling, or thrown weapon equal to their Wis modifier. These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
Ancestor’s Warning (Su)
Grand Master
Your ancestors wish to keep you safe from harm and whisper warnings into your ears. The monk gains the benefits of the Foresight spell for 24 hours.
Anticipate the Cobra (Ex)
Initiate
Monks who learn this kata gain the ability to sense creatures without using your eyes or ears. You gain Blindsense out to 30’ and scent for 24 hours. If you have 12 or more levels of monk, you gain Blindsight out to 30’ and Blindsense to 60’.
Bandit King’s Inspiration (Su)
Apprentice
The spirit of the Bandit King flows through you, giving you seemingly boundless luck. You gain a floating “pool of luck”, which manifests as points that can be used to improve your odds of success at various tasks. Your pool contains 2 points per monk level. You may spend up to one half of your monk level on any one attack roll, ability check, or skill roll.
You must declare the expenditure of your points prior to making the roll. Used points disappear from the pool; which refills at the beginning of each encounter. These points count as a luck bonus for the purposes of stacking.
If you have four levels of monk, you may spend 2 points to gain 1d6 sneak attack damage. You may only spend up to one half your monk level in points for this purpose.
Blood of Gold (Su)
Grand Master
Monks who encounter undead foes or powerful outsiders often learn this kata to protect their life force from being drained away. While in effect, Blood of Gold protects the monk fully from energy drain, and immunity to effects that cause negative levels. This kata is always active once learned and therefore requires no action to maintain or activate.
Closing the Gate (Sp)
Grand Master
A well prepared spellcaster can be the worst enemy of even the best trained monk. This kata was developed to make sure that not all of their tricks could be used on one monk.
This kata grants Spell Immunity, Greater as a spell-like ability for 24 hours to the monk that learns it.
Coiled Serpent’s Embrace (Ex)
Grand Master
Monks are fearsome grapplers. So much so, that a monk who learns this kata may crush the very life out of their enemies.
When the monk grapples an opponent, for each round they hold the grapple, they deal constitution damage to the target equal to their unarmed strike damage. Opponents who are brought to a 0 Constitution die immediately.
Cobra Strike (Ex)
Apprentice
Wise men say that patience is a virtue. None hold that truer than a monk who learns this kata.
The monk, using a full-round action that provokes attacks of opportunity, may take 20 on their next attack roll. The monk gains none of the benefits of rolling a “natural 20” on this attack roll. If the character has 15 levels in monk this kata can be used as a standard action.
Crane Guides the Arrow (Ex)
Initiate
Your training focuses on striking a target’s vital areas. As such, the critical threat range of all of your attacks goes up by one step. So, a threat range of 19-20 goes to 18-20. In addition, all rolls to confirm critical hits gain a bonus equal to your Wis modifier. This kata stacks with spells, feats and other abilities that affect critical hits.
If you have 12 levels of monk, the critical multiplier of all of your attacks goes up by one: x2 goes to x3, etc.; and your critical hits can affect targets normally unaffected by them.
Crumbling Dam (Su)
Master
One of the hardships that a monk faces is opponents immune to their techniques. This kata was developed to even the odds. As a standard action, you make an unarmed strike against a target. If the attack would hit, the target makes a Will save. The target takes a -1 penalty to this save for every 5 points by which you beat their armor class with your strike.
On a failed save, any immunity the target has become ineffective and any resistances to energy drop to 0 for 1 round per 2 monk levels.
Demon’s Thunderclap (Su)
Initiate
Some say that you cannot see the eyes of a demon, until they come calling. With this kata, your enemies may have a hard time hearing the demon as well.
As a standard action, make an unarmed strike against an opponent. If your attack hits, the target must make a fortitude save or be deafened for 5 rounds. A successful save means the target is only staggered for one round.
Devastating Ape Strike (Su)
Apprentice
Martial artists are known for practicing strikes on training dummies; and even breaking planks of wood or slabs of stone. A monk who learns this kata has honed their unarmed strike into a tool of demolition.
As a standard action, you make an unarmed strike against a foe or object. You can forego dealing your unarmed strike damage and instead affect an object on your foe’s person or unattended object as if by a shatter spell. This effect damages all constructs, not just those made of crystal. If you have six levels of monk, you can apply this kata to all attacks you make this round. If you have 10 levels of monk, your unarmed strikes ignore damage reduction and hardness.
Devilfish’s Grip (Su)
Master
The devilfish, or octopus, is a wily undersea predator that traps prey in their deadly tentacles. This kata reflects a similar style of combat. As a full-round action that provokes attacks of opportunity, make an attack roll versus all targets in your threatened area. If you hit, the target must make a reflex save or be entangled for 1 minute per level. If you have 10 levels of monk, they become immobilized instead and become entangled on a failed save.
Opponents can take a full round action to make a Strength or Escape Artist check versus your grapple modifier. You are not considered grappling while this kata is in effect. No action is required on your part to maintain the effect.
Dragon’s Claw (Ex)
Initiate
Dragons, both revered and reviled for their magical and physical might, are a great source of inspiration for many monks. From the honorable and heroic gold and silvers to the sinister blacks and reds, they are all known to be able to tear their enemies asunder with ease.
Dragon’s claw allows the monk that practices it to slash through an opponent’s defenses. You may ignore an amount of armor and shield bonus (including enhancement bonuses to each) equal to your Wis modifier (max equal ½ your monk level). If you have 10 levels of monk, you can ignore an amount of natural armor bonus as well.
Eclipsing Noonday Sun (Su)
Master
A foe that cannot see you is generally a foe that cannot hit you. Monks who learn this kata can steal the sight from their victims in the blink of an eye.
Each opponent you strike must make a fortitude save or be blinded for 5 rounds. A successful save means that the target has a 50% miss chance versus all targets until the monk’s next turn. The monk can choose to hit the same foe more than once forcing a save each time. Once a target is blinded, additional strikes do not extend the duration of the condition.
Fangs of the Serpent (Su)
Initiate
Many snakes and serpents inject strength draining poisons into their foes before devouring them. Monks who learn this kata have learned a similar technique.
You gain the ability to use Strength of My Enemy as a psi-like ability. If you have 14 levels of monk, you can drain constitution in addition to strength.
Firefly’s Path (Su)
Initiate
On warm summer nights, one can sit in a field and watch the tiny sparks of living light flit from place to place. Just when you think you’ve got one in your jar, it’s empty on the second look.
This kata gives the monk the ability to teleport a distance of up to your movement as a swift action or an immediate action. If you have 12 levels of monk, you can teleport as a free action. Targeted and area of effect attacks that would affect you have a 50% chance of striking you if you respond to them by activating this kata.
Fury Fans the Flame (Su)
Apprentice
The heat of battle burns fiercely in the monk that learns this kata. You gain the ability to rage a number of times per day as a barbarian of a level equal to your monk level. Your monk and barbarian levels stack to determine your level of rage. You do not gain the Greater, Tireless, and Mighty Rage abilities via monk levels alone.
In addition, while raging, your body radiates cold, electricity, fire, or sonic energy. This energy extends 5’ in all directions from your body. Regardless of type, the energy sheds light as a torch; and deals 1 damage for every monk level to any creature it touches except you.
Grasp of the Slithering Eel (Ex)
Apprentice
Monks are able to turn most anything into a weapon; even their own bodies. So, using a length of rope or chain to disable opponents would seem child’s play. Those monks that master this kata know the truth, though.
To use this kata, the monk must have access to at least 5’ of rope, chain, or some other flexible cord. The monk then initiates a grapple. If the grapple is successful, the chain wraps around the target. Each round the monk is able to maintain the grapple; the target takes the monk’s unarmed damage. A monk can, with sufficient rope (5’ per target) perform this maneuver on a number of targets equal to his Wis modifier (to a maximum equal to his monk level) that are no more than 10’ apart. Maintaining this kata is a free action.
While this kata is in effect, you may not make any move other than a 5’ step. Additionally, you must keep one hand on your chosen binding material.
Hungry Dragon’s Maw (Su)
Grand Master
Few monks dare learn this insidious technique. It is considered by most to be a deplorable and dishonorable attack. Those who willingly feed the dragon swear by its power; claiming that resisting is futile.
A monk who learns this kata may, as a full round action that provokes an attack of opportunity, use assimilate as a psi-like ability. You must succeed on a touch attack in order to activate this kata. If a target makes their save and lives, they cannot be targeted again by you for 24 hours. Once you have absorbed a foe, you cannot absorb another for one hour.
Iron Veins (Su)
Master
Monks train their bodies to resist damage, weather, and fatigue. One thing a normal person cannot defend against is the ravage of disease. Monks who learn this kata have trained to fight even microscopic enemies.
You gain immunity to all diseases (including magical diseases such as lycanthropy and mummy rot) and all poisons. This kata is always active once learned and therefore requires no action to maintain or activate.
Jade Emperor’s Stance (Su)
Master; Stance
Spellcasters are to warriors what locusts are to wheat at times. While a monk’s defenses against the effects of magic are high there are times when it is not enough. This kata is taken by monks who know the legend of the Jade Emperor, a man at arms who could speak with the animals and also vex wizard’s by his very posture.
Jade Emperor’s Stance grants its user spell resistance equal to 15 + monk level + Wis modifier as long as it is active. This kata requires a free action to activate and end, so a monk using it can lower their spell resistance to allow beneficial effects through.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Leopard and Her Cubs (Su)
Initiate
Monks practice techniques of defense as well as offense. Leopard and Her Cubs allows the monk who learns it to become a stalwart protector.
This kata allows the monk to grant all allies within 60’ of them the benefit of their AC Bonus class feature. All allies affected gain a bonus to their armor class equal to the monk’s Wis modifier plus the number listed on Table: Monk that corresponds to the monk’s level. Allies will lose the bonus if the are helpless or unconscious. Leopard and Her Cubs requires the monk to use a move action to activate and an immediate action from each ally wishing to become part of the litter, so to speak.
Mantis Pinch (Su)
Grand Master
Silent, patient, and deadly hunters, the mantis strikes swiftly and holds its prey as it devours the victim alive. Such is the monk who masters this kata.
Mantis pinch can be activated as a free action. During the monk’s turn, any creature the monk strikes takes the normal damage and becomes paralyzed for 5 rounds. If a monk strikes an opponent more than once, they can increase the duration of the paralysis, but foregoes any additional damage.
Many Arms of the Spider (Ex)
Apprentice
When unarmored, a monk may unleash a flurry of attacks designed to quickly incapacitate foes. During a full attack action, a monk may make a number of additional attacks equal to their Wisdom modifier. These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
A monk may use Many Arms of the Spider in conjunction with any melee or thrown weapon with which they are proficient including unarmed strikes; and may attack with any interchangeably as desired. When using this ability, the monk applies their strength bonus as appropriate for whatever weapon they are wielding.
In the case of double weapons, each end counts as a separate weapon when using this ability. Even though they require two hands to use, they may still intersperse unarmed strikes w/ attacks from the double weapon as long there are enough attacks to do so.
When a monk reaches 9th level, they may use Many Arms of the Spider as a standard action.
Merciful Sparrow (Su)
Apprentice
Recall the story of the boastful mouse who denied the need for wings to fly. He was saved from certain doom by a merciful sparrow’s flight. Monks who learn this kata know this story well.
You may prevent yourself from falling as of by means of a feather fall spell. If you have 5 levels in monk, you can, as a free action; save a number of additional targets from falling equal to your Wis modifier (max is ½ your monk level).
Mind of Quicksilver (Su)
Grand Master
Monks practice meditation techniques in order to reach a state of calm. However when faced with an opponent who attacks the mind, the monk who learns this kata can force their thoughts to race and cause those attacks to fail.
Mind of Quicksilver affects the monk as mind blank, personal. This kata is always active once learned and therefore requires no action to maintain or activate.
Monkey Goes to the Mountain (Su)
Initiate
The tale of the monkey king who set out to the mountains to laugh at the gods has been told countless time in countless forms. Monks who learn this kata make note of the monkey’s ability to reach the mountain peaks by leaping from hold to hold.
Monkey Goes to the Mountain grants the monk who learns it a fly speed equal to their land speed with perfect maneuverability. The monk must begin and end their movement on a surface upon which they can balance. If you have 13 levels of monk, this restriction is lifted and you gain the scorn earth ability (XPH, 143).
Palm of Prevention (Ex)
Master; Stance
This defensive art is favored among good monks who wish only to teach those with hot heads a lesson in patience and moderation.
While in this stance, you are considered to have ¾ cover (+7 to AC and +3 to reflex saves). If an opponent uses a full attack on you, and no strike connects, you may make an intimidate check with a bonus equal to the number of attacks made, to render the opponent staggered for 5 rounds.
If any attacks make it through your defenses, those striking you take non-lethal damage equal to twice the damage dealt to you. Creatures immune to non-lethal damage are staggered for 5 rounds.
This stance may be activated and ended as a swift and/or immediate action. If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Panther Prowls the Night (Ex)
Apprentice; Stance
Dark as the shadows and fast as lightning, the panther strikes with astounding speed and fury. Monks learning this kata tap into their more primal instincts.
As long as a monk is in Panther Prowls the night, they gain the pounce ability; meaning that at the end of a charge, they can make a full attack. If you have 5 levels of monk, you may take an additional move action each turn. If you have 10 levels of monk, you may take an additional move OR standard action each turn. If you have 15 levels of monk you may take an additional turn immediately after your own. Activating and ending this kata is a swift action.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Plug the Hourglass (Su)
Grand Master
Your mind calms as you open your eyes. The world slows to a crawl around you allowing you time to plan your next moves.
As a standard action, you may activate Plug the Hourglass and gain 1d4+1 rounds of apparent time in which to act freely. Normal and magical energy, gas, etc. can still affect you. During this time, other creatures cannot be affected by your abilities, katas, spell, etc. Spells or effects that affect an area and have duration greater than Plug the Hourglass have their normal effect on other creatures once it ends.
This kata is very draining on the monk; and may not be used in consecutive turns. The monk must wait a number of rounds equal to twice the granted apparent time before using this ability again.
Rabbit Outruns Fox (Ex)
Apprentice; Stance
The hare or rabbit is known for its speed and erratic running pattern that tends to kick up dust as they move. Monks who learn this kata know that not getting hit by attacks is the best defense.
While in Rabbit Outruns Fox, a monk gains the following benefits: a 20% miss chance versus all attacks, the benefits of the Run feat, and the ability to make any number of directional changes while running. For every monk level above one, your miss chance increases by 5% to a max of 50%. If you have 8 levels of monk, you can, once per hour, move ten times your normal speed. After doing dso, you are sickened for 1 minute.
Rabbit Outruns Fox requires a free action to activate and end. If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Raccoon-dog’s Gambit (Su)
Master
The legendary raccoon-dog or tanuki is renowned for its aptitude for trickery and disguise. Monks favoring subterfuge and intrigue learn this kata.
Raccoon-Dog’s Gambit allows the monk, as a standard action that provokes attacks of opportunity, to use either the disguise self or mislead spell as a spell-like ability.  
Righteous Reversal (Su)
Master
One of the principles of martial arts is turning an enemy’s strengths against them. Monks who learn this kata can use this maxim to devastating effect.
After taking damage or being affected by a spell, spell-like, etc. a monk who knows this kata may, as a free action, make an auto-hypnosis check equal to the damage dealt or the original DC of the effect. Success means that the originator of the damage/effect is also subject to it. They are not allowed a save to avoid or reduce the effect. In cases when the target is immune (for example a red dragon is immune to its own fiery breath), the target is allowed a save for a lesser effect if applicable; but they are still affected.
Roar of the Dragon (Su)
Initiate
Dragons are known for their terrifying presence; usually accompanied by a furious roar that shakes one to the very core. Monks who learn this kata can tap in to that same power.
As a standard action, the monk makes a battle cry that has the same effect as the shout spell. If you have 16 levels in monk, the effect is that of shout, greater. Even if the targets make the fortitude save, they are affected for 5 rounds per the table below:
{table=head]Target Hit Dice|Effect
Monk level -4 or fewer|Unconscious
Monk Level -3|Cowering
Monk Level -2|Panicked
Monk Level -1|Frightened
Monk Level|Shaken
Monk Level +1|Dazed
Monk Level +2|Stunned
Monk Level +3|Staggered
Monk Level +4 or more|No Effect[/table]

Creatures normally immune to fear are still shaken for 5 rounds if they fail the saving throw.
Smoke Parts for Iron (Su)
Initiate
One thing that a monk runs into early in their career is opponents immune to mundane weaponry. Magic weapons are nearly a dime a dozen, but when one fights unarmed, things become challenging. Monks who learn this kata answer that challenge.
Smoke Parts for Iron grants the monk a +1 enhancement bonus, +1 for every 3 monk levels to their unarmed strike. The monk may either spend these on actual an actual enhancement bonus (max is character level/4). The monk may (and must when their total enhancement pool is greater than their max) spend enhancements on any special ability that can be applied to a “weapon”. Abilities that call for a ranged or specific weapon cannot be assigned, this includes throwing and returning. The monk may choose new enhancements each encounter.
Note: Monks using this kata still only apply the base damage from their unarmed strike to weapon attacks. Extra damage from enhancement bonuses or weapon abilities granted by this kata do not transfer to the monk's other weapons.
Stampede of Oxen (Su)
Apprentice
You strike the surface below you. A burst of force originates from the point of impact. In its wake it leaves a circle of crushed stone and rubble. Monks who learn this kata strive to control where their opponents can move to.
Stampede of Oxen allows the monk, as a standard action that provokes attacks of opportunity, to strike the ground and cause a 15’ radius spread of difficult terrain from their square. This ability works on any surface made of materials with hardness 10 or lower. The radius of this effect expands by 5’ for every 5 monk levels you possess.
If you possess nine monk levels, all opponents in the affected area take your unarmed strike damage as sonic damage (reflex save for 1/2 damage)
Step Back to Ward Off Monkey (Ex)
Master
Monkeys are agile attackers and can swarm to hinder those carrying what the troop may desire. Monks who learn this kata have learned to avoid or slip free of not only grasping hands; but many other affects that hinder their movement.
Step Back to Ward Off Monkey grants you freedom of movement as the spell. This kata is always active once learned and therefore requires no action to maintain or activate.
Ten Foot Punch (Su)
Apprentice
A wise man once said, “Keep your friends close and your enemies closer.” A wiser man once said, “Keep those trying to kill you as far away from you as you can.” This kata allows monks to take that advice to heart.
Ten Foot Punch extends your reach by 5’. It extends another 5’ if you have 10 monk levels. If you have 5 monk levels, you can chose to attack all enemies in a 10’ cone, line, or burst. Those in the area of effect are allowed a reflex save for half damage. If you have 10 levels of monk, the area expands to 30’; and all enemies you strike in this fashion are affected as if by the gust of wind spell.
Tiger Shakes Its Mane (Ex)
Initiate
The deadly tiger hunts prey with cunning, speed, and endurance. Monks who learn this kata embodies the spirit of the last known survivor who stalks his prey in the night; watching all with the eye of the tiger.
Tiger Shakes Its Mane removes a single non-instantaneous [Mind-Affecting] or movement-impairing affect that you know about. If the effect you intend to remove affects an area or more targets than you, the effect ends only for you. Activating this kata is a standard action.
Thunder God Strums the Pipa (Su)
Master
Most people have witnessed a musical performance that has taken their breath away and left them weak in the knees. To monks who learn this kata, battle is music, and their foes strings to be plucked.
This kata is activated as part of a full-attack action. Any opponent you successfully strike more than once takes one instance of your unarmed strike damage and must make a will save with a penalty equal to the number of times they were struck, or become exhausted. Creatures normally immune to being exhausted only suffer the condition for 5 rounds.
Vengeance of Angry Monkey (Ex)
Master
When angered, a monkey will use any tool at hand to harm or hinder their foes; even if they have to look within to find it. Ahem, cunning monks learn to adapt this resourcefulness, to a point, with this kata.
As a standard action, make a melee attack roll with any weapon other than your unarmed strike. All creatures in a 30’ line that your attack would strike take damage from the attack plus 1d8 damage for every 2 monk levels you possess. Subjects of this kata are allowed a reflex save for half damage.
Venom Punch (Su)
Grand Master
A monk’s chi energy allows them to do amazing things; including heal their wounds. However, monks who know Venom Punch can implant their chi into another person where it devours them from the inside out if it doesn’t outright kill them.
As part of a full-attack action, you make a series of touch attacks against one opponent. The opponent then makes a fortitude save with a penalty equal to the number of attacks that beat their AC. If the save fails, the target dies. A successful save means taking the martial artists unarmed strike damage each round for a number of round equal to the number of attacks that beat their AC.
Water Flows Uphill (Su)
Grand Master; Stance
One of the greatest metaphors a sifu uses with a student is that of the salmon that swims upstream. It fights the path of least resistance to gain its ultimate reward. Water Flows Uphill allows a monk to teach that lesson to many at once.
While in this stance, all targets within close range (25’+5’/2 monk levels, always centered on you) are slowed as the spell. The maximum number of targets you can affect with this kata is equal to ½ your monk level.
If you have another kata with the stance descriptor active, you must end it before you can activate this one. Activating and ending this stance is a swift action.
Wind Blows Over the Earth (Ex)
Apprentice
Two travelers were discussing matters of faith. One espoused the strength of the earth gods; saying that their might and knowledge of steel made them superior. The other explained that he worshiped the wind. It was superior to the earth gods as the earth gods could do nothing to stop them from moving forward.
A monk who learns Wind Blows Over the Earth becomes adept at avoiding impedences to their movement. You are no longer subject to movement penalties for passing through difficult terrain; and gain a +10’ bonus to your movement for every 5 monk levels. If you have 6 levels of monk, you may always act as if under the effects of balancing lorecall.
This kata is always active once learned and requires no action to activate or end.
Yeah, the kata names are cheesy. Couldn't help myself. So... thoughts??

ngilop
2013-01-29, 05:36 PM
well, since this idea is so very close to mine (http://www.giantitp.com/forums/showthread.php?t=266100), there is not much I can do or say against it.


but Really 8 skill points are stepping on the actual 'skill-monkey's' role a lot.

that is unless you intend the monk to be the party 'skill-monkey'

I do see that youve gottenr id fo flurry of blow, why did you feel the need to rmove that particular aspect of the class?

Howler Dagger
2013-01-29, 05:45 PM
I do see that youve gottenr id fo flurry of blow, why did you feel the need to rmove that particular aspect of the class?

It shows back up in the Katas as Many Arms of the Spider

I have to say I really like this class. The Katas give a good degree of customization absent in many monk fixes.

I do agree with Nbilop with the skill points. 6 would be plenty.

You helped alleviate the MAD significantly and allowed for Flurry of blows to be used as a standard action, which is good.

Assuming you are okay with it, I would like to try this out in a PBP game I'm playing.

Xaotiq1
2013-01-29, 05:57 PM
well, since this idea is so very close to mine (http://www.giantitp.com/forums/showthread.php?t=266100), there is not much I can do or say against it.


but Really 8 skill points are stepping on the actual 'skill-monkey's' role a lot.

that is unless you intend the monk to be the party 'skill-monkey'

I do see that youve gottenr id fo flurry of blow, why did you feel the need to rmove that particular aspect of the class?

Oh, DIP! I didn't see that thread, ngilop! I apologize for any inadvertent plagiarism! I gave them 8 skill points because while the monk has a good list, they need ability points in Wisdom. They can't afford to be mucking about with an Int above maybe 12 if they want to keep up.
Though the PHB does make mention of them being rather capable and perfect for things like scouting. Also, this monk has no trapfinding, or anything similar. Really I gave them the 8 points so they can dump int max out Balance, Concentration, Jump, Listen, Move Silently, Spot, and Tumble.

bobthe6th
2013-01-29, 06:06 PM
Seems intresting, I do like the invocation system. Will give further comment later.

Amechra
2013-01-29, 06:10 PM
Please, unspoiler the class features and table. It makes the thing easier to read.

ngilop
2013-01-29, 06:14 PM
Oh, DIP! I didn't see that thread, ngilop! I apologize for any inadvertent plagiarism! I gave them 8 skill points because while the monk has a good list, they need ability points in Wisdom. They can't afford to be mucking about with an Int above maybe 12 if they want to keep up.
Though the PHB does make mention of them being rather capable and perfect for things like scouting. Also, this monk has no trapfinding, or anything similar. Really I gave them the 8 points so they can dump int max out Balance, Concentration, Jump, Listen, Move Silently, Spot, and Tumble.

Im not upset. i mean after I did my own version i honelsty thought to myself " wy has nobody else done it this way before, seems rather natural.. but then again i did go on a kung-fu movie and vidoe game spree.. ( 500 cookies if you can guess where I got the hadoken Enlightenment...)

I linked my version so that maybe there are some things there that You could perhaps add to your own :)

one thing i did was just give monks a scaling bonus to balance, tubmle and others, you might want to think about doing that as well.

Im just looking at the 8 skill points from the point of view of a rogue who is going to say " why does the monk get as many skill points as I do?"

Milo v3
2013-01-29, 06:19 PM
I haven't read through all of it, but Abundance of Pecking Birds should say that it can only be used with ranged attacks.

Also Fury Fans the Flame is overpowered as it makes any barbarian useless.

Grod_The_Giant
2013-01-29, 06:25 PM
Oh god! My eyes! They're bleeding! They're bleeeeeedddddiiiiinnnnnggg!

Levity aside, I really like this. I'm a massive fan of customizable classes, as well as classes without arbitrary usage limits on their class features, and this... it feels good. Really good-- maybe one of my favorite fixes.

Haven't gone through katas in detail, although at a quick glance the upgraded version of Firefly's Path looks like far too much-- free action teleportation means that, barring surprise, you have total immunity to melee attacks, probable immunity to area attacks (what area will you still be in after moving 30+ feet), and arguably immunity to ranged attacks as well. Immediate action is maybe OK, as it's only once/round, but free...

Sgt. Cookie
2013-01-29, 07:49 PM
I really, really like this fix. In my personal opinon, this beats Jiriku's hands down. The cheesy kata names sold it to me, they are awesome. Consider this class bookmarked! Though there is one Kata that seems to be missing.

Blacksmith forges the iron hand (Su):
Initiate
As the blacksmith forges gauntlets from iron and steel, so must you forge your own ki into yourself, empowering your strikes with silver, or iron forged cold. As a swift action you may decide what special material, such as Admantine or Silver, your unarmed strikes are considered to be. For every 5 Monk levels, you may have an additional special material, active simultaniously.

Xaotiq1
2013-01-30, 09:31 AM
It shows back up in the Katas as Many Arms of the Spider

I have to say I really like this class. The Katas give a good degree of customization absent in many monk fixes.

I do agree with Nbilop with the skill points. 6 would be plenty.

You helped alleviate the MAD significantly and allowed for Flurry of blows to be used as a standard action, which is good.

Assuming you are okay with it, I would like to try this out in a PBP game I'm playing.

No prob, Bob! Oh, Amechra, did the unspoiler. I thought the wall of text that si the class features section might scare folks. :smallbiggrin: Oh, amended the weapon proficiencies, just a bit. I also changed Fury Fans the Flame a bit. Hopefully it's toned down enough. I couldn't resist writing a kaio-ken!

Amechra
2013-01-30, 11:31 AM
Don't worry about walls of text; we're going to be reading it anyway, so why hide it?

Anyway, I rather enjoy this (I'm an absolute sucker for corny Kung-Fu names, and I can see shouting these whenever I use them. It'll be great.)

It would be a nice idea for you to write out how this fix interacts with prestige classes that advance Monk class features; as an additional thing, I think it would be rather nifty if you gave them a feat that let them grab some Warlock or Dragonfire Adept invocations (there's a feat you could model it after which lets a Warlock to get Dragonfire Adept invocations, and vice versa, as long as they have access to invocations 2 grades above the grade of the invocation they're grabbing), since that would let you have mystic wuxia monks who focus on the more magical stuff.

Xaotiq1
2013-01-30, 12:08 PM
I think it would be rather nifty if you gave them a feat that let them grab some Warlock or Dragonfire Adept invocations (there's a feat you could model it after which lets a Warlock to get Dragonfire Adept invocations, and vice versa, as long as they have access to invocations 2 grades above the grade of the invocation they're grabbing), since that would let you have mystic wuxia monks who focus on the more magical stuff.

Funny you should say that...

Eager Pupil
Prerequisites: Able to perform Initiate katas
Benefit: You learn an additional kata of one grade lower than you can currently learn.
Normal: You learn katas per Table: Monk
Taboo Arts
You have seen your sifu’s private scrolls describing techniques not even he dares use, but you…
Prerequisites: Monk 1st, able to use katas, Cha 13+
Benefit: In place of a kata, you may choose a Warlock or Dragonfire Adept invocation of an equivalent grade, or draconic aura (All in both PHBII and Dragon Magic. Oh, and if there are any in RotD, those too.) its place. If you choose a draconic aura, your aura bonus progresses as the Marshal (Mini). Auras that have an energy type tied to them are limited to cold, electricity, fire, and sonic types. Use your Wis modifier instead of your Cha modifier when determining save DCs and other effects of these powers.
Practice Makes Perfect
You drill constantly. The moves play in your head until they seem a reflex of your body. You are a master of your chosen kata.
Prerequisites: Able to perform katas, Wis 15+
Benefit: Choose one kata you know. When you perform this kata, you are treated has having an additional 4 monk levels. This affects the save DC and possibly other effects the kata has.
Normal: Your monk level is equal to the number of monk levels you possess when performing a kata.
Practiced Form
When one splits one’s training, they can fall behind the other students. You, however, are making sure you keep up.
Prerequisites: Autohypnosis 4 ranks
Benefit: Your monk level for the effects of your katas increases by 4. This benefit can’t increase your monk level to higher than your Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of another class, or classes, you might be able to apply the rest of the bonus.
This feat does not allow you learn more katas than a monk of your level, nor does advance any of your other monk class features like unarmed strike damage.

Also, for all you Tome of Battle fans:
Alternate Class Feature: Martial Monk
Gain: Maneuver & Stance progression.
Lose: Katas, proficiency with slings and bows.
Instead of katas, at each even monk level, you learn one martial maneuver from the Diamond Mind, Setting Sun, or Shadow Hand disciplines based on your initiator level. Your initiator is equal to 1/2 your monk level + 1/2 of any other class levels you have.

For every 5 monk level you possess, you may choose a stance from any of the aforementioned disciplines with the same limitation on your initiator level..

Unlike other martial adepts, you may not swap out previously learned maneuvers. You may recover all of your expended maneuvers as a full-round action.

Sgt. Cookie
2013-01-30, 12:14 PM
I was wondering if you'd be up for writing a Samurai fix, based off using Katas?

Zman
2013-01-30, 12:45 PM
Well, I like it. It's certainly a solid reinvisionings.

There are a couple things which I don't like.

How does Hardness help a monk? I believe you meant DR.

The martial weapon Proficiencies, I'm not a fan of seeing many arms of the spider monks wielding a Greatsword as a standard action.

And I believe your ACF makes your Monk better than a Warblade, just something to think about.

Taboo Arts is very powerful as written, possibly add a restriction on what level of invocation thy can choose.

Edit: My preliminary feeling is that you've surpassed your low Tier 3 goal.

Xaotiq1
2013-01-30, 01:52 PM
I was wondering if you'd be up for writing a Samurai fix, based off using Katas?

I've got a couple of other things I'm needing to finish first, but I can give it the old college try.



Way of the Forged Hand (Su):
Initiate
As the blacksmith forges gauntlets from iron and steel, so must you forge your own ki into yourself, empowering your strikes with silver, or iron forged cold. As a swift action you may decide what special material, such as Admantine or Silver, your unarmed strikes are considered to be. For every 5 Monk levels, you may have an additional special material, active simultaniously.

The new name fits my odd number of syllables theme.

Made a few slight changes. Keep the feedback a comin'! Ki-YAH!

Zale
2013-01-31, 12:25 AM
This is beautiful.

This shall be the standard to which I measure all monk fixes.

Xaotiq1
2013-02-02, 01:27 PM
Not fishing for compliments, just looking for more FEED-BACK! Hoo-yah!:smallbiggrin:

Zman
2013-02-02, 01:42 PM
Not fishing for compliments, just looking for more FEED-BACK! Hoo-yah!:smallbiggrin:

I see you listened to my feedback and made changes.

I still think you've hit low Tier 3 and your Monk would be absolutely fine with Medium BAB.

Also, are you adding your Unarmed Strike Damage to Weapon Damage? Doing so leaves absolutely no reason not to strike with a weapon as it becomes far superior to unarmed combat.

Xaotiq1
2013-02-02, 11:18 PM
Also, are you adding your Unarmed Strike Damage to Weapon Damage? Doing so leaves absolutely no reason not to strike with a weapon as it becomes far superior to unarmed combat.

That's how the Martial Arts Training class feature is written. I think of the monk's unarmed strike, while an iconic ability, more of a back up weapon; or at least a base to build on. This way, if the stick or blade you paid that wizard top dollar to make all shiny and powerful gets sundered by some loathsome schmuck, you can, with impunity, puch-a-size his face, for free and still deal decent damage.
Now, I thought about having MAT simply double your strength modifier when using an unarmed strike, but that seemed sooo weak. Any ideas?

Zman
2013-02-02, 11:52 PM
That's how the Martial Arts Training class feature is written. I think of the monk's unarmed strike, while an iconic ability, more of a back up weapon; or at least a base to build on. This way, if the stick or blade you paid that wizard top dollar to make all shiny and powerful gets sundered by some loathsome schmuck, you can, with impunity, puch-a-size his face, for free and still deal decent damage.
Now, I thought about having MAT simply double your strength modifier when using an unarmed strike, but that seemed sooo weak. Any ideas?

I'd look to make using weapons and unarmed strikes roughly equally effective. Having a martial arts master that has to pick up the best martial one handed martial weapon he can just to stay competitive doesn't make a lot of sense to me. Its your fix, write it to your vision. Double Strength Modifer isn't bad, having a scaling enhancement bonus for unarmed strikes works well too. Its coin you don't have to pay a wizard, and that in and of itself makes unarmed combat more appealing.

Amechra
2013-02-03, 02:46 AM
Heck, I saw something somewhere where someone suggested giving magic weapons to monks as wuxia kung-fu techniques, that essentially let you swap the enhancements.

You could, for example, know Thousand Peony-Blossoms Wilting Strike (+1 Speed Unarmed Strike), Roaring Elemental Dragon Atemi (+1 Flaming Shocking Frost Unarmed Strike); you'd swap between them like they were normal weapons (along with time spent to "draw" them), but otherwise, you just would buy them in a shop as if they were normal weapons.

You could even just have a class feature where they could study a magical weapon in use (whether by fighting a person using it or by practicing with the party fighter) and spend 1 xp per 25 GP that the magic item would cost (in the form of incenses and training time, or even just just pure improvisational skill) to duplicate that weapon's effects as a martial arts combo of sorts.

Hell, you could even make it scale up, from minutes to improvise at low levels all the way up to doing it as an immediate action (you just "craft" new fighting styles based off of people you watch with only a moments thought).

A basic table of XP costs would be:

{table=head]Weapon Bonus|XP Cost
+1|80 xp
+2|320 xp
+3|720 xp
+4|1280 xp
+5|2000 xp
+6|2880 xp
+7|3920 xp
+8|5120 xp
+9|6480 xp
+10|8000 xp[/table]

Xaotiq1
2013-02-03, 10:56 AM
Zman, Amechra, love the ideas. I think I'll use the XP table for the Kata-using samurai that Sgt. Cookie suggested. I think you might be overlooking Smoke Parts for Iron, though. Sure the monk only gets to switch things up every encounter; and it might seem to be a "Kata Tax", but I wanted there to be room for both armed and unarmed monks.And, as unarmed fighting is sub-optimal, I figured Smoke Parts For Iron would help even the odds.

Zman
2013-02-03, 11:19 AM
Ok, I missed Smoke Parts for Iron. So, at lvl 6 the Monk gains free enhancements on his unarmed strikes. I like it. I still feel weapons shouldn't be by default better than a Monks Unarmed Strike.

Does Smoke Parts for Iron stack with weapons? As written the damage does.

Phelix-Mu
2013-02-05, 06:33 PM
This is, indeed, quite good. While I am not an expert in monk-ish classes and monk fixes, I am an ardent fan of the archetype, and I have played several monks in lower-op games and always found them fun and quirky, especially for a melee class, which can be drudgery at higher levels. I especially like improving descriptions of how I'm hitting with unarmed strike; rising palm to the chin of a balor is just sooo much cooler than swinging a greatsword.

The katas are indeed cool. I may have to rip them off for my homebrew, with your blessing. Your basic set of class abilities is quite formidable, as the monk stands to have a very large AC and DR 20/- at 20th. And that's without counting any katas to increase difficulty to hit/damage.

I have always liked the "damage avoid" aspect of the monk class, and you have taken a big step in this direction (wondering if it might not be too big a step...but hey, wizards are still better?:smallamused:). Too much damage avoid can lead to a practical immunity problem, so the monk is an awesome survivor-class, but party interaction might suffer (nothing hurts the monk at high levels, especially with the katas), and this can also lead to the DM needing to tailor encounters to kill the monk, never a fun position to find going on at the gaming table.

Still, those concerns are mostly metagame stuff, which you can only control so much from the game-design end of things.

As a more concrete issue, I smell some Kung-Fu Genius or Carmendine Monk unintended consequence with your 8+Int Mod/level; these feats adapt monk to use Int instead of wisdom for class features. Int-based monks are seven kinds of awesome, as the main thing that suffers is Spot checks and Will saves, and the main benefit is Knowledge Devotion coolness and more skill points than god (plus the easy option to multiclass into wizzy/psion/etc).

Especially with the acrobatic bonuses from Quick Thinker, I think 6+Int will allow you to cover your bases quite nicely, maybe not full ranks and still have good acrobatic skills; additional fix should be limited to initiate katas that do stuff like replicate the jump spell for all acrobatic skills, or some kind of perfection-ish bonus to said skills that scales by level, say = 1/2 monk level. I think there was a PrC from OA...Sword Dancer? Blade Dancer? Can't remember. It had a pretty cool implementation of the super acrobatics.

Compare monk to ranger, supposed to be full martial class with utility spells and mastery of outdoors-type skills. Now compare to scout, not full martial, much narrower role in combat, main damage option very circumstantial. The monk has none of the scout combat drawbacks, better damage output, and combat buff techniques in the katas. For monk to be all around harder to hurt than ranger or scout, better self-buff than ranger, better damage output than scout, and still get the max skill points available in game is silly-strange. The ranger's 6+Int is plenty, IMHO.

Xaotiq1
2013-02-05, 10:06 PM
I somehow forgot that Kung-Fu Genius and Carmandine Monk existed. Damn. Well, in light of the feedback, I did relent and dropped the skill points to 6+Int. I also hope I fixed all, or at least most of, the grammatical errors.

Oh, I also tried to clear up stuff on Smoke Parts for Iron. How'd I do?

Xaotiq1
2013-02-13, 11:02 AM
Okay, this one's for Sgt Cookie. A Samurai class using the next best known invocation using class as inspiration. I used the Dragon-type chassis (Full BAB, All Good Saves, and 6+Int Skills). I feel like they need a couple katas of their own in addition to the Nakihanatsu (See Below), but my creative juices are running dangerously close to dry. :smallfrown: Anyway, here she is:

Samurai

Abilities: Strength is the backbone of the samurai’s abilities as it determines the effect of his katas and how difficult his hayauchi is to evade. Constitution determines HP which fuels hayauchi and keeps the samurai standing. Dexterity is good for defense. The samurai’s mental stats are less important, but shouldn’t necessarily be ignored.
Races: Same as PHB.
Alignment: Any. Even those with neutral or chaotic alignments can be loyal.
Hit Die: d10
Starting Gold: 6d4x10gp
Starting Age: As Cleric (PHB 190)

Class Skills
The samurai’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local), Knowledge (History), Knowledge (Nobility/Royalty), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), , Speak Language, Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points per Level: 4 + Int modifier (x4 at 1st level)

Class Table
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Katas Known

1st|
+1|
+2|
+0|
+2|Hayauchi (1d6), Katas (Apprentice), Senzo no Buki|
2

2nd|
+2|
+3|
+0|
+3|Buki no Tate, Nukihanatsu|
2

3rd|
+3|
+3|
+1|
+3|Hayauchi (2d6), Sosen no Sasayaki +2|
3

4th|
+4|
+4|
+1|
+4|Chokkan Kaihi|
3

5th|
+5|
+4|
+1|
+4|Gyakushu, Hayauchi (3d6), Majime 5, Nukihanatsu|
3

6th|
+6/+1|
+5|
+2|
+5|Katas (Initiate)|
5

7th|
+7/+2|
+5|
+2|
+5|Hayauchi (4d6), Sugureta Chokkan Kaihi, Tetsu no Hifu|
5

8th|
+8/+3|
+6|
+2|
+6||
6

9th|
+9/+4|
+6|
+3|
+6|Hayauchi (5d6), Majime 10, Sosen no Sasayaki +4|
6

10th|
+10/+5|
+7|
+3|
+7|Ganko, Nukihanatsu|
6

11th|
+11/+6/+1|
+3|
+7|
+7|Katas (Master)|
8

12th|
+12/+7/+2|
+8|
+4|
+8|Hayauchi (6d6), Nukianatsu|
8

13th|
+13/+8/+3|
+8|
+4|
+8|Jonetsu, Majime 15|
9

14th|
+14/+9/+4|
+9|
+4|
+9|Hayauchi (7d6)|
9

15th|
+15/+10/+5|
+9|
+5|
+9|Nukihanatsu, Sosen no Sasayaki +6|
9

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Katas (Grand Master)|
11

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Hayauchi (8d6), Majime 20|
11

18th|
+18/+13/+8/+3x|
+11|
+6|
+11|Nukihanatsu|
12

19th|
+19/+14/+9/+4|
+11|
+6|
+11|Hayauchi (9d6), Menseki|
12

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Nukihanatsu|
12[/table]
Class Features
All of the following are class features of the samurai.
Weapon and Armor Proficiency:Samurais are trained in the use of many weapons. A samurai is proficient with all simple and martial weapons. The samurai may also choose any four of the following exotic weapons: Butterfly Sword, Jitte, War Fan, Kau Sin Ke, Kawanaga, Chain, Chijiriki, Kusari-gama, Lajatang, Sang Kuw, War Mace, or Greatspear. Samurais are proficient with all types of armor; but are not proficient with shields of any kind.
Hayauchi (Ex): At 1st level, you can, as a standard action attack an area instead of individual foes. Each time you use hayauchi, you can choose whether it takes the form of a 10-foot cone or a 20-foot line. This attack deals the samurai’s weapon damage plus 1d6 points of damage; a successful Reflex save (DC 10 + 1/2 your class level + your Str modifier) halves the damage. Each time you use hayauchi, you take damage equal to your class level due to the great strain. This damage is not added to your Majime. As you gain levels, your hayauchi's damage increases, as shown on Table: Samurai.
You are immune to the effect of your own Hayauchi (but not to other abilities that produce similar effects, even those of other samurai).
At 10th level, your cone-shaped hayauchi's range doubles to 20 feet, and your line-shaped hayauchi's range doubles to 40 feet
Kata: The training of a samurai allows them to perform feats of strength, grace, and both physical and mental endurance that transcend normal human limitations. Katas are collections of supernatural and/or extraordinary abilities that define an individual samurai’s focus and training.
Kata come in four tiers: Apprentice (Minarai), Initiate (Deshi), Master (Shushi), and Grand Master (Dancho). If a kata allows a saving throw, the DC will always be 10 + Character Level + Str Modifier. Katas are never subject to spell resistance and may always operate in an anti-magic field. A samurai does not provoke an attack of opportunity when using a kata unless its description says so. Unless stated in the description, katas can be used at will.
Whenever a samurai gains access to a new level of kata (at 6th, 11th, and 16th level), they automatically learn a kata of that level. This is in addition to the kata normally gained for leveling up. Also, when gaining access to a new level of kata, the samurai may switch out a previously known kata for a new one. The new kata must be of a level one less than the highest the samurai can access. For example, an 11th level samurai may switch out any kata they know and learn a new Apprentice or Initiate level kata in its place.
A samurai begins with knowledge of 2 katas of the Apprentice level; and learns additional katas as per Table: Samurai.
Senzo no Buki (Su): All samurai begin play with a weapon, or pair of weapons, that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. As a samurai gains levels, he has the option of awakening the supernatural abilities latent in the weapons. This option allows a samurai who prefers to use his ancestral blade to wield a magic weapon, while a samurai who wields a tetsubo against fiends can use his treasure to acquire other magic weapons.
At any time, a samurai may spend time in prayer in order to awaken the ancestral spirits in his weapons. This requires a sacrifice of XP equal to the amount shown on Table: Ancestral Weapon. The samurai must meet the minimum character level (including any prestige class levels) shown on the table.
The values shown on Table: Senzo no Buki is the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If
a samurai already has a +3 katana; he can raise it to a +4 katana by sacrificing 1,280 XP. If the same samurai wanted to bring his masterwork wakizashi to a +1wakizashi, he would have to sacrifice 80 XP. Samurai with a double weapon need to spend XP for either side of their weapon separately. A samurai may choose to increase the enhancement bonus; or give special abilities to the weapon equal to the total enhancement bonus -1. Once a samurai has awakened a special ability, they can call upon it when drawing their weapon. Once per encounter, the samurai can sheathe and draw his weapon as a free action and change the enhancement bonus and abilities.
Before a samurai's ancestral weapon gains its +1 bonus; it is a masterwork weapon, though it does overcome DRX/magic. Its latent supernatural powers cause it to be considered a magic weapon even if its full powers are not yet awakened.
A samurai who loses his senzo no buki is dishonored (-2 to all attack and damage rolls, saves, skill and ability checks, and -4 to Diplomacy checks) until he can recover them. He cannot enhance any other weapon in this way.
{table=head]
Weapon Bonus|
Experience Sacrifice|
MinimumCharacter Level
+1|
80|
4th
+2|
320|
7th
+3|
720|
9th
+4|
1280|
11th
+5|
2000|
13th
+6|
2880|
14th
+7|
3920|
15th
+8|
51200|
16th
+9|
6480|
17th
+10|
8000|
18th[/table]
Buki no Tate (Ex): At 2nd level, a samurai has learned to use their weapons defensively as well as offensively. As long as the samurai is wielding a weapon in each hand or wielding a weapon with both hands, they gain a shield bonus to AC equal to ½ their samurai level.
Nukihanatsu (Su): At 2nd, 5th, 10th, 12th, 15th, and 20th level,
you can select one of the effects in Table: Nukihanatsu for which
you meet the minimum level prerequisite. These effects can alter your hayauchi's damage type or area, or apply a condition to targets in place of damage. Each time you use Hayauchi, you can choose to apply any one nukihanatsu that you know.
The chosen effect either replaces the normal damage dealt by your
hayauchi or replaces the standard area of effect. Some effects can be applied only to a cone-shaped hayauchi and others only to line-shaped hayauchi. You can't apply more than one nukihanatsu to your hayauchi unless the effect specifically states otherwise. Also, you can't apply the same effect to your hayauchi in two consecutive rounds (though you still can use your normal hayauchi every round).
Sosen no Sasayaki (Su): Beginning at 3rd level, a samurai is able to hear the whispers of ancestors. He may even speak with them to gain knowledge of events to come or insights into the unseen, granting him a +2 insight bonus to initiative checks and all Knowledge, Listen, Search and Spot checks.
The bonus increases to +4 at 9th level and to +6 at 15th level.
Chokkan Kaihi (Ex): This ability is the same as Uncanny Dodge (PHB).
Gyakushū (Ex): You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see majime, below) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +4 from gyakushū. Use the table below to quickly determine the attack bonus and damage bonus from gyakushū, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.
{table=head]Delayed Damage Pool Points|Gyakushu Bonus
1-9|+1
10-14|+2
15-19|+3
20|+4[/table]
Majime (Ex): Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most samurai opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their gyakushū ability (see above). Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. At 5th level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 9th, 13th, and 17th level.
Sugureta Chokkan Kaihi (Ex): This ability is the same as Improved Uncanny Dodge (PHB).
Tetsu no Hifu (Ex): A samurai spends much time in their armor. So much time, that it seems as if the plates, helmet, and mask are part of their own body. At 7th level, a samurai treats any armor worn as one category lighter regardless of materials (to a minimum of light armor). This increases the max Dex bonus by +2 and lowers the ASF by 10% of any armor the samurai wears. It also removes any movement restrictions the armor may carry due to its category. You are also no longer fatigued after sleeping in medium armor.
Ganko (Ex): At 10th level, you gain Die Hard as a bonus feat.
Jonetsu (Ex): At 13th level and higher, a samurai can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping samurai does not gain the benefit of jonetsu.
Menseki (Ex): At 19th level, you gain immunity to paralysis and sleep.
Nukihanatsu
{table=head]Minimum Level|Nukihanatsu|Benefit
2nd|Mabayui bakari no ichigeki|Dazzles foes in a line-shaped area
2nd|Fu kaikan o oboeru dageki|Sickens foes in a cone shaped area..
2nd|Tsūden dageki|Deals energy damage in area determined by type.
5th|Dageki katachi|Creates “safe zones” in your hayauchi.
5th|Dageki o hajiku|Knocks back foes in a line-shaped area.
5th|Dageki o okuraseru|Slows foes in a cone-shaped area.
5th|Tsūgeki|Staggers foes in a line-shaped area.
10th|Muishiki ni shimasu|Puts creatures in cone-shaped area to sleep.
10th|Dageki o hakikewomoyōsu|Nauseates foes in a cone-shaped area.
10th|Dageki ni tae|Deal hayauchi damage over 2 rounds.
10th|Kumori no ichigeki|Hayauchi takes the shape of a 20’ radius cloud.
15th|Chikara no dageki|Deals force damage in a line-shaped area.
15th|Dageki o hōkai|Disintegrate foes in a line-shaped area.
15th|Dageki o mahi sa seru|Paralyzes foes in a cone-shaped area.
15th|Go-bai dageki|Deal Hayauchi damage 5x in cone-shaped area.[/table]
Nukihanatsu Descriptions
Chikara no dageki(15th)
Your hayauchi becomes a force effect. Its damage has no energy type, but it affects incorporeal creatures normally. You can apply this breath effect only to a line-shaped hayauchi.
Dageki katachi (5th)
You can choose to leave up to 4 squares within the area of your hayauchi unaffected by the hayauchi.
Effectively, you create one or more small "safe zones" within the area of your hayauchi (typically to prevent it from affecting allies). These unaffected squares need not be adjacent to one another.
You can choose to apply any one other nukihanatsu that you know to the same hayauchi.
Dageki ni tae (5th)
Your hayauchi deals damage over 2 consecutive rounds. When you use Dageki ni tae, the target takes the normal amount of damage from your hayauchi. In the next round, the same target takes half that amount of damage. For example, a creature that takes 22 points of damage from your hayauchi's initial use takes 11 more points of damage the next round. A creature that takes no damage from the initial use (whether because of evasion, resistance, immunity, or any other reason) also takes no damage in the next round. No save is allowed against this damage.
Dageki o hajiku (10th)
This nukihanatsu allows you to change your hayauchi into a battering ram. Any Medium or smaller creature struck by Dageki o hajiku must make a Reflex save or be hurled 1d6*5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack.
If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone.
Movement from this blast does not provoke attacks of opportunity.
Dageki o hakikewomoyōsu (10th)
Rather than dealing damage, your hayauchi nauseates all creatures in its area for 4 rounds. A successful Fortitude save reduces the duration to 2 rounds.
You can apply this nukihanatsu only to a cone-shaped hayauchi.
Dageki o hōkai (15th)
Your hayauchi becomes a blue-white line of pure energy. This breath effect doubles the number of dice of damage normally dealt by your hayauchi (for example, from 7d6 to 14d6). In addition, any creature that is reduced to 0 or fewer hit points by the hayauchi is disintegrated (as the disintegrate spell). A
successful Fortitude save halves the damage dealt. Unlike disintegrate; this nukihanatsu has no effect on objects, even those made of force.
You can apply this breath effect only to a line-shaped hayauchi.
Dageki o mahi sa seru (15th)
Rather than dealing damage, your hayauchi paralyzes
all creatures in its area for 1 round. A successful Fortitude
save negates this effect.
You can apply this nukihanatsu only to a cone-shaped hayauchi.
Dageki o okuraseru (5th)
Rather than dealing damage, your hayauchi slows all creatures in its area for 4 rounds. A successful Fortitude save reduces the duration to 2 round. A slowed creature can take a single move action or standard action each turn, but
not both (nor can it take full-round actions). Additionally, it takes a- 1 penalty to its Armor Class and on its attack rolls and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
Multiple uses of this nukihanatsu on the same creature don't stack; use only the longer duration. Dageki o okuraseru suppresses any haste effect on creatures in its area for the duration of the slow effect.
You can apply this nukihanatsu only to a cone-shaped hayauchi.
Fu kaikan o oboeru dageki (2nd)
Rather than dealing damage, your hayauchi sickens all creatures in its area for 4 rounds. A successful Fortitude save reduces the duration to 2 rounds.
You can apply this nukihanatsu only to a cone-shaped hayauchi.
Go-bai dageki (15th)
As a full-round action, you unleash five hayauchi simultaneously. Each hayauchi deals damage equal to your normal hayauchi
damage, and each one allows a Reflex save to halve the damage
dealt. Each hayauchi created by this nukihanatsu can be either cone-shaped or line-shaped.
Kumori no ichigeki (10th)
Your hayauchi takes the form of a 20-foot-radius spread, centered on you. You can choose to apply any one other nukihanatsu that you know to the same hayauchi, as long as it can be applied to a cone-shaped hayauchi. For example, you could create a sickening cloud (with Fu kaikan o oboeru dageki) or sleep (with Muishiki ni shimasu), but not a repelling cloud or cloud of force.
Mabayui bakari no ichigeki(2nd)
Rather than dealing damage, your hayauchi dazzles all creatures in its area for 4 rounds. A successful Fortitude save reduces the duration to 2 rounds.
You can apply this nukihanatsu only to a line-shaped hayauchi.
Muishiki ni shimasu (10th)
Rather than dealing damage, your hayauchi puts all living creatures in its area to sleep for 1 round. Any creature that makes a successful Will save is instead exhausted for 1 round. Any creature who’s Hit Dice exceeds your class level
is unaffected by this hayauchi.
You can apply this nukihanatsu only to a cone-shaped hayauchi.
Tsūden dageki (2nd)
Your hayauchi deals energy damage instead of un-typed
damage. Consult the table below for the saving throw type it has and area
this nukihanatsu can be applied to.
{table=head]
Energy Type|
Saving Throw|
Area
Acid|
Reflex|
Line
Cold|
Fortitude|
Cone
Electricity|
Reflex|
Line
Fire|
Reflex|
Cone or Line
Sonic|
Fortitude|
Cone[/table]
Tsūgeki (5th)
Rather than dealing damage, your hayauchi staggers of all creatures in the area for 4 rounds. A successful Fortitude save reduces the duration to 2 rounds.
You can apply this nukihanatsu only to a cone-shaped hayauchi.
Samurai Katas
Apprentice Katas
Abundance of Pecking Birds: Create a storm of ranged attacks.
Bandit King’s Inspiration: Improves your chances of success.
Cobra Strike: Patiently wait and unleash a fierce blow.
Fury Fans the Flame: Your rage brings out your inner fire.
Many Arms of the Spider: Unleash a flurry of attacks.
Panther Prowls the Night: Move like a powerful predator.
Stampede of Oxen: Lay waste to the ground around you.
Wind Blows Over the Earth
Initiate Katas
Anticipate the Cobra: Detect opponents without sight.
Crane Guides the Arrow: Your strikes are guided to vital areas.
Firefly’s Path: Move from place to place seemingly instantly.
Roar of the Dragon: Unleash a terrifying noise upon your foes.
Tiger Shakes Its Mane: Shrug off effects that hinder your hunt.
Master KatasCrumbling Dam: Destroy your foes resistances and immunities.
Eclipsing the Noonday Sun: Blind opponents you strike.
Jade King’s Stance: A stance that vexes spell casters
Righteous Reversal: Turn a foe’s attacks against them.
Step Back to Ward Off Monkey: Cleverly avoid being held in place.
Vengeance of Angry Monkey: Throw things. Throw them far; and hard.
Grand Master KatasAncestor’s Warning: Their wisdom grants you Foresight.
Closing the Gate: Limit the effect certain magic’s effects on you.
Mind of Quicksilver: You become resistant to attacks on your mind.
Plug the Hourglass: Slow time to a crawl.
Water Flows Uphill: Impede the movement of those who threaten you.

Kata Descriptions
Abundance of Pecking Birds (Ex)
Apprentice
Legends speak of the grand masters that blot out the sun with a hail of arrows.
This kata allows the samurai, as part of full-attack action that provokes attacks of opportunity, to make a number of additional attacks with a bow, sling, or thrown weapon equal to their Str modifier. These attacks are made at the samurai’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the samurai’s turn.
Ancestor’s Warning (Su)
Grand Master
Your ancestors wish to keep you safe from harm and whisper warnings into your ears. The samurai gains the benefits of the Foresight spell for 24 hours.
Anticipate the Cobra (Ex)
Initiate
Samurai who learn this kata gain the ability to sense creatures without using your eyes or ears. You gain Blindsense out to 30’ and scent for 24 hours. If you have 12 or more levels of samurai, you gain Blindsight out to 30’ and Blindsense to 60’.
Bandit King’s Inspiration (Su)
Apprentice
The spirit of the Bandit King flows through you, giving you seemingly boundless luck. You gain a floating “pool of luck”, which manifests as points that can be used to improve your odds of success at various tasks. Your pool contains 2 points per samurai level. You may spend up to one half of your class level on any one attack roll, ability check, or skill roll.
You must declare the expenditure of your points prior to making the roll. Used points disappear from the pool; which refills at the beginning of each encounter. These points count as a luck bonus for the purposes of stacking.
If you have four levels of monk, you may spend 2 points to gain 1d6 sneak attack damage. You may only spend up to one half your samurai level in points for this purpose.
Closing the Gate (Sp)
Grand Master
A well prepared spellcaster can be the worst enemy of even the best trained samurai. This kata was developed to make sure that not all of their tricks could be used on one warrior.
This kata grants Spell Immunity, Greater as a spell-like ability for 24 hours to the samurai that learns it.
Cobra Strike (Ex)
Apprentice
Wise men say that patience is a virtue. None hold that truer than a monk who learns this kata.
The monk, using a full-round action that provokes attacks of opportunity, may take 20 on their next attack roll. The samurai gains none of the benefits of rolling a “natural 20” on this attack roll. If the character has 15 levels in samurai this kata can be used as a standard action.
Crane Guides the Arrow (Ex)
Initiate
Your training focuses on striking a target’s vital areas. As such, the critical threat range of all of your attacks goes up by one step. So, a threat range of 19-20 goes to 18-20. In addition, all rolls to confirm critical hits gain a bonus equal to your Wis modifier. This kata stacks with spells, feats and other abilities that affect critical hits.
If you have 12 levels of samurai, the critical multiplier of all of your attacks goes up by one: x2 goes to x3, etc.; and your critical hits can affect targets normally unaffected by them.
Crumbling Dam (Su)
Master
One of the hardships that a samurai faces is opponents immune to their techniques. This kata was developed to even the odds. As a standard action, you make a melee attack against a target. If the attack would hit, the target makes a Will save. The target takes a -1 penalty to this save for every 5 points by which you beat their armor class with your strike.
On a failed save, any immunity the target has become ineffective and any resistances to energy drop to 0 for 1 round per 2 monk levels.
Eclipsing Noonday Sun (Su)
Master
A foe that cannot see you is generally a foe that cannot hit you. Monks who learn this kata can steal the sight from their victims in the blink of an eye.
Each opponent you strike must make a fortitude save or be blinded for 5 rounds. A successful save means that the target has a 50% miss chance versus all targets until the samurai’s next turn. The samurai can choose to hit the same foe more than once forcing a save each time. Once a target is blinded, additional strikes do not extend the duration of the condition.
Firefly’s Path (Su)
Initiate
On warm summer nights, one can sit in a field and watch the tiny sparks of living light flit from place to place. Just when you think you’ve got one in your jar, it’s empty on the second look.
This kata gives the samurai the ability to teleport a distance of up to your movement as a swift action or an immediate action. If you have 12 levels of samurai, you can teleport as a free action. Targeted and area of effect attacks that would affect you have a 50% chance of striking you if you respond to them by activating this kata.
Fury Fans the Flame (Su)
Apprentice
The heat of battle burns fiercely in the samurai that learns this kata. You gain the ability to rage a number of times per day as a barbarian of a level equal to your monk level. Your samurai and barbarian levels stack to determine your level of rage. You do not gain the Greater, Tireless, and Mighty Rage abilities via samurai levels alone.
In addition, while raging, your body radiates cold, electricity, fire, or sonic energy. This energy extends 5’ in all directions from your body. Regardless of type, the energy sheds light as a torch; and deals 1 damage for every class level to any creature it touches except you.
Grasp of the Slithering Eel (Ex)
Apprentice
Samurai train with a variety of weapons. So, using a length of rope or chain to disable opponents would seem child’s play. Those that master this kata know the truth, though.
To use this kata, the samurai must have access to at least 5’ of rope, chain, or some other flexible cord. They then initiates a grapple. If the grapple is successful, the chain wraps around the target. Each round they are able to maintain the grapple; the target takes the samurai's weapon damage or 1d8 +Str mod damage. A samurai can, with sufficient rope (5’ per target) perform this maneuver on a number of targets equal to his Str modifier (to a maximum equal to his class level) that are no more than 10’ apart. Maintaining this kata is a free action.
While this kata is in effect, you may not make any move other than a 5’ step. Additionally, you must keep one hand on your chosen binding material.
Jade Emperor’s Stance (Su)
Master; Stance
Spellcasters are to warriors what locusts are to wheat at times. While a samurai’s defenses against the effects of magic are high there are times when it is not enough. This kata is taken by those who know the legend of the Jade Emperor, a man at arms who could speak with the animals and also vex wizard’s by his very posture.
Jade Emperor’s Stance grants its user spell resistance equal to 15 + class level + Str modifier as long as it is active. This kata requires a free action to activate and end, so a monk using it can lower their spell resistance to allow beneficial effects through.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Many Arms of the Spider (Ex)
Apprentice
A samurai may unleash a flurry of attacks designed to quickly incapacitate foes. During a full attack action, a monk may make a number of additional attacks equal to their Str modifier. These attacks are made at the samurai’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the samurai’s turn.
Samurai may use Many Arms of the Spider in conjunction with any melee or thrown weapon with which they are proficient including unarmed strikes; and may attack with any interchangeably as desired. When using this ability, the monk applies their strength bonus as appropriate for whatever weapon they are wielding.
In the case of double weapons, each end counts as a separate weapon when using this ability. Even though they require two hands to use, they may still intersperse unarmed strikes w/ attacks from the double weapon as long there are enough attacks to do so.
When a samurai reaches 9th level, they may use Many Arms of the Spider as a standard action.
Mind of Quicksilver (Su)
Grand Master
Samurai practice meditation techniques in order to reach a state of calm. However when faced with an opponent who attacks the mind, samurai who learns this kata can force their thoughts to race and cause those attacks to fail.
Mind of Quicksilver affects the samurai as mind blank, personal. This kata is always active once learned and therefore requires no action to maintain or activate.
Panther Prowls the Night (Ex)
Apprentice; Stance
Dark as the shadows and fast as lightning, the panther strikes with astounding speed and fury. Samurai learning this kata tap into their more primal instincts.
As long as a samurai is in Panther Prowls the night, they gain the pounce ability; meaning that at the end of a charge, they can make a full attack. If you have 5 levels of samurai, you may take an additional move action each turn. If you have 10 levels of samurai, you may take an additional move OR standard action each turn. If you have 15 levels of samurai you may take an additional turn immediately after your own. Activating and ending this kata is a swift action.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Plug the Hourglass (Su)
Grand Master
Your mind calms as you open your eyes. The world slows to a crawl around you allowing you time to plan your next moves.
As a standard action, you may activate Plug the Hourglass and gain 1d4+1 rounds of apparent time in which to act freely. Normal and magical energy, gas, etc. can still affect you. During this time, other creatures cannot be affected by your abilities, katas, spell, etc. Spells or effects that affect an area and have duration greater than Plug the Hourglass have their normal effect on other creatures once it ends.
This kata is very draining on the samurai; and may not be used in consecutive turns. The monk must wait a number of rounds equal to twice the granted apparent time before using this ability again.
Righteous Reversal (Su)
Master
One of the principles of martial arts is turning an enemy’s strengths against them. Samurai who learn this kata can use this maxim to devastating effect.
After taking damage or being affected by a spell, spell-like, etc. a samurai may, as a free action, make an concentration check equal to the damage dealt or the original DC of the effect. Success means that the originator of the damage/effect is also subject to it. They are not allowed a save to avoid or reduce the effect. In cases when the target is immune (for example a red dragon is immune to its own fiery breath), the target is allowed a save for a lesser effect if applicable; but they are still affected.
Roar of the Dragon (Su)
Initiate
Dragons are known for their terrifying presence; usually accompanied by a furious roar that shakes one to the very core. Samurai who learn this kata can tap in to that same power.
As a standard action, the samurai makes a battle cry that has the same effect as the shout spell. If you have 16 levels in samurai, the effect is that of shout, greater. Even if the targets make the fortitude save, they are affected for 5 rounds per the table below:
{table=head]Target Hit Dice|Effect
Samurai level -4 or fewer|Unconscious
Samurai Level -3|Cowering
Samurai Level -2|Panicked
Samurai Level -1|Frightened
Samurai Level|Shaken
Samurai Level +1|Dazed
Samurai Level +2|Stunned
Samurai Level +3|Staggered
Samurai Level +4 or more|No Effect[/table]

Creatures normally immune to fear are still shaken for 5 rounds if they fail the saving throw.
Stampede of Oxen (Su)
Apprentice
You strike the surface below you. A burst of force originates from the point of impact. In its wake it leaves a circle of crushed stone and rubble. Monks who learn this kata strive to control where their opponents can move to.
Stampede of Oxen allows the samurai, as a standard action that provokes attacks of opportunity, to strike the ground and cause a 15’ radius spread of difficult terrain from their square. This ability works on any surface made of materials with hardness 10 or lower. The radius of this effect expands by 5’ for every 5 class levels you possess.
If you possess nine class levels, all opponents in the affected area take your unarmed strike damage as sonic damage (reflex save for 1/2 damage)
Step Back to Ward Off Monkey (Ex)
Master
Monkeys are agile attackers and can swarm to hinder those carrying what the troop may desire. Samurai who learn this kata have learned to avoid or slip free of not only grasping hands; but many other affects that hinder their movement.
Step Back to Ward Off Monkey grants you freedom of movement as the spell. This kata is always active once learned and therefore requires no action to maintain or activate.
Tiger Shakes Its Mane (Ex)
Initiate
The deadly tiger hunts prey with cunning, speed, and endurance. Samurai who learn this kata embodies the spirit of the last known survivor who stalks his prey in the night; watching all with the eye of the tiger.
Tiger Shakes Its Mane removes a single non-instantaneous [Mind-Affecting] or movement-impairing affect that you know about. If the effect you intend to remove affects an area or more targets than you, the effect ends only for you. Activating this kata is a standard action.
Vengeance of Angry Monkey (Ex)
Master
When angered, a monkey will use any tool at hand to harm or hinder their foes; even if they have to look within to find it. Ahem, cunning samurai learn to adapt this resourcefulness, to a point, with this kata.
As a standard action, make a melee attack roll with any weapon other than your unarmed strike. All creatures in a 30’ line that your attack would strike take damage from the attack plus 1d8 damage for every 2 samurai levels you possess. Subjects of this kata are allowed a reflex save for half damage.
Water Flows Uphill (Su)
Grand Master; Stance
One of the greatest metaphors a sifu uses with a student is that of the salmon that swims upstream. It fights the path of least resistance to gain its ultimate reward. Water Flows Uphill allows a monk to teach that lesson to many at once.
While in this stance, all targets within close range (25’+5’/2 samurai levels, always centered on you) are slowed as the spell. The maximum number of targets you can affect with this kata is equal to ½ your samurai level.
If you have another kata with the stance descriptor active, you must end it before you can activate this one. Activating and ending this stance is a swift action.
Wind Blows Over the Earth (Ex)
Apprentice
Two travelers were discussing matters of faith. One espoused the strength of the earth gods; saying that their might and knowledge of steel made them superior. The other explained that he worshiped the wind. It was superior to the earth gods as the earth gods could do nothing to stop them from moving forward.
Samurai who learn Wind Blows Over the Earth becomes adept at avoiding impedances to their movement. You are no longer subject to movement penalties for passing through difficult terrain; and gain a +10’ bonus to your movement for every 5 samurai levels. If you have 6 levels of samurai, you may always act as if under the effects of balancing lorecall.
This kata is always active once learned and requires no action to activate or end.

CinuzIta
2013-02-13, 11:46 AM
I like these samurai, but some class features' descriptions are missing, aren't them? For example, what is majime?

Xaotiq1
2013-02-13, 12:43 PM
I like these samurai, but some class features' descriptions are missing, aren't them? For example, what is majime?

Sorry for only posting three of the class features. :smalleek: I CANNOT get the table under Gyakushu to turn out correctly, despite it being entered EXACTLY THE SAME AS THE OTHER TABLES! :smallfurious: Anyway, lemme know what you think!

Amechra
2013-02-13, 01:49 PM
{table=head]Delayed Damage Pool Points|Gyakushu Bonus
1-9|+1
10-14|+2
15-19|+3
20|+4[/table]

You entered the table in a completely wrong format, I'm afraid.

Here you go.

Zman
2013-02-13, 01:54 PM
Ok, you've given the Samaria a tone of great abilities, huge passive buffs, a free magic weapon, invocations, area attacks, and the best chassis available.

Unfortunately it reads like a Wishlist right now, something has to give. I see a D12, Full BAB, and all good saves as too much. You've single handedly created the most powerful Melee class available.

I like your idea, now I honk it needs to be scaled back and balanced.

Xaotiq1
2013-02-13, 02:01 PM
{table=head]Delayed Damage Pool Points|Gyakushu Bonus
1-9|+1
10-14|+2
15-19|+3
20|+4[/table]

You entered the table in a completely wrong format, I'm afraid.

Here you go.

The way I entered it in the post was done out of frustration, all previous attempts were formatted just as my other tables. Thanks though, that was driving me batty!

Okay, so, I thought she might come off as too strong. How would scaling the HD to a d8, lowering Ref or Will save to Bad, and taking the Skill Points down to 4+Int... better?

Zman
2013-02-13, 02:02 PM
The way I entered it in the post was done out of frustration, all previous attempts were formatted just as my other tables. Thanks though, that was driving me batty!

Okay, so, I thought she might come off as too strong. How would scaling the HD to a d8, lowering Ref or Will save to Bad, and taking the Skill Points down to 4+Int... better?

D8(10?), Poor Fort, 4+Int would be good.

Xaotiq1
2013-02-13, 02:28 PM
Updates made! Any ideas for Samurai-only katas??

CinuzIta
2013-02-13, 02:40 PM
whoops, i didn't noticed skill points and saves..in my opinion the bad save should be reserved to reflex: a samurai is a warrior wearing an heavy armor, not some kind of skirmisher! For the same reason, the class should have a d10 as its hd!

Also, you forgot to write down the list the exotic weapons the samurai might be proficient with!

Xaotiq1
2013-02-13, 03:21 PM
Tweaks made. Weapons listed. Again, any input on katas, hayauchi, or nukihanatsu?

Xaotiq1
2013-02-19, 11:27 PM
Just giving a quick bump to see if anyone else has commentary! Anything I can improve? Any ideas for new katas (Monk and/or Samurai)?? Hmmm???

Xaotiq1
2013-02-27, 11:57 AM
When wielding a weapon with which they are proficient, the monk may use their unarmed strike or their weapon damage; whichever is more advantageous.

I made this tweak to the Monk's "Martial Arts Training feature. Does this make it more palatable? Once again, any one who has ideas for new Katas or Gyakushu or, well anything else; don't hold back! Put it right below this or any other subsequent posts. Peace and chicken grease!

Sgt. Cookie
2013-02-27, 01:23 PM
How about this for a Samurai Gyakushu:

Strike the arrow (Ex):
Deshi Gyakushu (Initiate Kata)

Some of the great Samurai masters have honed their reflexes to such a point they can cut arrows from the sky. The Samurai may use this Gyakushu when one of the following occurs: The Samurai is attacked with a projectile weapon OR a projectile weapon flies past the Samurai's square. In either case, the Samurai may, by expending an Attack of Opportunity (even if the attack would not cause one), make an opposed attack roll. If the Samurai is successful, the attack is nullified.

When the Samurai has attained 12 levels or more, he may redirect the attack, rather than stop it.

Phelix-Mu
2013-05-16, 10:12 PM
First of all, I'm a fan of this fix.

On the matter of the monk feats introduced to work with your kata, the one that gives invocations/auras of various stripes.

1.) It says one grade less of invocation than you have access to. But the feat has no pre-req, so is this one grade less, to a minimum of Least? Otherwise, there should be a higher level requirement, or a Initiate Kata requirement.

2.) Any draconic aura? You should clarify if this includes the dragon shaman only ones (which are nice, but not overpowered by any stretch), and how the bonus the aura grants levels up (if it does at all).

Nicely done, in any case.

Xaotiq1
2013-09-04, 03:22 PM
Lordy, it's been a bit. Made some updates to the Martial Monk ACF & the Taboo Arts Feat. Still lookin' for PEACH's here.

All constructive criticism is welcome, and thanked for in advance!

Phelix-Mu
2013-09-09, 09:35 PM
The Taboo Arts could still use a bit of clarification. When the monk selects a draconic aura, how does the monk determine the following:

1.) The rate at which the aura bonus increases. There are two rates indicated, I believe. One is for dragon shamans (+1, then additional +1 at 5th and every 5 levels), and a slower rate in Dragon Magic (page 87, I think).

2.) The energy type associated with the monk. The default for many of the draconic things is fire, but usually it is keyed to the subject's draconic ancestry or the dragon shaman's chosen dragon totem.

Phelix-Mu
2013-09-27, 02:11 PM
I meant to mention this before, but your index of Apprentice Katas is missing Grasp of the Slithering Eel and Wind Blows Over the Earth.

I'll check the other indices, too, but those were the two that I noticed.

Phelix-Mu
2013-09-27, 02:34 PM
And how long does the sneak attack damage granted by Bandit King's Inspiration last? One attack, one round, the rest of the encounter?