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Everynone
2013-07-21, 05:21 PM
Practitioner of the Unlimited Will

"The word 'impossible' is used only by the unenlightened." - Tsu-Feng, Master of the Unlimited Will

For some practitioners of the martial arts, fists are not enough. Willpower alone is insufficient for true perfection of the mortal form. Instead, one may wish to focus on the possible, the impossible, and how both are one in the same. The adherents of the Unlimited Will understand that the only thing standing between mortal and immortal is recognition of one's limits, and thus, how to surpass them. While even novice practitioners (and even typical monks, to a lesser degree) train to achieve enlightenment, this type of thinking has turned it into a true art form. It requires dedication, adherence and, as per the same, acceptance that limitations only truly stop those who allow themselves to be limited. True masters of the style can learn abilities that should be out of reach of typical mortals, but to them, the only thing standing in their way is their own uncertainty. And, once that uncertainty is done away with, a true way forward is unlocked.


Hit Die: d8


Requirements

To qualify to become a Practitioner of the Unlimited Will, a character must fulfill all the following criteria.

Alignment: Any lawful

Skills: Concentration 9 ranks

Class Feature: Still Mind OR Feat: Improved Iron Will

Saving Throw Bonus: Will +5 or higher


Class Skills

The Practitioner of the Unlimited Will's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Dex), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points: 6 + Int modifier


Class Features

All of the following are class features of the Practitioner of the Unlimited Will prestige class.

Weapon and Armor Proficiency: Practitioners are proficient with all monk weapons if they were not already.

Monk Benefits: Levels of monk and Practitioner of the Unlimited Will stack for the purposes of unarmed damage, AC bonus, and base land speed. Speed and damage are modified by size normally.

Evasion (Ex): At 1st level, a practitioner gains evasion if he did not already have it. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), he takes no damage with a successful saving throw. Evasion can only be used if the practitioner wears no armor.

Alter the Fates (Su): Once per day starting at 2nd level, the practitioner can force the universe to obey his will for a short time. This manifests as a bonus equal to his practitioner level for a single action lasting no longer than a round. Using Alter the Fates is a free action that can be used in response to a forced saving throw assuming the practitioner is capable of reacting.

At 5th level, the practitioner can use Alter the Fates an extra number of times per day equal to his Wis modifier divided by 2 (rounded down).

Over and Above (Su): If a 3rd level or higher practitioner makes a skill check with a given DC that requires an action, and surpasses the DC by 10 or more, he retains the action as though making the check had been a free action. You can only accomplish this once per round.

Martial Artistry (Ex): Every 3 levels, the practitioner can choose a monk ability (such as Leap of the Clouds) that he does not already possess, and gain it for free. However, he can only select an ability that a monk would have gained at his effective monk levels or below. A 7th level monk/3rd level Practitioner of the Unlimited Will cannot take Diamond Body, as his effective monk level is 10 and monks gain that ability at level 12.

Improved Mind (Ex): This ability improves Still Mind to apply a base +4 bonus to will saves. This overrides (does not stack with) regular Still Mind. If the practitioner did not already have Still Mind, they still gain this ability.

Pull the Strings (Su): Once per day starting at 5th level, the practitioner can focus through time itself to see if an action will go wrong and attempt to fix it before or as it does. This takes the form of a rerolled action. For example, if a practitioner rolled a 2 on his Fortitude save, he could opt to reroll it immediately. The reroll must be taken, even if the result is worse than the original roll.

At 8th level, the practitioner can use Pull the Strings an extra number of times per day equal to his Wisdom modifier divided by 3 (rounded down).

Improved Evasion (Ex): This ability, gained at 6th level, works like evasion, except that while the practitioner still takes no damage on a successful Reflex save against spells such as fireball or a breath weapon, he now takes only half damage on a failed save.

Quickened Pace (Su): The practitioner, at 7th level, can attain mastery over the very concept of speed by denying the impossibility of not moving so quickly. He can choose one of these two bonuses, each useable once per day:

Slowed Time: The practitioner can move so quickly that the world bends around him, and others move almost painfully slowly. He can either take an entire extra round during combat.
Sliding Fist: The practitioner can make his hand vibrate so quickly that it slides through molecules that might get in its way. For 1 round, the practitioner ignores armor class and damage reduction when attacking an opponent.


Great Mind (Su): Few are the magics or effects that can lay the practitioner low. He gains a +4 bonus to all saves vs. spells and is completely immune to spells or spell-like abilities that affect the mind. This improves upon (does not stack with) Improved Mind.

Single Shell (Su): At 9th level, the practitioner can visit depths previously unimaginable within themselves, altering their very bodies to withstand the worst hazards possible. He can choose one of these two bonuses, which are permanent, in addition to gaining Damage Reduction to all physical attacks equal to 10 + Wis modifier/chaotic.

Needlessness: The practitioner does not need to eat, sleep, or drink, always knows which way is 'up' and 'north', and can act as though he were normally bonded to the ground via gravity even if gravity around him is altered or nonexistent.
Unalterable: The practitioner gains immunity to any hostile polymorph or petrification spells or abilities.


Perfection (Su): Once per day, the practitioner can enter a state in which he makes no mistakes. This state lasts for 2 rounds. During this period, every roll the practitioner would have made is considered to have rolled its maximum natural value (every hit is a critical hit for maximum damage, every skill rolled is a natural 20, etc).

Master of the Impossible (Su): A 10th level Practitioner of the Unlimited Will has finally shed his mortal form in favor of becoming a higher being, for whom the concept of 'impossibility' is merely a memory. He becomes a native outsider (but can still be raised from the dead as if he were his old creature type), gains +2 to one ability score of his choice, and no longer ages. He still gains mental ability bonuses as the years pass as per normal, but he cannot die of old age and takes no physical penalties per age category.


Table: The Practitioner of the Unlimited Will
{table=head]Level|BAB|Fort|Refl|Will|Special
1st|+0|+2|+2|+2|Monk Benefits, Evasion
2nd|+1|+3|+3|+3|Alter the Fates
3rd|+2|+3|+4|+4|Over and Above, Martial Artistry
4th|+3|+4|+4|+4|Improved Mind
5th|+3|+4|+4|+4|Pull the Strings
6th|+4|+5|+5|+5|Improved Evasion, Martial Artisty
7th|+5|+5|+5|+5|Quickened Pace
8th|+6|+6|+6|+6|Great Mind, Single Shell
9th|+6|+6|+6|+6|Perfection, Martial Artistry
10th|+7|+7|+7|+7|Master of the Impossible[/table]