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View Full Version : Soulknife, now with 90% less gimp! (base class)



Rebonack
2006-12-17, 12:00 AM
I’m sure that I’m not the only one who thinks that the soulknife class is a very flavorful concept, but when you consider that it makes the fighter look awesome by comparison it becomes quickly obvious that it just isn’t a viable option. In all likelihood you would serve as little better than a not-so-useful meat shield.

Except if your DM threw lots of anti-magic fields at your party. But in that case having an awful class is the least of your worries.

So I decided to take things into my own hands. Time to make a better version. And it will be better. I’m not trying to balance it with the fighter, in all likelihood the new soulknife would punt the fighter into next week as any spell using class will.

The class kind of evolved as it went along and at this point shares only the most important (in my opinion) soulknife class abilities. Among other things I removed the psionic basis for the class; it really doesn’t add to the flavor as most of the abilities are supernatural anyway. Some might find their well of power through meditation on arcane or divine principles, no reason to limit it. And remember that cumulative +1 equivalent weapon ability that got tacked onto the soulknife’s shiny long sword? That has since become the bread and butter of the new soulknife, allowing him to function as a more martially focused Artificer of all things.

To help balance this new found power (and because it fits with the class’ flavor exceptionally well) the new soulknife doesn’t get to wear any of the phat magic lewt the party scores after slaying the dragon, but instead creates magic items from his own inner resolve. He doesn’t need any of that junk to be awesome.

That said, I give you the…


Soul Wielder

Abilities: Wisdom, and through it true understanding of one’s self, is the Soul Wielder’s greatest source of power, contributing to the effectiveness of Soul Steel as well as his unarmored bonus to AC. Strength and dexterity allow the Soul Wielder to better strike his opponents (or avoid being struck) and constitution allows him to better weather blows. Finally, good intelligence contributes to his wide base of knowledge, without which he will find it difficult to master new weapon abilities.

Hit Dice: 1d10

Alignment: Any

The Soul Wielder’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (arcane) (Int), Knowledge (nature) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).

Skill points at first level
(4+Int modifier)x4

Skill points at each additional level
(4+Int modifier)

Weapon and Armor Proficiencies
The Soul Wielder is proficient with his own Soul Steel equipment and all simple weapons.

Soul Wielder
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|AC Bonus|Special

1st|
+1|
+0|
+2|
+2|
+0|Soul Steel, Restful Meditation

2nd|
+2|
+0|
+3|
+3|
+0|Swift Manifestation

3rd|
+3|
+1|
+3|
+3|
+0|+1 Soul Steel

4th|
+4|
+1|
+4|
+4|
+0|Soul Steel Enhancement +1

5th|
+5|
+1|
+4|
+4|
+1|Swallow’s Tail, Enlarged Soul Steel

6th|
+6/+1|
+2|
+5|
+5|
+1|Accelerated Frame, +2 Soul Steel

7th|
+7/+2|
+2|
+5|
+5|
+1|Soul Steel Enhancement +2

8th|
+8/+3|
+2|
+6|
+6|
+1|Soul Arrows

9th|
+9/+4|
+3|
+6|
+6|
+1|Steel Rain, +3 Soul Steel

10th|
+10/+5|
+3|
+7|
+7|
+2|Soul Steel Enhancement +3

11th|
+11/+6/+1|
+3|
+7|
+7|
+2|Metallic Manifestation

12th|
+12/+7/+2|
+4|
+8|
+8|
+2|Improved Swallow’s Tail, +4 Soul Steel

13th|
+13/+8/+3|
+4|
+8|
+8|
+2|Soul Steel Enhancement +4

14th|
+14/+9/+4|
+4|
+9|
+9|
+2|Improved Steel Rain

15th|
+15/+10/+5|
+5|
+9|
+9|
+3|+5 Soul Steel

16th|
+16/+11/+6/+1|
+5|
+10|
+10|
+3|Soul Steel Enhancement +5

17th|
+17/+12/+7/+2|
+5|
+10|
+10|
+3|Extra Soul Steel

18th|
+18/+13/+8/+3|
+6|
+11|
+11|
+3|+6 Soul Steel

19th|
+19/+14/+9/+4|
+6|
+11|
+11|
+3|Soul Steel Enhancement +6

20th|
+20/+15/+10/+5|
+6|
+12|
+12|
+4|Perfect Steel Rain[/table]

Class Features
The Soul Wielder has the following class features.


Soul Steel (Su)
As a move action, a Soul Wielder can create a semisolid object composed of energy distilled from his soul. The object can take the form of any one-handed simple or martial melee weapon (or two light weapons) of a size appropriate for its wielder. For the purpose of the Soul Steel special ability bucklers/light shields, heavy shields, and tower shields are considered light, one-handed, and two-handed weapons respectively. For instance, a Medium Soul Wielder materializes a Medium Soul Steel weapon as a long sword that he can wield as a one-handed weapon, and the Soul Steel weapon deals 1d8 points of damage (crit 19-20/×2). Soul Wielders who are smaller or larger than Medium create Soul Steel weapons appropriate for their size, with a corresponding change to the damage. The wielder of a Soul Steel weapon gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Soul Wielder can simply create another on his next move action. As a free action the Soul Wielder may will his Soul Steel to dissipate. A Soul Steel weapon is considered a magic weapon for the purpose of overcoming damage reduction.

A Soul Wielder can use feats such as Power Attack or Combat Expertise in conjunction with his Soul Steel weapon just as if it were a normal weapon. He can also choose Soul Steel for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a Soul Steel weapon.

A Soul Wielder’s Soul Steel improves as the character gains higher levels. At 3rd level and every three levels thereafter, the Soul Steel gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 6th level, +3 at 9th level, +4 at 12th level, +5 at 15th level, and +6 at 18th).

At 4th level, a Soul Wielder gains the ability to enhance his Soul Steel. He can add any number of the weapon special abilities that have a total enhancement bonus value of +1. At every three levels beyond 4th (7th, 10th, 13th, 16th, and 19th), the total value of the enhancements a Soul Wielder can add to his weapon improves to +2, +3, +4, +5, and +6 respectively. A Soul Wielder can know a number of weapon special abilities equal to his wisdom modifier. When manifesting his Soul Steel he may choose any combination of weapon special abilities that he knows that does not exceed the total effective enhancement allowed by the Soul Wielder’s level. A Soul Wielder can also create new weapon special abilities (See below: Creating and Learning Weapon Special Abilities) to emulate spell effects.

The DC for any of the Soul Wielder’s weapon abilities is (10 + Spell Level + the Soul Wielder’s wisdom modifier).

However, the overall effective enhancement level (including both enhancement and weapon special abilities) of the Soul Steel can never exceed the Soul Wielder’s wisdom modifier.

Even in places where supernatural effects do not normally function (such as within an anti-magic field), a Soul Wielder can attempt to sustain his Soul Steel by making a DC 20 Will save. On a successful save, the Soul Wielder maintains his Soul Steel for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the Soul Steel vanishes. As a move action on his turn, the Soul Wielder can attempt a new Will save to rematerialize his Soul Steel while he remains within the magic negating effect.

Restful Meditation (Ex)
A Soul Wielder does not sleep even if members of his race normally do. Instead, a Soul Wielder enters a meditative state during which time he refreshes his body and centers his mind. A Soul Wielder requires four hours of meditation each day to receive the benefits of a night’s rest, though the time spent in meditation needn’t be consecutive. Furthermore, a Soul Wielder must meditate for four hours out of every day to maintain the benefit of his Soul Steel ability. While meditating a Soul Wielder is considered to be asleep, though he only takes a -5 on Listen checks rather than -10.

AC Bonus (Ex)
When unarmored and unencumbered, the Soul Wielder adds his Wisdom bonus (if any) to his AC. In addition, a Soul Wielder gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Soul Wielder 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 Soul Wielder is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when she carries a shield not manifested from his Soul Steel, or when he carries a medium or heavy load.

Swift Manifestation (Su)
Beginning at 2nd level, the Soul Wielder is able to manifest or make a will save to attempt to manifest his Soul Steel weapons as a free action rather than as a move action. He may attempt to manifest a Soul Steel weapon a number of times a round equal to his wisdom modifier.

Swallow’s Tail (Su)
At 5th level or higher a Soul Wielder’s Soul Steel weapons become streamlined when thrown, behaving as a thrown weapon with a range increment of 30 feet even if the weapon the Soul Steel is based on doesn’t normally have a range increment. At level 12 the range increment increases to 60 feet.

Enlarged Soul Steel (Su)
Beginning at fifth level, the Soul Wielder is able to manifest his Soul Steel as a single two-handed weapon, a one-handed weapon and a light weapon, or three light weapons.

Accelerated Frame (Ex)
At 6th level a Soul Wielder’s mastery over himself allows him to push beyond his normal limits. His base speed increases by 10, though this bonus is not applied when he wears armor of any kind.

Soul Arrows (Su)
At 8th level the Soul Wielder gains the ability to manifest his Soul Steel as any simple or martial ranged weapon. Long bows are considered two-handed weapons and short bows and heavy crossbows are considered one-handed weapons for the purpose of manifesting them. All other ranged weapons are considered light weapons for the purpose of manifesting them. Ranged weapons are manifested un-loaded, and the Soul Wielder must ‘mime’ loading them for ammunition to manifest; this ammunition dissipates immediately after an attack with it is resolved. Thus, loading a Soul Steel heavy crossbow still requires a full round action (or a move action with rapid reload). A Soul Wielder can also choose to manifest one piece of ammunition as a light weapon; such ammunition does not dissipate immediately after an attack with it is resolved nor does is it destroyed after use.

Steel Rain (Su)
At 9th level, a Soul Wielder gains the ability to momentarily fragment his Soul Steel into numerous identical weapons, each of which strikes at a nearby opponent.

As a full attack, when wielding his Soul Steel as a melee weapon, a Soul Wielder can give up his regular attacks and instead fragment his Soul Steel to make one ranged attack at his full base attack bonus against each opponent within range. Each fragment functions as though it were the original Soul Steel weapon thrown by the Soul Wielder.

When using Steel Rain extra attacks granted through high base attack bonus, spells, feats, or other abilities (such as Haste, Rapid Shot, and Weapons of Speed) are forfeited.

Metallic Manifestation (Su)
Beginning at 11th level while manifesting their Soul Steel the Soul Wielder may designate it as either adamantine, cold steel, or silver. The Soul Steel weapon is considered to be that metal type for the purposes of overcoming damage reduction and regeneration.

Improved Steel Rain (Su)
This ability becomes available to the Soul Wielder at level 14. It functions as Steel Rain, but it allows additional attacks on each target due to high base attack bonus.

When using improved Steel Rain extra attacks granted through spells, feats, and other abilities (such as Haste, Rapid Shot, and Weapons of Speed) are forfeited.

The Soul Wielder may use Improved Steel Rain a number of times per day equal to one half his wisdom modifier (round down).

Extra Soul Steel (Su)
Beginning at level 17 the Soul Wielder may manifest an additional Soul Steel under the same restrictions as his first. Thus, he might have two separate Soul Steel great swords, one wielded and the other dancing, manifested at the same time.

Perfect Steel Rain (Su)
This ability becomes available to the Soul Wielder at level 20. It functions as Steel Rain, but it allows additional attacks on each target due to high base attack bonus as well as additional attacks due to feats, spells, and other abilities.

The Soul Wielder may use Perfect Steel Rain a number of times per day equal to one fourth his wisdom modifier (round down).

Creating and Learning Weapon Special Abilities
Beginning at fourth level the Soul Wielder gains the ability to create and learn weapon special abilities. No weapon special ability that he knows may exceed the limit for his level given in the table The Soul Wielder. To learn weapon special abilities on the Magic and Psionic weapon and armor/shield tables the Soul Wielder must meditate for a number of days (four hours a day) times the enhancement bonus of the ability. If the weapon ability is listed with a flat price rather than an enhancement bonus then compare the price to the nearest bonus on the magic weapons table (round up). After he has meditated for the ascribed period of time he must succeed on a knowledge check (DC 15+the enhancement level of the weapon ability). The check differs in regard to the source of the spell a given weapon ability is based on: arcane for sorcerer/wizard and bard spells, nature for druid and ranger spells, religion for cleric and paladin spells, and psionics for psion/wilder and psychic warrior powers. If the Soul Wielder succeeds on the check he learns the ability and may add it to his ability list. If he fails the check he must begin the meditation process over again.

Once a Soul Wielder has learned a number of weapon abilities equal to his wisdom modifier he may not gain any more unless his wisdom modifier is increased. A Soul Wielder may choose to learn a new weapon ability, but before it is added to his weapon ability list he must forget one of his old weapon abilities.

A Soul Wielder may also choose to create a new weapon ability to add to his list. This process is more difficult than simply learning a new power. The enhancement level of the ability must first determined by estimating the value of the weapon ability (see Table: Estimating Weapon Ability Value) then compare that value to the corresponding weapon ability enhancement level (see Table: Estimating Enhancement Level Value).

Estimating Weapon Ability Value
{table=head]Activation Type|Ability Value Formula
Command Word|Caster Level x Spell Level x 2*

Use Activated|Caster Level x Spell Level x 2*^

Continuous|Caster Level x Spell Level x 2*[/table]

*To determine the value of abilities with limited uses/rounds of use per day, multiply the indicated value by the number of uses per day divided by four. x (1/4), x (2/4), ect. Abilities that only trigger on confirmed critical hits also divide the value of an ability by 4.
^Likewise, abilities that only trigger on critical hits have their value divided by 4.

Estimating Enhancement Level Value
{table=head]Enhancement Level|Max Ability Value|Max Spell Level/Max Spell Level Limited*

+1|2|1st/1st

+2|8|1st/2nd

+3|18|2nd/4th

+4|32|3rd/5th

+5|50|3rd/7th

+6|72|4th/8th[/table]

*Max spell level limited represents the highest level spell that can be emulated by reducing the ability to uses/time per day or critical hit trigger.

Spells with material components worth 1 gp or more, spells with an XP cost, and spells that mimic the effects of other spells may never be used as the basis of a weapon ability.

Ever.

No, not even then.

Command word activated abilities are triggered when a command word is spoken and persist for a set amount of time. Speaking a command word is always a standard action unless casting the spell normally takes less time than a standard action. For example, a command word triggered True Strike weapon would activate when its command word is spoken and grant the wielder the benefit of True Strike until the end of his next turn or until his next attack, which ever comes first. Command word abilities are based on spells with a duration longer than instantaneous that affect something other than the wielder or affect the wielder but do not have a duration based on caster level.

Use activated abilities trigger when a specific action is carried out, such as striking an opponent, confirming a critical, or avoiding an enemy attack. Use activated abilities can only be based on spells with an instantaneous duration that targets a creature or object. For example a use activated ability based on Fireball could be keyed to the condition “When the weapon strikes a creature” would detonate upon a successful hit. However, such an ability could not be keyed to “When I thumb my nose at a monster” as thumbing one’s nose doesn’t designate a target, only attacking a target does.

Continuous abilities become active as soon as the Soul Steel is manifested and can only be keyed to spells with a duration measured in time/caster level that targets either the caster, something touched by the caster, or produces an emanation from the caster. An ability based on Bless is a good example. Note that continuous abilities based on spells like True Strike are not possible, as True Strike has a duration of one round rather than one round per caster level.

A Soul Steel can only be manifested with an ability that has limited uses per day once per day. For example, a Soul Steel bow is manifested with Disintegrate useable twice per day keyed to the condition “If an arrow strikes a target”. Once two creatures are struck with arrows and the ability discharges the Soul Steel can not be re-manifested as a weapon with the Disintegrate ability, or any other abilities with limited daily uses. However, if the Soul Steel is re-manifested as another weapon before the all uses of the Disintegrate ability are discharged then the Soul Wielder is free to re-manifest his Soul Steel with the Disintegrate ability so long as it hasn’t been fully discharged that day.

Once the enhancement level of the ability has been determined the Soul Wielder must meditate for a number of days (four hours per day) equal to the spell level of the spell the ability is based on plus the caster level the ability is based on. After the time of meditation is completed the Soul Wielder must succeed on a knowledge check (DC: the spell level of the spell the ability is based on plus the caster level the ability is based on). The check differs in regard to the source of the spell a given weapon ability is based on: arcane for sorcerer/wizard and bard spells, nature for druid and ranger spells, religion for cleric and paladin spells, and psionics for psion/wilder and psychic warrior powers. If the Soul Wielder succeeds on the check he creates the ability and may add it to his ability list. If he fails the check he must begin the meditation process over again.

Relearning forgotten abilities is easier than creating them and uses the process for learning new abilities outlined above.

The Soul Wielder and non-Soul Steel Equipment
The Soul Wielder represents the paragon of self-reliance, forging his own path through life. Because of this outlook on life the Soul Wielder finds the notion of counting on the crafts of others distasteful. Because of this stalwart stance the Soul Wielder will not willing don any magical or masterwork equipment of any kind sans objects that deepen his understanding of himself (such as a Periapt of Wisdom) as at times others can lend new insights into enlightenment. The Soul Wielder’s own Soul Steel is not considered magical equipment for the purposes of this limitation.

A Soul Wielder who is forced to rely on magical or masterwork equipment will often feel his resolve shaken by the experience. A Soul Wielder who dons any masterwork or magical equipment may not manifest his Soul Steel unless he first removes the offending items and meditates for no fewer than four hours.

Macrovore
2006-12-17, 12:51 AM
However, the overall effective enhancement level (including both enhancement and weapon special abilities) of the Soul Steel can never exceed the Soul Wielder’s wisdom modifier.



that's crazy. it means to get full value out of this class, you would have to have a 32 in wis by level 19. why don't you make it so the overall effective enhancement level cannot exceed 2x his Wis mod. that way, he only has to have 22 wis. which is more than casters need to cast all their spells.

knightsaline
2006-12-17, 07:39 AM
A Soul Wielder who is forced to rely on magical or masterwork equipment will often feel his resolve shaken by the experience. A Soul Wielder who dons any masterwork or magical equipment may not manifest his Soul Steel unless he first removes the offending items and meditates for no fewer than four hours.

penalizing a soul wielder for carrying a backup weapon? what happens if the chara is caught in a time of troubles situation? (magic either doesnt work or works erraticly). all charas should carry a backup weapon. always.

Captain van der Decken
2006-12-17, 07:52 AM
If magic is working erratically, magic weapons are no use, and masterwork weapons aren't much to give up- use a normal one.

Yuki Akuma
2006-12-17, 07:55 AM
..Wait, so he can't use any magical items at all?

What is he spending his money on?

... Vow of Poverty, away!

Captain van der Decken
2006-12-17, 07:57 AM
:tongue:

I probably would change that to cannot use magic weapons, not all gear.

Rebonack
2006-12-17, 12:03 PM
that's crazy. it means to get full value out of this class, you would have to have a 32 in wis by level 19. why don't you make it so the overall effective enhancement level cannot exceed 2x his Wis mod. that way, he only has to have 22 wis. which is more than casters need to cast all their spells.

Remember all that money he’s making? Splurge on wisdom boosting stuff and Tomes of Fill-in-the blank. Poke your DM and see if he won’t let you make an insight bonus to wisdom item. So long as you pump wisdom breaking +12 shouldn’t be that hard. And if the wisdom limit is too low then I can imagine someone making a bunch of +1 daggers of Phantasmal Killer and lobbing the lot of them at some poor loser. It wouldn’t be pretty.


penalizing a soul wielder for carrying a backup weapon? what happens if the chara is caught in a time of troubles situation? (magic either doesnt work or works erraticly). all charas should carry a backup weapon. always.

Magic going wonky is the very sort of situation a Soul Wielder excels in. A DC 20 Will save and his gear functions normally. But I am considering giving him proficiency with all simple weapons at least. That would allow him a backup weapon so long as it isn’t masterwork.

Yar, simple weapon proficiency added.


..Wait, so he can't use any magical items at all?

What is he spending his money on?

... Vow of Poverty, away!

That’s one solution. Or he could burn the cash on items he doesn’t wield or wear. Potions, oils, single use wondrous items, Tomes of Stat Boostin’.

Raum
2006-12-17, 12:08 PM
Hmmm, a couple comments:
If you're going to balance them with casters, you probably need to give them caster hit dice instead of fighter.
Steel Rain is extremely overpowered. At level 9 you can hit avery enemy within 30' using your full BAB?! And at level 12 it increases to every enemy withing 60'! Why would a character not do this every round? I'd suggest modeling the number of attacks and the attack penalty after the Manyshot feat.
Improved Steel Rain...umm, just no. A full set of iterative attacks against everyone in 60'? Please.
Perfect Steel Rain...sigh, it was overpowered before the two boosts.

Rebonack
2006-12-17, 12:34 PM
Hmmm, a couple comments:
If you're going to balance them with casters, you probably need to give them caster hit dice instead of fighter.

They aren’t full casters, if anything they’re a one half caster like the Ranger or Paladin. They don’t even get to emulate 1st level spells until level four. I can see a 1d8 hit die working, but anything below that would be pushing it.



Steel Rain is extremely overpowered. At level 9 you can hit avery enemy within 30' using your full BAB?!

Well, it’s pretty much the same as the Arcane Archer’s 10th level ability which, for the record, really isn’t that powerful. It basically means you get to kill a mob of die-in-one-hit-anyway mooks.



And at level 12 it increases to every enemy withing 60'! Why would a character not do this every round?

Because whatever the party is fighting won’t die in one hit? Which would include pretty much anything the party should be fighting at levels about 1?



Improved Steel Rain...umm, just no. A full set of iterative attacks against everyone in 60'? Please.
Perfect Steel Rain...sigh, it was overpowered before the two boosts.

Which is the point of the uses per day. I’m considering dropping them to 3/day and 1/day, respectively, though I would like the input of other Forumites first.

The Glyphstone
2006-12-17, 08:46 PM
Was the class intended to have Epic-level inherent abilities before Epic levels?

(+6 enhancement to attack/damage is Epic, and it makes a +11 equivalent at 18th level, a +12 equivalent at 19th.) That's, by market value, a weapon worth 2,880,000 gp - almost 4x the total WBL of a 20th level character. And he can change its properties to something else if he wants.


Another thing...what about his AC? He's currently prohibited from wearing normal or magical equipment, and his Soul Steel ability doesn't let him make armor.

NullAshton
2006-12-17, 09:31 PM
Steel Rain... attacks on every person within range... There's nothing that says you can't use a ranged weapon with that? If so, then with a longbow and perfect steel rain, you can make a full attack on each and every member of an army.

Rebonack
2006-12-17, 11:13 PM
Was the class intended to have Epic-level inherent abilities before Epic levels?

(+6 enhancement to attack/damage is Epic, and it makes a +11 equivalent at 18th level, a +12 equivalent at 19th.) That's, by market value, a weapon worth 2,880,000 gp - almost 4x the total WBL of a 20th level character. And he can change its properties to something else if he wants.

There are plenty of spells, like Bite of the Werebear, that give epic level enhancement bonuses to stats. I see no reason why this ability should be any more of a problem since it's restricted to level 18 and up.



Another thing...what about his AC? He's currently prohibited from wearing normal or magical equipment, and his Soul Steel ability doesn't let him make armor.

He can't wear masterwork gear, non-masterwork armor would be fine. And he gets an unarmored bonus as the Monk and can opt to use the Soul Steel to make a shield, so I don't think AC will be too much of a worry.



Steel Rain... attacks on every person within range... There's nothing that says you can't use a ranged weapon with that? If so, then with a longbow and perfect steel rain, you can make a full attack on each and every member of an army.


Each fragment functions as though it were the original Soul Steel weapon thrown by the Soul Wielder.

I don't think throwing a longbow would be an advisable strategy.

Behold_the_Void
2006-12-18, 12:27 AM
The flavor of this class is exactly that of a kind of character I have for my webcomic's world. Well done!

I do think that the "No magic items except Periapt of Wisdom" is a bit too restricting. As I recall, even monks at higher levels rely on things like Bracers of Armor and Rings of Deflection to keep their AC high enough. Those can make a huge difference, and limiting them would mean this guy gets hit a lot at higher levels, which seems to be counter-intuitive to the whole extra-sensory dodging he has.