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View Full Version : [3.5] Monk Replacement (PEACH) -- Frigates and Flintlocks



Whitersnake
2013-09-04, 02:15 PM
Those of you following the Frigates and Flintlocks campaign setting may be wondering where I disappeared to. The truth is, the more I worked on my campaign setting, the less I liked the base classes. I realized that while 3.5's classes are great when it comes to the generic fantasy setting, a lot of what I wanted for the colonial setting involved slightly different classes. So I'm putting the setting on hold while I'm working on that aspect. When I publish the campaign setting (as a free PDF of course), I will include these classes as an optional siderule. But until then, I could certainly use some advice!

This monk fix tries to help the monk in a number of ways. First, I raised the monk's BaB to full, giving him both an extra attack and a better attack bonus. Next, I allowed the monk to add his Flurry of Blows attacks to standard actions or charge attacks, but not to attacks of opportunity. Finally, to counterbalance this change, I kept the monk's first bonus attack at her full bonus but had her second attack be made at her second bonus. Keep in mind that this penalty on the second attack is not a full -5 penalty; the monk's full BaB means that her second attack is made at a higher bonus than before. By level 17, her second attack's bonus is as high as her first attack's bonus was before the change; earlier on, the penalty exists, but is relatively minor.

Additionally, I gave the monk a number of different bonuses to help her make the most of her abilities. Her movement bonuses are now better and stronger; a monk's slow fall functions as a full feather fall, and the levels where slow fall was once improved give the monk new bonuses, such as the ability to walk on walls or water, or the ability to balance on thin air. The monk's useful but rare abilities are now usable more often; the monk's unarmed attack is now more powerful and can overcome a greater range of damage reduction, and at high levels is treated as a Banishing weapon. The monk's DR capstone is made more useful, and the monk gains the ability to raise the dead or come back to life herself.

Following in the footsteps of Eberron's monastic training feats and the ranger's combat styles, every monk now belongs to a monastery, which grants her access to a range of bonus feats, new special monk weapons, and other abilities and bonuses. While the basic monk chassis grants mobility and survivability, it is my hope that the various monastic orders will direct the monk's offensive power.

Monk
The barbarian masters a certain combat style, using archaic weapons with such mastery that musketmen and halberdiers quake in their shiny metal boots. The fighter masters a group of weapons, learning to use them to their fullest extent and perfecting or inventing many forms in the process. The swashbuckler masters the art of striking without being struck, weaving through the battlefield like a shadow. These warriors are all true masters of their chosen form of combat, but their understanding of the art of war is dwarfed by the true mastery shown by the monk.

Perfection is essential to the monk. Their weapons are placed just where they need to be at just the right time to deliver the most devastating strikes; their bodies are bent in seemingly impossible forms to avoid retaliatory strikes. A monk's focus is so great that she can perform seemingly superhuman feats such as walking across water or even balancing on air, but the monk achieves these feats not through magic but through determination and skill.

Alignment
Varies (See below)

Hit Die
d8.

Class Skills
The monk’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 (Str), Knowledge (arcana) (Int),Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Table: The Monk

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

Weapon and Armor Proficiency
Monks are proficient with unarmed strikes, clubs, and quarterstaves, along with any monastic weapons.

Monks are not proficient with any armor or shields

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex)
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 1st level. This bonus increases by 1 at 5th level for every five monk levels thereafter (+3 at 10th, +4 at 15th, and +5 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.

Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk can make a flurry attack as a standard action or a full round action, or even as part of a charge. A monk may still only make one attack on an attack of opportunity.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (club or quarterstaff, along with monastic weapons). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her second best base attack bonus.

Table: Small or Large Monk Unarmed Damage
Level Damage (Small Monk) Damage (Large Monk)
1st-3rd 1d4 1d8
4th-7th 1d6 2d6
8th-11th 1d8 2d8
12th-15th 1d10 3d6
16th-19th 2d6 3d8
20th 2d8 4d8


Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Monastic Training
At first level, a monk chooses a monastery from which she comes. Every monk belongs to one of several monasteries. Each monastery has a certain style of combat, granting proficiencies with a number of weapons (which are treated as special monk weapons for that monk) along with a number of other bonuses. These bonuses are improved or new bonuses are added at 5th,10th, 15th, and 20th level. See below for the various monasteries.

Bonus Feat
Each monastic training selection grants access to a number of bonus feats. A monk may choose one of these feats at 2nd level and again at 6th and 13th level. A monk may ignore prerequisites when selecting these feats.

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.

Fast Movement (Ex)
At 1st level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment. This bonus increases to +3 at 9th level and to +4 at 15th level.

Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as weapons of her alignment on both the law-chaos and good-evil axis for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks may be treated as being made of any one material for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. The monk may change this material as a move action. At 19th level, her unarmed attacks count as Banishing weapons.

Slow Fall (Ex)
At 4th level or higher, a monk can position her body in ways that slow her fall and knows how to twist through the air so that she always lands on her feet. So long as she’s conscious and able to apply her dexterity bonus to AC, she is treated as being under the effect of the Feather Fall spell.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases including supernatural and magical diseases.

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

Ki Walk (Ex)
At 8th level, a monk can combine her fast speed with precise placement of her feet. When moving at least 40 feet, a monk can walk across water or liquids of similar consistency and walk on walls or ceilings as if they were flat.

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.

Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down). At 16th level, she may do this twice a day. At 20th level, she may do this three times a day.

Ki Leap (Ex)
At 12th level, a monk has honed her mind and body and may use this ability to leap far into the air. She may take a double-move action to jump up to her move speed in any direction. She may use this ability as part of a charge. If the monk has at least 5 ranks in Jump, she may enhance her supernatural leaping ability with her natural juping skill. She may roll a jump check and add the result, rounded down to the nearest multiple of 5, to her jumping distance.

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

Balance on the Clouds (Su)
At 14th level, a monk’s balance is so perfect that she may walk upon thin air. A monk may fly up to a quarter of her speed with perfect maneuverability, but she is not able to ascend or descend. She may use other abilities, such as Ki Leap or simply falling, to rise or drop. A monk must have at least 15 ranks in Balance to use this ability.

Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a day per point of wisdom bonus, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk may only have target who is affected by quivering palm at a time. If she wishes to affect a second creature, she must first try to kill or release her last target.

Timeless Body (Ex)
Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

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

Rise of the Phoenix (Su)
At 18th level, a monk can bring an ally back from the dead as a full-round action, as the True Resurrection spell, so long as she reaches her dead ally within 5 rounds. This ability is usable once a month. If the monk herself dies without having used this ability in the last month, she rises up again in 1d4 rounds with a burst of flames that deals 2d6 fire damage per monk level in a 20 foot radius.

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

Perfect Self
At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic and adamantine, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

Whitersnake
2013-09-04, 02:17 PM
More Monastic Training options coming soon!

Path of Light
The way of the Monk tends to isolate those who follow it. Monasteries are often found in inaccessible and remote areas such as mountaintops or lonely island – the approach is, in many ways, the first test for those who seek to join. While most monks do not go out of their way to hurt others, many villagers tell tales of heroic commoners who braved untold dangers to reach a monastery when their homes were in danger only to find the monks unmoved by their pleas for help. Not so with those who follow the Path of Light. These monks forgo the comfortable enlightenment that comes with isolation, focusing instead on helping others. Many monasteries which follow the Path of Light are based in cities, sometimes combined with Paladin orders or the churches of Good deities.

Alignment:
Any Good

Region:
Enlightened monks can be found anywhere in the world. Their monasteries are by far the most common as their helpful nature encourages those around them to tolerate and assist them.

Additional Weapon Proficiencies:
Enlightened monks do not receive any additional weapon proficiencies.

Special:
Enlightened monks may Turn Undead as a Cleric of equal level. Instead of using their Charisma modifier for turn uses and turn undead checks enlightened monks use half their Wisdom modifier.

Bonus Feats:
An enlightened monk may take these feats at any time when she gets a bonus feat even if she does not meet their prerequisites:
Stunning Fist, Improved Disarm, Improved Trip, Combat Expertise, Combat Casting

Monastic Training:
An enlightened monk has trained her body to receive stronger benefits from positive energy. She has vulnerability to positive energy, which means she takes half again as much (+50%) damage or healing as normal from positive energy, regardless of whether a saving throw is allowed, or if the save is a success or failure.

By expending a turn undead use as a move action that provokes an attack of opportunity, an enlightened monk can release a burst of positive energy that affects all in its path. All creatures within ten feet of the monk, including the monk herself, are healed for 1d6 hit points per two monk levels. Undead creatures are harmed instead, suffering 1d6 positive energy damage per monk level. A successful will save halves this effect.

Improved Monastic Training:
Enlightened monks burn with the positive energy that fuels their abilities, making them harmful to their enemies. All Undead creatures who attack an enlightened monk who still has turn undead uses left take 2d6 positive energy damage each time they hit her with a melee attack (will save halves). Evil Outsiders and Aberrations are also hurt when they attack an enlightened monk, but not as much; they take 1d6 radiant damage each time they hit her with a melee attack. Creatures wielding weapons with exceptional reach are not subject to this damage. Vulnerable creatures who grapple with the monk suffer twice the damage, or 4d6 positive energy damage for Undead and 2d6 radiant damage for Evil Outsiders and Aberrations.

Enlightened monks can channel the positive energy that guides them to create an aura of magical power that is harmful to evil beings. As a free action an enlightened monk may spend a turn undead use to give all of her unarmed attacks for the rest of that encounter the holy property.

Greater Monastic Training:
Enlightened monks are trained in combating creatures that do not belong to this world. When fighting Aberrations, Undead, or Evil Outsiders an enlightened monk may expend a turn undead use as a swift action to deliver a mighty blow to her unnatural opponent. This attack is automatically considered to be a critical threat; further, her opponent must make a Will save, DC = 1/2 Monk level + Wisdom bonus. On a failed save, the target is Banished (if an Outsider), Disrupted (if Undead), or petrified (if an Aberration).

An enlightened monk’s healing abilities can reach even beyond the grave. As a full-round action that provokes an attack of opportunity an enlightened monk may expend turn undead uses to restore an ally to life, as with the Raise Dead spell. This ability only works for the recently departed, however; for every hour since the target died, the ability uses another turn undead attempt.

Superior Monastic Training:
Positive Energy Aura: So long as she has turn undead uses available to her, an enlightened monk emits an aura of positive energy that reaches ten feet in all directions. All creatures within this aura are treated as being under the effect of a Death Ward spell (CL equal to monk level). Additionally, all Undead creatures wishing to enter this area must roll a Will save (DC = 1/2 monk level + wisdom modifier) or be prevented from entering as if they were living creatures and the monk was under the effect of an Antilife Shell spell. Mindless Undead do not receive a save and may not enter the area. An enlightened monk may suppress or reactivate her positive energy aura as a free action. If the enlightened monk moves up to an Undead creature thus bringing it within her aura the aura is automatically suppressed until no Undead creatures remain within range.

Monastic Perfection

Once she achieves monastic perfection, an enlightened monk is so full of positive healing energy that so long as she has at least one turn attempt left she gains fast healing 10. This fast healing, but no other source of healing, may give her up to 20 stacking temporary hitpoints.

The positive energy coursing through an enlightened monk’s body strengthens and toughens her. So long as she has at least one turn attempt left she gains a +4 Sacred bonus to Constitution and Strength.


Lead and Powder Style
When muskets began to replace swords on the field of battle, many monks found their traditional techniques to be lacking. Their speed and agility which had protected them so well against arrows or spears were simply outmatched by the blazing speed of a flying bullet. While monastic orders are not known for their ability to adapt to change, some orders nevertheless learned to use these new destructive weapons.

Alignment:
Any lawful

Region:
In the nations of Lamelia, the Order of St. Palver is dedicated to the legendary explorer who first brought gunpowder weapons from Ashat. Across the sea, the continent of Ashat saw the invention of gunpowder and has since given rise to many monastic orders dedicated to its use.

Additional Weapon Proficiencies:
Powder monks are proficient in both muskets and pistols of all varieties and treat them as special monk weapons. They are not proficient in the use of bayonets; instead they can treat muskets as quarterstaves and pistols as light clubs instead of improvised weapons.

Special:
Powder monks focus on guns and their use as both ranged and melee weapons to such an extent that their normal martial powers fade. A powder monk’s unarmed damage is always 2 categories lower than it should be (to a minimum of 1d6).

Bonus Feats:
A powder monk may take these feats at any time when she gets a bonus feat even if she does not meet their prerequisites:
Shot on the Run, Precise Shot, Zen Archery, ?, ?, ?

Monastic Training:
A powder monk may avoid provoking attacks of opportunity for firing ranged weapons in melee by striking at her opponent before taking her shot. If a powder monk scores a melee hit against an adjacent opponent, he may not target her with an attack of opportunity for firing ranged weapons that round. Thus a sixth level monk dual wielding pistols may hit her opponent with her first attack and then fire each of her pistols at any target she chooses. Other adjacent opponents may still take attacks of opportunity unless they are hit by a melee attack as well.

When making a flurry of blows attack, a powder monk may drop and draw loaded pistols as a free action as if she had the Quickdraw feat. She may draw muskets in the same way, but only once per round.

Improved Monastic Training:
A powder monk who makes a full attack using her musket as a melee weapon may reload her musket in the process of attacking. A powder monk who makes a full attack using pistols may reload one of her pistols in the process of attacking. Only one weapon may be reloaded in this way each round, and all attacks in the full attack sequence must be melee attacks.

Once per day per three monk levels, a powder monk may make a Ki shot with a gunpowder weapon. A Ki shot takes a full round action and may be made at any distance within five range increments with no penalty. Further range increments only give a half penalty. If a Ki shot hits, a powder monk rolls a Concentration check and may add her result to the damage dealt. At 15th level, she may roll two Concentration checks and add both results to damage.

Greater Monastic Training:
A powder monk has a sixth sense regarding bullets. She always seems to know when and where a bullet will hit; she gains a stacking 25% miss chance against bullets so long as she may add her dexterity bonus to AC.
A powder monk’s ability to reload her weapons while using them in melee increases. She may now reload a gunpowder weapon as part of a melee attack, but no more than twice per round.

A powder monk is a master of using guns in melee; when using a firearm against an adjacent opponent, her weapon’s critical range is increased by 1. This stacks with all other abilities that increase critical range, but this increase is always added last.

Superior Monastic Training:
A powder monk continues to improve her skill in reloading her weapons while in combat. She may now reload her gunpowder weapons as part of a melee attack three times per round.

A powder monk’s sixth sense regarding bullets continues to improve. Her AC against bullets increases by 1 point for every 4 ranks of Concentration she has.

When firing guns in melee, a powder monk’s weapons critical hit range is now increased by 2.

Monastic Perfection
A powder monk has mastered the ability to reload her weapons. She may reload her gunpowder weapons as part of a melee attack as many times per round as she wishes; further, she may reload a gunpowder weapon as a free action once per day for every 2 ranks of Concentration she has.

The critical hit range increase when firing guns against adjacent opponents now extends to a range for 15 feet. Further, the critical damage multiplier is increased by 1.

Fearsome Tattoo Style

Since the long before the rise of cities and standing armies, warriors have known that fear is a powerful weapon. To become more fearsome, many tribal warriors scar or tattoo themselves with terrible and awe-inspiring designs. Combined with their skill in combat, these warriors and their well-deserved reputation have spread throughout the world.

Alignment:
Any non-lawful

Region:
From tiny tropical islands to frigid mountainous forests, tattooed warriors exist in many of the less technologically advanced nations of the world.

Additional Weapon Proficiencies:
Tattooed warriors are proficient in the usual monk weapons along with shortspears, spears, longspears, javelins, and slings. They treat all of these weapons as special monk weapons.

Special:
To gain the benefits of their Monastic Training Style, tattooed warriors must present their markings to their foes. A tattooed warrior’s chest and back is covered in terrifying markings; these must be visible for most monastic training effects. They may wear robes or other magical clothing, but must rip or tear them so that their tattoos are visible.

Bonus Feats:
A tattooed warrior may take these feats at any time when she gets a bonus feat even if she does not meet their prerequisites:

Improved Disarm, Power Attack, Weapon Finesse*, Improved Critical (Piercing)**, Power Attack, Two Weapon Fighting

*A tattooed warrior may treat all spears except for longspears as finesse weapons.
**A tattooed warrior may only take Improved Critical (Piercing) as her 13th level bonus feat.

Monastic Training:
Gain Intimidate as a class skill. May use wisdom for Intimidate checks instead of charisma.

When a tattooed warrior wields a spear in two hands, she may treat it as a double-ended weapon. One end deals damage as normal while the blunt end deals damage as a quarterstaff.

Fearsome Display: once per encounter as a standard action a tattooed warrior may shout, flex her tattoos, dance, or otherwise intimidate her opponents. All enemies within 30 feet must make a Will save or take a -1 penalty to hit and damage for 2 rounds per level to a maximum of 10; DC equals Intimidate check result. Penalties from Fearsome Display stack with penalties from the Shaken condition numerically but do not escalate to Panicked.

Improved Monastic Training:
A tattooed warrior is skilled with a spear. All spears have +1 Critical range when wielded by a Tattooed Warrior.

Fearsome Display penalty increased to -2. The tattooed warrior learns not only to scare but also how to distract creatures who know no fear; mindless creatures or creatures normally immune to fear suffer half the penalties from Fearsome Display.

Distracting Dance: once per encounter as a move action a tattooed warrior may present himself as a greater threat than his enemies. Pick one target and roll an Intimidate check; target must succeed on a Will save (DC equals Intimidate check result) or be forced to target the monk instead of her allies for 1d4 rounds. Targets who fail this will save are also Shaken.

Greater Monastic Training:
A tattooed warrior is skilled with a spear. All spears have +1 to their Critical multiplier when wielded by a tattooed warrior.

Fearsome Display penalty increased to -4. Range increased to 50 feet. May use Fearsome Display as part of a full attack action.
A number of times per day equal to her wisdom modifier, a tattooed warrior may enter combat by intimidating her enemies, buying herself more time to act. She gains a +1 bonus to initiative per four ranks of Intimidate she has.
A tattooed monk may now always choose to take 10 on an Intimidate check.

Superior Monastic Training:
A tattooed warrior is skilled with a spear. All spears deal damage as if they were one size category bigger when wielded by a tattooed warrior.

Fearsome Display now also gives a -2 penalty to AC.
Fearsome Trance: three times per day a tattooed monk may enter a combat trance as a free action. She gains a +2 bonus to hit, damage, and AC for a number of rounds equal to her constitution modifier. Additionally, all enemies struck by a tattooed monk during her trance must make a Will save (DC = 1/2 monk level + wisdom bonus) or become Panicked for 1 round per monk level. If the will save succeeds they are instead Shaken.

Monastic Perfection
Fearsome Display now gives a -4 penalty to AC. Creatures normally immune to fear (but not mindless creatures) are now affected fully by Fearsome Display, but get a +4 bonus on their Will save. Mindless creatures still only take half of the penalty.

Touch of Fear: a tattooed warrior is now so frightening that weak-willed opponents simply freeze when hit by her attacks. Any weapon wielded by a tattooed warrior is now considered to have the Paralyzing property, except that the DC is equal to 15 + the monk’s wisdom bonus. If the monk’s weapon is already a paralyzing weapon, the DC is equal to 23 or 20 + the monk’s wisdom bonus, whichever is higher.


Way of the Shadow

Most monks believe combat is a chance to test their skills against those of their opponents in honorable combat. Not the followers of the Way of the Shadow. In their eyes, any fight in which their opponent has a chance to strike at them is a fight where they missed their full potential. Followers of the Way of the Shadow are called ninja spies.

Alignment:
Any non-lawful

Region:
Monasteries that follow the Way of the Shadow can be found all over the world.

Additional Weapon Proficiencies:
Ninja spies are proficient in normal monk weapons along with shuriken, daggers, punching daggers, shortswords, kukris, and kamas. They treat all of these weapons as special monk weapons.

Special:
Ninja spies are proficient in light armor and are considered centered when wearing it. Bluff is considered a class skill and ninja spies may use Wisdom instead of Charisma when bluffing.

Bonus Feats:
A ninja spy may take these feats at any time when she gets a bonus feat even if she does not meet their prerequisites:
Combat Reflexes, Improved Critical, Weapon Finesse, Two Weapon Fighting, Spring Attack

Monastic Training:
A ninja spy gains a single sneak attack die, as a Rogue.

Ninja spies are trained in the use of poison. When a ninja spy applies poison to a weapon, she does not have a chance of poisoning herself.

Ghost Step: A ninja spy can channel Ki in order to disappear from view. Once per day and an additional time per point of Wisdom bonus, a ninja spy may turn herself invisible, as the spell.

Improved Monastic Training:
A ninja spy gains a second sneak attack die.

Misdirection: A ninja spy is at home in the shadows and can use them to her advantage. When in an area of shadowy illumination or darker a ninja spy can blend into the shadows as a move action, hiding her true location from her enemies. She gains an illusionary double as the spell Mirror Image. However, she can only receive one double. This is a trick of misdirection, not an illusion; it is not penetrated by True Seeing or similar spells.

Greater Monastic Training:
A ninja spy gains a third sneak attack die.

Ninja Tricks: ninja spies are trained in a number of deadly combat maneuvers which wound or cripple their enemies. These attacks may be used as part of an attack sequence, but no more than one can be used each round:

1) Hamstring – a slicing attack that deals bonus damage equal to the ninja spy’s Dexterity modifier. Target must make a Fortitude save (DC = damage dealt) or have its movement speed halved until any healing is applied. Targets which are immune to critical hits are immune to this maneuver. If used on a sneak attack, target is immobilized (may act normally but may not leave square) for 1 round.
2) Distracting Wound – a cruel stabbing wound that causes continuous pain and deals bonus damage equal to the ninja spy’s dexterity modifier. For the next 1d4 rounds whenever the target attempts an action that can be interrupted by taking damage (such as casting a spell) it must make a concentration check as if this attack happened during his action. If used on a sneak attack, bonus damage from sneak attack dice applies to the concentration DC.
3) Armor Slice – a calculated stab that finds the gaps in the target’s armor, dealing bonus damage equal to the ninja spy’s Wisdom modifier. If this attack hits the target must succeed on a Fortitude save (DC = 10 + wisdom modifier + ½ monk level) or lose its natural armor bonus until it receives healing. If used on a sneak attack, the attack ignores the creature’s natural armor bonus.

Assassinate: a ninja spy can study an opponent for 1 round as a full-round action. On the next turn, if the ninja spy hits with an attack that deals sneak attack damage, the target must roll a fortitude save (DC = 10 + ½ monk level + wisdom modifier) or be slain.

Superior Monastic Training:
A ninja spy gains a fourth sneak attack die.

A ninja spy is always prepared for battle and may always act during surprise rounds. Additionally, she gains a +4 untyped bonus to initiative rolls and may add her wisdom bonus to initiative.

A ninja spy trains against a variety of foes, learning how to disable them. Creatures of the Undead, Construct, and Elemental type are no longer immune to a ninja spy’s sneak attacks though they are still immune to her critical hits.
Escape: A ninja spy is able to slip away at a moment’s notice, evading enemies with ease. Abundant Step is a move action for a ninja spy and she leaves behind a black cloud of noxious smoke (as the Stinking Cloud spell, CL = monk level).

Monastic Perfection
A ninja spy gains a fifth sneak attack die.

Improved Escape: A ninja spy is able to use Abundant Step as a free action. When hit by an attack that would bring her below 0 hit points, a ninja spy may roll a reflex save (DC = damage taken). If she succeeds, she may use Abundant Step as an immediate action. No more than once per day she may roll this save even if she has already used all of her Abundant Step uses for the day.


Mystic Fist

While monks usually have more in common with divine casters than their arcane counterparts, the rigid focus and dedication of the monk lends itself to channeling arcane force just as well as mystical Ki. Monks who follow the way of the Mystic Fist combine the two paths, channeling arcane power through their strikes.

Alignment:
Any

Region:
Mystic fists usually begin their training with a more standard monastery but leave their earlier paths when they discover their aptitude for the arcane. As such, they can come from any part of the world. Very few monasteries are dedicated to the path of the Mystic Fist; training more often comes from a reclusive hermit than an established organization.

Additional Weapon Proficiencies:
Mystic fists are proficient in standard monk weapons only.

Special:
Mystic fists gain Use Magic Device, Knowledge (Arcana), and Spellcraft as class skills and may use wisdom instead of charisma to govern Use Magic Device. They are treated as wizards with a class level equal to half their monk level for the purpose of activating magic items.

A mystic fist’s monk level stacks with her levels in an arcane class to determine her caster level, but not spells per day or spells known. Monk levels may only stack with a single arcane class; once chosen this decision may never be changed.

Bonus Feats:
A mystic fist may take these feats at any time when she gets a bonus feat even if she does not meet their prerequisites:
Spell Focus*, Spell Penetration*, Obtain Familiar, Combat Casting, Practiced Spellcaster**

*Mystic fist spell-like abilities count as spells for the purpose of these feats.
**Mystic fist abilities that have effects that are based on monk level are affected by this feat if the mystic fist multiclasses.

Monastic Training:
A mystic fist gains a low-level arcane spell as a spell-like ability. She may choose one spell from the following list: Shocking Grasp, Chill Touch, Ray of Enfeeblement, or Cause Fear. She may use this spell once per day. Her caster level is equal to her monk level. All mystic fist spell-like abilities only affect one target and have a range of touch.

Hold Spell: A mystic fist may imbue her unarmed attacks with magical power. When she casts a spell or uses a spell-like ability that targets an opponent she may hold the charge in her hands and release it as part of an unarmed attack. She never releases this spell accidently and may even make unarmed attacks without releasing the spell. A held spell always dissipates when the mystic fist rests. A mystic fist may hold one spell at a time. The spell is wasted if the attack misses.

Improved Monastic Training:
A mystic fist may now hold up to two spells at a time. She may only release a single spell per round.

Upon reaching her fifth level of monk, the mystic fist selects a second spell from the Monastic Training list. She may use these spells a total of three times per day.

A mystic fist gains a new, higher level spell-like ability. She may choose one spell from the following list: Acid Arrow, Hideous Laughter, Scorching Ray, or Ghoul Touch. She may use this spell-like ability once per day.

Ki Burst: a mystic fist learns how to channel pure force at will. As a standard action that provokes an attack of opportunity she may make a ranged touch attack against an opponent within 60 feet. This attack deals 1d6 force damage per two monk levels, to a maximum of 10d6 at level 20. This attack is considered to be a 3rd level spell-like ability that is subject to spell resistance, but it may not be used with the mystic fist’s Hold Spell ability.

Greater Monastic Training:
A mystic fist may now hold up to three spells at a time. She may only release one spell per round.

If a mystic fist makes an unarmed attack with one of her spell-like abilities which requires the target to make a save, she may use her normal spell-like ability save DC, her attack roll, or the damage the attack deals as the save DC, whichever is highest. This ability is usable a number of times per day equal to her wisdom modifier.

Upon reaching her tenth level of monk, the mystic fist may select a third Monastic Training spell and a second Improved Monastic Training spell. She may now use her Improved Monastic Training spells three times per day and may use her Monastic Training spells five times per day. She may now trade out one of her Monastic Training spells for another.

A mystic fist learns a new spell-like ability, chosen from the following list: Dispel Magic, Vampiric Touch, Slow, Hold Person, or Ray of Dizziness. She may use this spell-like ability once per day.

A mystic fist may now use her Ki Burst as a cone-shaped burst with a range of 30 feet. When doing so she does not make an attack roll, but enemies receive a reflex save for half damage. This ability is considered equivalent to a fourth level spell.

Superior Monastic Training:
A mystic fist may now hold up to four spells at a time.

Upon reaching her fifteenth level of monk, the mystic fist may select a third Improved Monastic Training spell and a second Greater Monastic Training spell. She may now use her Greater Monastic Training spells three times per day and may use her Improved Monastic Training spells five times per day. She may now trade out one of her Improved Monastic Training spells for another.

A mystic fist gains a new, higher level spell-like ability. She may choose one spell from the following list: Burning Blood, Confusion, Assay Spell Resistance, Phantasmal Killer, or Enervation. She may use this spell-like ability one time per day.

Combat Channeling: a mystic fist knows the importance of casting a spell quickly during combat. Once per encounter she may use a spell-like ability as a free action.

Monastic Perfection
A mystic fist may now hold up to five spells at a time. Five times per day she may channel an extra held spell in a single round, but never more than two spells in one round.

Upon reaching her twentieth level of monk, the mystic fist may select a third Greater Monastic Training spell and a second Improved Monastic Training spell. She may now use her Improved Monastic Training spells three times per day and may use her Greater Monastic Training spells five times per day. She may now trade out one of her Greater Monastic Training spells for another.

A mystic fist gains a new, higher level spell-like ability. She may choose one spell from the following list: Prismatic Ray, Fleshshiver, Extract Water Elemental, or Disintegrate. She may use this spell-like ability one time per day.

A mystic fist may now use Combat Channeling twice per encounter.

A mystic monk may now use her Ki burst to deal a devastating blast of arcane energy to all enemies within a 30 foot radius. She does not make an attack roll, but enemies receive a reflex save for half damage. This spell is considered equivalent to a 6th level spell.

Whitersnake
2013-09-10, 11:10 PM
Quite a few of the Monastic Training paths are now up, and more to come -- I'd appreciate some feedback on those, since they do so many very different things and thus are difficult to balance.

ddude987
2013-09-12, 10:00 AM
I like the fix. I would roll diamond body into purity of body. 11th level is late for poison immunity considering they can be healed with a 2nd level spell.

Gravelyn
2013-09-12, 10:34 AM
I really like this reworking of the class. Only one thing seems a little odd to me and that's the flying part, but I've seen enough kung-fu movies for it to make sense flavor wise. I always find it weird that monks have so much control over their bodies but never have a personal healing spell. Especially with spell resistance as a class ability it might make sense.

Love the gun-fu path, and the mystic fist. All the paths seem awesome and well balanced with each other and with the rest of the game.

Whitersnake
2013-09-12, 12:22 PM
I like the fix. I would roll diamond body into purity of body. 11th level is late for poison immunity considering they can be healed with a 2nd level spell.
Thanks for the feedback! I do disagree, though; poison can be healed with a 2nd level spell, but it can still have a significant effect on battles before then. taking 5 Con damage in the middle of a fight can swing things one way or the other by the time the cleric can get around to fixing it.


I really like this reworking of the class. Only one thing seems a little odd to me and that's the flying part, but I've seen enough kung-fu movies for it to make sense flavor wise. I always find it weird that monks have so much control over their bodies but never have a personal healing spell. Especially with spell resistance as a class ability it might make sense.

Love the gun-fu path, and the mystic fist. All the paths seem awesome and well balanced with each other and with the rest of the game.
Do you think that the modified Wholeness of Body is enough of a personal healing spell, or that they need something more?

ddude987
2013-09-12, 02:29 PM
Thanks for the feedback! I do disagree, though; poison can be healed with a 2nd level spell, but it can still have a significant effect on battles before then. taking 5 Con damage in the middle of a fight can swing things one way or the other by the time the cleric can get around it
Fair point though I stand steady on the fact that level 11 feels to late for this ability. Perhaps somewhere around 9
Also for wholeness of body, perhaps have it scale to a bit more than wis mod x level. Start there and scale up to slmewhere like 3 x wis mod x level

Edit: also did you do anything to fix MAD? I didn't see anything for it

Whitersnake
2013-09-16, 02:38 PM
Fair point though I stand steady on the fact that level 11 feels to late for this ability. Perhaps somewhere around 9
Also for wholeness of body, perhaps have it scale to a bit more than wis mod x level. Start there and scale up to slmewhere like 3 x wis mod x level

Edit: also did you do anything to fix MAD? I didn't see anything for it

Regarding the whole "better healing" thing, I didn't want to give vanilla monks too much healing so as not to step on the toes of the Path of Light monks (Now added!). Those monks basically get the ability to fight undead and aberrations while healing their allies. I feel like any giving any more healing to the base monk would make the Path of Light monk less special.

As for fixing MAD, I'm not sure that's necessary anymore. Monks have full BAB under my system, meaning they're much more likely to hit without maxing out strength or dexterity. They get many more ways to deal damage then just by adding a strength bonus, depending on the path they choose. Monks will still want Con, Str, Dex, and Wis but will be more than capable of getting by on average scores for 2 or 3 of those.