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View Full Version : [PF] Monks of the Four Winds [PEACH]



AstralFire
2013-12-23, 03:41 PM
So I thought I'd flesh out the individual winds rather than the overall wind. I'm making each of them as archetypes.

The Monk of the North Wind
The Frigid Mistral

Frozen Fist (Su): At 1st level, a monk of the north wind gains Elemental Fist as a bonus feat, even if she does not meet the prerequisites. She may only deal cold damage with Elemental Fist. This damage increases to 2d6 at level 5, and then by another 1d6 for every five monk levels she possesses from that point on (so 3d6 at level 10, 4d6 at level 15 and so on.) An opponent damaged by frozen fist must make a fortitude DC of (10+1/2 monk level+wis modifier) or be entangled by ice, as with the Marid Spirit feat, for one round.

If the monk also possesses Marid Spirit, while Marid Style is active, the ice from frozen fist lasts for four rounds, or until broken. The two effects do not otherwise stack.

This ability replaces stunning fist.

Flash Freeze (Su): At 3rd level, a monk of the north wind becomes deeply attuned to the ice, and can instantly freeze or unfreeze a small amount of water. As a standard action, the monk of the north wind can also melt or freeze one 5 foot cube of mundane water (or similar substance) within sight. Creatures within the cube leave when it begins to freeze, unless they are otherwise helpless.

This ability replaces still mind.

Ice Tunneling (Su): Beginning at 4th level, a monk of the north wind can tunnel through ice (mundane or magical) as though she had a burrowing speed of half her land speed. She leaves behind a tunnel which others can follow. She may expend a ki point to not leave behind a tunnel for her movement in a round.

This ability replaces slow fall.

Ice Walker (Ex): At 5th level, so long as her movement in a round does not exceed her speed, a monk of the north wind can walk atop water as if it were solid. Additionally, she takes no penalties to movement for walking across a slippery surface, and ignores any obstructions which are made out of ice.

This ability replaces high jump.

Austerity of Wind (Su): At 5th level, as long as the monk of the south wind is not denied her dexterity bonus to armor class, she also gains cold resistance equal to her ranks in acrobatics. A monk which already possesses cold resistance may choose to keep purity of body instead.

This ability replaces purity of body.

Ice Barrier (Su): Beginning at 7th level, a monk of the north wind can create a protective wall of ice. As an immediate action that costs 2 ki, she forms a large ice barrier that provides her total cover against a single attack or spell before breaking. She may use this ability after seeing the result of an associated attack roll or saving throw. The shattered pieces make a ten-foot square become icy, difficult terrain for one minute. (Severely slippery, severely obstructed). Part of the square must be formed on the monk. Area fire damage, such as a fireball, removes the obstruction.

This ability replaces wholeness of body.

Sapphire Wind (Su): At 11th level, as long as the monk is not denied her dexterity bonus to armor class, she also gains fire resistance equal to her ranks in acrobatics. A monk which already possesses fire resistance may choose to keep diamond body instead.

This ability replaces diamond body.

Peerless Ice (Su): At 12th level, a monk of the south wind can create a wall of ice, as the spell. This ability requires 4 ki to use as a standard action, and she creates the wall as a wizard of her class level, except that the ability does not permit a reflex saving throw to disrupt the wall's creation, and her wall shares any fire or spell resistance she has from her class.

This ability replaces abundant step.

Cold Snap (Su): At 15th level, a monk of the north wind can create a sudden chill immediately around her. Once per day, she may attempt to entangle every creature within 10 feet, and also make those squares difficult terrain. A fortitude saving throw of DC (10+1/2 monk level+wis modifier) avoids the entanglement.

This ability replaces quivering palm.

Eternal Ice (Su): At 17th level, a monk of the north wind is almost as unchanging and just as eternal as ice itself. Though she continues to accrue penalties due to aging (if she is not already at her maximum age category), she takes three times as long to progress through each age category as a normal member of her race, and cannot die of old age.

This ability replaces timeless body.

The Monk of the South Wind
The Searing Sirocco

Blazing Fist (Su): At 1st level, a monk of the south wind gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. He may only deal fire damage with Elemental Fist. This damage increases to 2d6 at level 5, and then by another 1d6 for every five monk levels he possesses from that point on (so 3d6 at level 10, 4d6 at level 15 and so on.) An opponent damaged by blazing fist must make a reflex DC (10+1/2 monk level+wisdom modifier) or be sickened for one round.

If the monk also possesses Efreeti Stance, while Efreeti Style is active, the target only gets one saving throw to avoid both effects. The DC for ending the fire afterwards is 15 or the blazing fist DC, whichever is higher.

This ability replaces stunning fist.

Alter Flames (Su): At 3rd level, a monk of the south wind can alter a fire within 60 feet as a standard action. He can extinguish, shape or move a single 20-foot cube of flames up to 30 feet in any direction, including flames that are burning a creature. Permanent magical fires, such as continual flame, are not extinguished; temporary ones like flaming sphere are dismissed instantly. He may instead choose to start a fire on a small, unattended flammable object.

This ability replaces still mind.

Sirocco's Grace (Su): At 4th level, a monk of the south wind gains slow fall as normal. However, he may also expend a ki point to create jets of flame which soften his fall as though there was an adjacent wall anyway.

This ability alters slow fall.

Purity of Wind (Su): At 5th level, as long as the monk of the south wind is not denied his dexterity bonus to armor class, he also gains fire resistance equal to his ranks in acrobatics. A monk which already possesses fire resistance may choose to keep purity of body instead.

This ability replaces purity of body.

Inner Flame (Su): Beginning at 7th level, a monk of the south wind can erupt with rejuvenating flame. As a full-round action that costs 2 ki, he wreathes himself in a warm glow, gaining 2 temporary hit points for each of his monk levels. He also sheds light and ignores the ill effects of cold weather for the next hour. As a free action, the monk of the south wind may choose to discharge all of inner flame's remaining duration and reroll the result of a single failed d20 roll.

This ability replaces wholeness of body.

Ruby Wind (Su): At 11th level, as long as the monk is not denied his dexterity bonus to armor class, he also gains cold resistance equal to his ranks in acrobatics. A monk which already possesses cold resistance may choose to keep diamond body instead.

This ability replaces diamond body.

Searing Arc (Su): At 12th level, a monk of the south wind can hurl a shockwave of fire as a 20-foot cone. This ability requires 4 ki to use as a standard action, and deals 1d4 fire damage per class level, knocking affected targets prone. Unattended objects may catch on fire. A reflex saving throw of DC (10+1/2 monk level+wisdom modifier) halves the damage and negates the prone condition.

This ability replaces abundant step.

Rise Like the Sun (Su): At 15th level, a monk of the south wind can draw a second wind from battle. Once per day, he may use inner flame as a swift action.

This ability replaces quivering palm.

Ascendant Cycle (Su): Beginning at 17th level, should the monk of the south wind ever die, his body will always leave behind a single, golden egg which cannot be destroyed by any normal means. Subjecting either his body or this golden egg to any source of fire damage every round for ten minutes allows the monk to resurrect at an age category of his choosing, regardless of how long ago he perished or under what circumstances. He does not know the circumstances of the area he is about to be reborn in, nor the alignment of anyone trying to resurrect him.

Should he refuse resurrection, the egg disappears anyway, moving to a random location on the monk's home plane. If he chooses to resurrect, for one minute after rebirth he is under the effects of the empty body ability, even if he does not ordinarily possess it. While he receives a negative level on returning to life, he cannot be reduced below half of his maximum level. He cannot be resurrected by any other means.

This ability replaces timeless body.

The Monk of the West Wind
The Forbidding Tramontane

Tainted Jade Fist (Su): At 1st level, a monk of the west wind gains Elemental Fist as a bonus feat, even if she does not meet the prerequisites. She may only deal acid damage with Elemental Fist. This damage increases to 2d6 at level 5, and then by another 1d6 for every five monk levels she possesses from that point on (so 3d6 at level 10, 4d6 at level 15 and so on.)

This ability replaces stunning fist.

Earthwalker (Su): At 3rd level, a monk of the west wind becomes at home with the minerals of the earth, able to shape them in a minor way. She gains a climb speed equal to half her land speed, and can use a full-round action to smooth or obstruct all dirt, stone or metal terrain within 30 feet. At the DM's discretion, she may be able to use this to shape rock in other ways.

This ability replaces still mind.

Tremorsense (Ex): At 5th level, a monk of the west wind who is in contact with the ground gains tremorsense out as far as her speed.

This ability replaces purity of body.

Jade Body (Su): Beginning at 7th level, a monk of the west wind is as pure as jade. Whenever she has been poisoned, diseased, or inflicted with a temporary negative level, she may spend a ki point as a standard action to remove the effects.

This ability replaces wholeness of body.

Touch of Tainted Jade (Su): Beginning at 11th level, the monk of the west wind generates acid almost without effort. Whenever making a combat maneuver, the monk may expend a use of her elemental fist for the day to deal 1d6+wis acid damage to the subject of any combat maneuver. In the case of a disarm or sunder attack, she may also choose to deal the damage to the weapon instead, ignoring hardness. This damage is dealt only if the maneuver is successful.

This ability replaces diamond body.

Earth Step (Su): At 12th level, a monk of the west wind can move through the earth with frightening speed. As a swift action that requires 4 ki to use, she can burrow through up to 60 feet of dirt, stone or metal, as long as she ends her movement above ground. (If she otherwise has a burrow speed, then she may end her movement below ground.) The first person she attacks in the same round is denied his dexterity bonus to armor class against her first attack.

This ability replaces abundant step.

Jade Soul (Su): At 13th level, a monk of the west wind gains spell resistance equal to her current monk level + 10. When fighting defensively or taking the total defense action, this value improves by 5. 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.

This ability replaces diamond soul.

Jade Destiny (Su): At 17th level, the monk of the west wind is as perfect in death as in life. Neither her remains nor her soul may ever be used as part of an undead or golem, and attempts to do so simply fail without explanation. Her corpse does not decay, as if under the effects of a gentle repose. Her body may still be destroyed in other fashions, however. Moreover, if she spends at least a year dead, when she is resurrected, she receives no penalty or negative level — regardless of the spell used to resurrect her — and may resurrect at any age category of her choosing.

This ability replaces timeless body.

AstralFire
2013-12-25, 09:16 AM
Just made some major revisions.

AstralFire
2013-12-26, 12:28 AM
Aaaaaaand more major revisions.

AstralFire
2013-12-27, 08:02 AM
More minor revisions to South Wind (added a slow fall augment, clarification on Efreeti Stance.) Added North Wind. It does not get a Timeless Body replacer, and instead gets a high jump replacer. Timeless Body already felt pretty icy, to me, but I didn't want anyone to think I was cheaping out on the effort to say "this is timeless body but you look frosty."

AstralFire
2013-12-27, 10:18 AM
And added monk of the western wind. I avoided some things that I normally would have added in order to make it compatible with Monk of the Sacred Mountain, so it is smaller than North and South. I'm not sure if I'll do similarly for the flowing monk and the monk of the eastern wind.

Was SO tempting to drop the acid theme and go for rocks instead. Rocks are cooler.

North Wind has a timeless body replacement now.