toapat
2014-03-10, 10:19 PM
Fluff: No, im not dealing with the identity of this monstrosity, this WAS a monk, now its the glorious Lawful lovechild of a Barbarian and Druid.
I Did not create any of this material, it is all from First and Second party sources for DnD.
Alignment: Any Lawful or Any Chaotic
Hit Die: 1d8
The Monk
LevelBABFortRefWillSpecial Armor BonusMovement Speed
1st+0+2+2+2Rage 1/day, Unarmed Strike, Wisdom to AC+0+0
2nd+1+3+3+3Invisible Fist (Invisbility)+0+0
3rd+2+3+3+3Resist Natures Lure+0+10
4th+3+4+4+4Rage 2/day, Sacred Strike (1+Wisdom mod)/day+0+10
5th+3+4+4+4Purity of Body, Wildshape 1/Day+1+10
6th+4+5+5+5+1+20
7th+5+5+5+5Wholeness of Others+1+20
8th+6/+1+6+6+6Wildshape 2/Day, Rage 3/day+1+20
9th+6/+1+6+6+6Invisible Fist (Blink)+1+30
10th+7/+2+7+7+7Sacred Strike (Stun), Wildshape 3/day+2+30
11th+8/+3+7+7+7Diamond body, Greater Rage+2+30
12th+9/+4+8+8+8Wildshape (large), Rage 4/day+2+40
13th+9/+4+8+8+8Diamond Soul+2+40
14th+10/+5+9+9+9Wild Shape 4/day+2+40
15th+11/+6/+1+9+9+9Wildshape (tiny)+3+50
16th+12/+7/+2+10+10+10Sacred Strike (Blind), Wildshape (Huge), Rage 5/day+3+50
17th+12/+7/+2+10+10+10Timeless Body, Tongue of the Sun and Moons+3+50
18th+13/+8/+3+11+11+11Wild Shape 5/day+3+60
19th+14/+9/+4+11+11+11Wild Shape into Elemental 1/ Day+3+60
20th+15/+10/+5+12+12+12Perfect Self, Wildshape 6/day, Mighty Rage, Wild Shape into Elemental 2/ Day, Rage 6/day+4+60
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Abilities:
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
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 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Rage (Ex): A monk can fly into a rage a certain number of times per day. In a rage, a monk temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but she takes a –2 penalty to Armor Class. The increase in Constitution increases the monk’s hit points by 2 points per level, but these hit points go away at the end of the rage when her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a monk cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved)Constitution modifier. A monk may prematurely end her rage. At the end of the rage, the monk loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
This ability counts as Barbarian rage for the purposes of Alternate class features
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..
Invisible Fist (Su): Beginning at second level, as an immediate Action, a Monk may become invisible for 1 round. She must wait 3 rounds before she can use this ability again.
At 9th level, the monk may use Blink, as the spell, for a number of rounds equal to her wisdom modifier (minimum 1). She must wait 3 rounds before using this ability again.
Fast Movement (Ex): At 3rd 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.
Resist Nature's Lure (Su) :Starting at 3rd level, a monk gains a +4 bonus on saving throws against the spell-like abilities of fey.
Sacred Strike (Su): Beginning at 4th level, a monk may smite the enemies of her faith 1+Wisdom mod times per day. Her attack gains her charisma modifier to hit, and if sucessful, she deals 1 point of damage per monk level. Enemies who share the monk's alignment are not effected by this ability.
At 10th level, your sacred strike improves, and successful smites stun the target for 1 round (Willsave negates, DC 10 + Wisdom modifier + Half monk level)
At 16th level, your sacred strike improves again, and successful smites blind the target for 1d8 round (Willsave negates, DC 10 + Wisdom modifier + Half monk level)
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Wildshape (Su): At level, treat as druid ability, but gained when the table says.
Wholeness of Others (Su): At 7th level or higher, a monk with a Wisdom of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her monk level × her wisdom bonus. A monk may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using Wholeness of Others is a standard action.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Greater Rage (Ex): At 11th level, a monk's bonuses to Strength and Constitution during her rage each increase to +6, and her morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
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.
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.
Mighty Rage (Ex): At 20th level, a monk’s bonuses to Strength and Constitution during her rage each increase to +8, and her morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
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, 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
I Did not create any of this material, it is all from First and Second party sources for DnD.
Alignment: Any Lawful or Any Chaotic
Hit Die: 1d8
The Monk
LevelBABFortRefWillSpecial Armor BonusMovement Speed
1st+0+2+2+2Rage 1/day, Unarmed Strike, Wisdom to AC+0+0
2nd+1+3+3+3Invisible Fist (Invisbility)+0+0
3rd+2+3+3+3Resist Natures Lure+0+10
4th+3+4+4+4Rage 2/day, Sacred Strike (1+Wisdom mod)/day+0+10
5th+3+4+4+4Purity of Body, Wildshape 1/Day+1+10
6th+4+5+5+5+1+20
7th+5+5+5+5Wholeness of Others+1+20
8th+6/+1+6+6+6Wildshape 2/Day, Rage 3/day+1+20
9th+6/+1+6+6+6Invisible Fist (Blink)+1+30
10th+7/+2+7+7+7Sacred Strike (Stun), Wildshape 3/day+2+30
11th+8/+3+7+7+7Diamond body, Greater Rage+2+30
12th+9/+4+8+8+8Wildshape (large), Rage 4/day+2+40
13th+9/+4+8+8+8Diamond Soul+2+40
14th+10/+5+9+9+9Wild Shape 4/day+2+40
15th+11/+6/+1+9+9+9Wildshape (tiny)+3+50
16th+12/+7/+2+10+10+10Sacred Strike (Blind), Wildshape (Huge), Rage 5/day+3+50
17th+12/+7/+2+10+10+10Timeless Body, Tongue of the Sun and Moons+3+50
18th+13/+8/+3+11+11+11Wild Shape 5/day+3+60
19th+14/+9/+4+11+11+11Wild Shape into Elemental 1/ Day+3+60
20th+15/+10/+5+12+12+12Perfect Self, Wildshape 6/day, Mighty Rage, Wild Shape into Elemental 2/ Day, Rage 6/day+4+60
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Abilities:
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
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 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Rage (Ex): A monk can fly into a rage a certain number of times per day. In a rage, a monk temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but she takes a –2 penalty to Armor Class. The increase in Constitution increases the monk’s hit points by 2 points per level, but these hit points go away at the end of the rage when her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a monk cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved)Constitution modifier. A monk may prematurely end her rage. At the end of the rage, the monk loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
This ability counts as Barbarian rage for the purposes of Alternate class features
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..
Invisible Fist (Su): Beginning at second level, as an immediate Action, a Monk may become invisible for 1 round. She must wait 3 rounds before she can use this ability again.
At 9th level, the monk may use Blink, as the spell, for a number of rounds equal to her wisdom modifier (minimum 1). She must wait 3 rounds before using this ability again.
Fast Movement (Ex): At 3rd 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.
Resist Nature's Lure (Su) :Starting at 3rd level, a monk gains a +4 bonus on saving throws against the spell-like abilities of fey.
Sacred Strike (Su): Beginning at 4th level, a monk may smite the enemies of her faith 1+Wisdom mod times per day. Her attack gains her charisma modifier to hit, and if sucessful, she deals 1 point of damage per monk level. Enemies who share the monk's alignment are not effected by this ability.
At 10th level, your sacred strike improves, and successful smites stun the target for 1 round (Willsave negates, DC 10 + Wisdom modifier + Half monk level)
At 16th level, your sacred strike improves again, and successful smites blind the target for 1d8 round (Willsave negates, DC 10 + Wisdom modifier + Half monk level)
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Wildshape (Su): At level, treat as druid ability, but gained when the table says.
Wholeness of Others (Su): At 7th level or higher, a monk with a Wisdom of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her monk level × her wisdom bonus. A monk may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using Wholeness of Others is a standard action.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Greater Rage (Ex): At 11th level, a monk's bonuses to Strength and Constitution during her rage each increase to +6, and her morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
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.
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.
Mighty Rage (Ex): At 20th level, a monk’s bonuses to Strength and Constitution during her rage each increase to +8, and her morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
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, 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