qwertyu63
2014-10-01, 08:38 PM
The Kai Monk
Requirements:
To qualify to become a Kai Monk, a character must fulfill all the following criteria.
Alignment: Any good
Skills: Survival 6 ranks
Other: Proficient with at least one martial weapon.
LevelBABFortRefWillSpecial
1st+0+2+2+2Aura of Good, Kai Disciplines (2)
2nd+1+3+3+3Kai Disciplines (4)
3rd+2+3+3+3Kai Disciplines (6)
4th+3+4+4+4Kai Disciplines (7)
5th+3+4+4+4Kai Disciplines (8)
6th+4+5+5+5Kai Disciplines (9)
7th+5+5+5+5Kai Disciplines (10)
8th+6/+1+6+6+6Kai Disciplines (11)
9th+6/+1+6+6+6Kai Disciplines (12)
10th+7/+2+7+7+7Kai Disciplines (13), Capstone
Hit Die: d8
Class Skills
The Kai 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), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Level: 6 + Int modifier.
Weapon and Armor Proficiency:
A Kai Monk is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Aura of Good (Ex):
The power of a Kai Monk’s aura of good (see the detect good spell) is equal to their Kai Monk level plus one.
Kai Disciplines:
Kai Monks must master a wide range of skills. These skills are known as Kai Disciplines.
At first level, the Kai Monk chooses two of the Kai Disciplines. At second and third level, the Kai Monk chooses another two of the Kai Disciplines. At each Kai Monk level after that, the Kai Monk chooses another Kai Discipline until they know all 13 at level 10.
Camouflage (Ex): You get a +4 bonus to all Bluff, Disguise, Hide and Move Silently skill checks.
Hunting (Ex/Sp): You get a +5 bonus to all Survival skill checks. In addition, you get Detect Poison as a spell-like ability usable at will.
Sixth Sense (Ex/Sp): You get Uncanny Dodge, as the rogue class feature. In addition, you get Omen of Peril (SpC 149) as a spell-like ability usable thrice per day.
Tracking (Ex): You get Tracking and Urban Tracking as bonus feats. In addition, you get a +2 bonus to Spot, Listen and Gather Information checks. Lastly, you gain the Scent special ability.
Healing (Su): You get Cure Minor Wounds as a spell-like ability usable at will; you may only target yourself.
Weaponskill (Ex): You get Weapon Focus and Weapon Specialization as bonus feats. You must choose the same weapon for both feats.
Mindshield (Ex): You have spell resistance equal to 10+your hit dice.
Mindsight (Su/Ps): You can sense the location of all creatures within 15 feet of you with an Int score of at least 5. In addition, you gain Empathy as a psi-like ability usable at will; creatures with any amount of SR or PR are immune and the range/area is reduced to 15 feet.
Mindblast (Su): You can, as a swift action, deal damage equal to your Kai Monk level+your Cha modifier to any creature within 30 feet (this is [mind-affecting]); creatures with any amount of SR or PR are immune.
Animal Kinship (Ex): You get Wild Empathy, as the ranger class feature (use your Kai Monk level as your Ranger level). In addition, you get a +2 bonus on all Ride checks.
Mind Over Matter (Sp/Ex): You get Mage Hand as a spell-like ability usable at will. In addition, you can endure heat and cold as the spell Endure Elements as a permanent effect.
Evasiveness (Ex): You get a +2 dodge bonus to AC. In addition, you get Evasion as the rogue class feature.
Understanding (Ex): You get Bardic Knowledge, as the bard class feature (use your Kai Monk level as your Bard level). In addition, you can use any Knowledge skill untrained.
Capstone (??): At level 10, the Kai Monk gets some awesome ability that I haven't thought of yet.
The Kai Monk
(This is just the Kai monks from the Lone Wolf book series. I have added two new disciplines to each set in order to make the numbers suit me better. I have also tweaked the lore circles to include these new disciplines.)
LevelBABFortRefWillSpecial
1st+0+2+2+2Kai Disciplines (3)
2nd+1+3+3+3Kai Disciplines (4)
3rd+2+3+3+3Kai Disciplines (5)
4th+3+4+4+4Kai Disciplines (6)
5th+3+4+4+4Kai Disciplines (7)
6th+4+5+5+5Kai Disciplines (8)
7th+5+5+5+5Kai Disciplines (9)
8th+6/+1+6+6+6Kai Disciplines (10)
9th+6/+1+6+6+6Kai Disciplines (11)
10th+7/+2+7+7+7Kai Disciplines (12)
11th+8/+3+7+7+7Magnakai Disciplines (3), Lore Circles
12th+9/+4+8+8+8Magnakai Disciplines (4)
13th+9/+4+8+8+8Magnakai Disciplines (5)
14th+10/+5+9+9+9Magnakai Disciplines (6)
15th+11/+6/+1+9+9+9Magnakai Disciplines (7)
16th+12/+7/+2+10+10+10Magnakai Disciplines (8)
17th+12/+7/+2+10+10+10Magnakai Disciplines (9)
18th+13/+8/+3+11+11+11Magnakai Disciplines (10)
19th+14/+9/+4+11+11+11Magnakai Disciplines (11)
20th+15/+10/+5+12+12+12Magnakai Disciplines (12)
Alignment: Any good
Hit Die: d8
Class Skills
The Kai 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), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiency:
A Kai Monk is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
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Kai Disciplines:
Kai Monks must master a wide range of skills. These skills are known as Kai Disciplines.
At first level, the Kai Monk chooses three of the Kai Disciplines. At each additional Kai Monk level, the Kai Monk chooses another Kai Discipline until they know all 12 at level 10.
Camouflage (Ex): You get a +2 bonus to all Bluff, Disguise, Hide and Move Silently skill checks.
Hunting (Ex/Sp): You get a +5 bonus to all Survival skill checks. In addition, you get Detect Poison as a spell-like ability usable at will.
Sixth Sense (Ex/Sp): You get Uncanny Dodge, as the rogue class feature. In addition, you get Augury as a spell-like ability usable three times per day.
Tracking (Ex): You get Tracking and Urban Tracking as bonus feats. In addition, you get a +2 bonus to Spot and Listen checks.
Healing (Su): You get Cure Minor Wounds as a spell-like ability usable at will; you may only target yourself.
Weaponskill (Ex): You get Weapon Focus and Weapon Specialization as bonus feats. You must choose the same weapon for both feats.
Mindshield (Ex): You have spell resistance equal to 5+your class level.
Mindblast (Su): You can, as a swift action, deal 1/2 your Kai Monk Level+your Cha modifier psychic damage to any creature within 30 feet (this is [mind-affecting]); creatures with any amount of SR or PR are immune.
Animal Kinship (Ex): You get Wild Empathy, as the ranger class feature. In addition, you get a +2 bonus on all Ride checks.
Mind Over Matter (Su): You get Mage Hand and Endure Elements as a spell-like abilities usable at will.
Toughness (Ex): You get +2 natural armor and 1 additional hit point per hit die.
Understanding (Ex): You get Bardic Knowledge, as the bard class feature. In addition, you are treated as trained in every Knowledge skill.
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Magnakai Disciplines:
At 10th level, the Kai Monk ascends to the rank of Magnakai Lord and begins to learn the powerful Magnakai Disciplines.
At 10th level, the Kai Monk chooses three of the Magnakai Disciplines. At each additional Kai Monk level, the Kai Monk chooses another Magnakai Discipline until they know all 12 at level 20.
Weaponmastery (Ex): You get Greater Weapon Focus and Greater Weapon Specialization as bonus feats. You must apply both feats to the same weapon you chose with the Kai Discipline of Weaponskill.
Animal Control (Sp): You can use Speak with Animals and Summon Nature's Ally VII as spell-like abilities, usable at will.
Curing (Sp): You get Cure Light Wounds as a spell-like ability usable at will; you may only target yourself. In addition, you may now use your Cure Minor Wounds spell-like ability from the Kai Discipline of Healing on other creatures.
Invisibility (Sp/Su): You get Invisibility and Disguise Self as spell-like abilities usable at will; you may only target yourself with these abilities. In addition, you gain Hide in Plain Sight as the Assassin class feature.
Huntmastery (Ex): You get a +4 bonus on all Initiative checks and all Survival skill checks. In addition, your base land speed is increased by 5 feet per round.
Pathsmanship (Ps/Ex): You gain Know Direction and Location as a psi-like ability usable at will. In addition, you get a +4 bonus to all Survival and Decipher Script checks.
Psi-surge (Su): You can, as a swift action, deal 4d6+Cha psychic damage to any creature within 30 feet (this is [mind-affecting]); creatures with SR or PR exceeding 25 are immune. Using this ability deals 1d6 psychic damage to you. In addition, your psychic attack from the Kai Discipline of Mindblast increases in damage to 2d6+Cha.
Psi-screen: You have spell resistance equal to 10+your class level.
Nexus (Ex/Sp): You resist heat and cold; this grants you Fire Resistance 5 and Cold Resistance 5. In addition, you gain Telekinesis as a spell-like ability usable at will.
Divination (Ex/Sp): You can not be surprised; this means you can always take a standard action during a surprise round, unless you are physically restrained from doing so. In addition, you get Arcane Sight as a spell-like ability usable at will.
Stoneskin (Ex): You get +4 natural armor and 2 additional hit points per hit die; these effects replace the Kai Discipline of Endurance.
Comprehension (Ex/Sp): You get a +5 bonus on every Knowledge skill. In addition, you get Identify as a spell-like ability usable at will.
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Lore Circles (Ex):
As the Kai Monk learns the Magnakai Disciplines, they can complete schools of training known as Lore Circles. By learning all of the Magnakai Disciplines listed in a Lore Circle, they get the bonus listed with the Lore Circle.
Circle of Fire: Weaponmastery and Stoneskin
Kai Monks who complete the Circle of Fire get a +1 bonus on all attack rolls.
Circle of Light: Animal Control, Comprehension and Curing
Kai Monks who complete the Circle of Light get an inherent +2 bonus to their Constitution score.
Circle of Solaris: Invisibility, Huntmastery and Pathsmanship
Kai Monks who complete the Circle of Solaris get a +2 bonus on all Initiative checks.
Circle of the Spirit: Psi-surge, Psi-screen, Nexus and Divination
Kai Monks who complete the Circle of the Spirit get a +1 bonus on all saving throws.
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Requirements:
To qualify to become a Kai Monk, a character must fulfill all the following criteria.
Alignment: Any good
Skills: Survival 6 ranks
Other: Proficient with at least one martial weapon.
LevelBABFortRefWillSpecial
1st+0+2+2+2Aura of Good, Kai Disciplines (2)
2nd+1+3+3+3Kai Disciplines (4)
3rd+2+3+3+3Kai Disciplines (6)
4th+3+4+4+4Kai Disciplines (7)
5th+3+4+4+4Kai Disciplines (8)
6th+4+5+5+5Kai Disciplines (9)
7th+5+5+5+5Kai Disciplines (10)
8th+6/+1+6+6+6Kai Disciplines (11)
9th+6/+1+6+6+6Kai Disciplines (12)
10th+7/+2+7+7+7Kai Disciplines (13), Capstone
Hit Die: d8
Class Skills
The Kai 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), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Level: 6 + Int modifier.
Weapon and Armor Proficiency:
A Kai Monk is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Aura of Good (Ex):
The power of a Kai Monk’s aura of good (see the detect good spell) is equal to their Kai Monk level plus one.
Kai Disciplines:
Kai Monks must master a wide range of skills. These skills are known as Kai Disciplines.
At first level, the Kai Monk chooses two of the Kai Disciplines. At second and third level, the Kai Monk chooses another two of the Kai Disciplines. At each Kai Monk level after that, the Kai Monk chooses another Kai Discipline until they know all 13 at level 10.
Camouflage (Ex): You get a +4 bonus to all Bluff, Disguise, Hide and Move Silently skill checks.
Hunting (Ex/Sp): You get a +5 bonus to all Survival skill checks. In addition, you get Detect Poison as a spell-like ability usable at will.
Sixth Sense (Ex/Sp): You get Uncanny Dodge, as the rogue class feature. In addition, you get Omen of Peril (SpC 149) as a spell-like ability usable thrice per day.
Tracking (Ex): You get Tracking and Urban Tracking as bonus feats. In addition, you get a +2 bonus to Spot, Listen and Gather Information checks. Lastly, you gain the Scent special ability.
Healing (Su): You get Cure Minor Wounds as a spell-like ability usable at will; you may only target yourself.
Weaponskill (Ex): You get Weapon Focus and Weapon Specialization as bonus feats. You must choose the same weapon for both feats.
Mindshield (Ex): You have spell resistance equal to 10+your hit dice.
Mindsight (Su/Ps): You can sense the location of all creatures within 15 feet of you with an Int score of at least 5. In addition, you gain Empathy as a psi-like ability usable at will; creatures with any amount of SR or PR are immune and the range/area is reduced to 15 feet.
Mindblast (Su): You can, as a swift action, deal damage equal to your Kai Monk level+your Cha modifier to any creature within 30 feet (this is [mind-affecting]); creatures with any amount of SR or PR are immune.
Animal Kinship (Ex): You get Wild Empathy, as the ranger class feature (use your Kai Monk level as your Ranger level). In addition, you get a +2 bonus on all Ride checks.
Mind Over Matter (Sp/Ex): You get Mage Hand as a spell-like ability usable at will. In addition, you can endure heat and cold as the spell Endure Elements as a permanent effect.
Evasiveness (Ex): You get a +2 dodge bonus to AC. In addition, you get Evasion as the rogue class feature.
Understanding (Ex): You get Bardic Knowledge, as the bard class feature (use your Kai Monk level as your Bard level). In addition, you can use any Knowledge skill untrained.
Capstone (??): At level 10, the Kai Monk gets some awesome ability that I haven't thought of yet.
The Kai Monk
(This is just the Kai monks from the Lone Wolf book series. I have added two new disciplines to each set in order to make the numbers suit me better. I have also tweaked the lore circles to include these new disciplines.)
LevelBABFortRefWillSpecial
1st+0+2+2+2Kai Disciplines (3)
2nd+1+3+3+3Kai Disciplines (4)
3rd+2+3+3+3Kai Disciplines (5)
4th+3+4+4+4Kai Disciplines (6)
5th+3+4+4+4Kai Disciplines (7)
6th+4+5+5+5Kai Disciplines (8)
7th+5+5+5+5Kai Disciplines (9)
8th+6/+1+6+6+6Kai Disciplines (10)
9th+6/+1+6+6+6Kai Disciplines (11)
10th+7/+2+7+7+7Kai Disciplines (12)
11th+8/+3+7+7+7Magnakai Disciplines (3), Lore Circles
12th+9/+4+8+8+8Magnakai Disciplines (4)
13th+9/+4+8+8+8Magnakai Disciplines (5)
14th+10/+5+9+9+9Magnakai Disciplines (6)
15th+11/+6/+1+9+9+9Magnakai Disciplines (7)
16th+12/+7/+2+10+10+10Magnakai Disciplines (8)
17th+12/+7/+2+10+10+10Magnakai Disciplines (9)
18th+13/+8/+3+11+11+11Magnakai Disciplines (10)
19th+14/+9/+4+11+11+11Magnakai Disciplines (11)
20th+15/+10/+5+12+12+12Magnakai Disciplines (12)
Alignment: Any good
Hit Die: d8
Class Skills
The Kai 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), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiency:
A Kai Monk is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
----------
Kai Disciplines:
Kai Monks must master a wide range of skills. These skills are known as Kai Disciplines.
At first level, the Kai Monk chooses three of the Kai Disciplines. At each additional Kai Monk level, the Kai Monk chooses another Kai Discipline until they know all 12 at level 10.
Camouflage (Ex): You get a +2 bonus to all Bluff, Disguise, Hide and Move Silently skill checks.
Hunting (Ex/Sp): You get a +5 bonus to all Survival skill checks. In addition, you get Detect Poison as a spell-like ability usable at will.
Sixth Sense (Ex/Sp): You get Uncanny Dodge, as the rogue class feature. In addition, you get Augury as a spell-like ability usable three times per day.
Tracking (Ex): You get Tracking and Urban Tracking as bonus feats. In addition, you get a +2 bonus to Spot and Listen checks.
Healing (Su): You get Cure Minor Wounds as a spell-like ability usable at will; you may only target yourself.
Weaponskill (Ex): You get Weapon Focus and Weapon Specialization as bonus feats. You must choose the same weapon for both feats.
Mindshield (Ex): You have spell resistance equal to 5+your class level.
Mindblast (Su): You can, as a swift action, deal 1/2 your Kai Monk Level+your Cha modifier psychic damage to any creature within 30 feet (this is [mind-affecting]); creatures with any amount of SR or PR are immune.
Animal Kinship (Ex): You get Wild Empathy, as the ranger class feature. In addition, you get a +2 bonus on all Ride checks.
Mind Over Matter (Su): You get Mage Hand and Endure Elements as a spell-like abilities usable at will.
Toughness (Ex): You get +2 natural armor and 1 additional hit point per hit die.
Understanding (Ex): You get Bardic Knowledge, as the bard class feature. In addition, you are treated as trained in every Knowledge skill.
----------
Magnakai Disciplines:
At 10th level, the Kai Monk ascends to the rank of Magnakai Lord and begins to learn the powerful Magnakai Disciplines.
At 10th level, the Kai Monk chooses three of the Magnakai Disciplines. At each additional Kai Monk level, the Kai Monk chooses another Magnakai Discipline until they know all 12 at level 20.
Weaponmastery (Ex): You get Greater Weapon Focus and Greater Weapon Specialization as bonus feats. You must apply both feats to the same weapon you chose with the Kai Discipline of Weaponskill.
Animal Control (Sp): You can use Speak with Animals and Summon Nature's Ally VII as spell-like abilities, usable at will.
Curing (Sp): You get Cure Light Wounds as a spell-like ability usable at will; you may only target yourself. In addition, you may now use your Cure Minor Wounds spell-like ability from the Kai Discipline of Healing on other creatures.
Invisibility (Sp/Su): You get Invisibility and Disguise Self as spell-like abilities usable at will; you may only target yourself with these abilities. In addition, you gain Hide in Plain Sight as the Assassin class feature.
Huntmastery (Ex): You get a +4 bonus on all Initiative checks and all Survival skill checks. In addition, your base land speed is increased by 5 feet per round.
Pathsmanship (Ps/Ex): You gain Know Direction and Location as a psi-like ability usable at will. In addition, you get a +4 bonus to all Survival and Decipher Script checks.
Psi-surge (Su): You can, as a swift action, deal 4d6+Cha psychic damage to any creature within 30 feet (this is [mind-affecting]); creatures with SR or PR exceeding 25 are immune. Using this ability deals 1d6 psychic damage to you. In addition, your psychic attack from the Kai Discipline of Mindblast increases in damage to 2d6+Cha.
Psi-screen: You have spell resistance equal to 10+your class level.
Nexus (Ex/Sp): You resist heat and cold; this grants you Fire Resistance 5 and Cold Resistance 5. In addition, you gain Telekinesis as a spell-like ability usable at will.
Divination (Ex/Sp): You can not be surprised; this means you can always take a standard action during a surprise round, unless you are physically restrained from doing so. In addition, you get Arcane Sight as a spell-like ability usable at will.
Stoneskin (Ex): You get +4 natural armor and 2 additional hit points per hit die; these effects replace the Kai Discipline of Endurance.
Comprehension (Ex/Sp): You get a +5 bonus on every Knowledge skill. In addition, you get Identify as a spell-like ability usable at will.
----------
Lore Circles (Ex):
As the Kai Monk learns the Magnakai Disciplines, they can complete schools of training known as Lore Circles. By learning all of the Magnakai Disciplines listed in a Lore Circle, they get the bonus listed with the Lore Circle.
Circle of Fire: Weaponmastery and Stoneskin
Kai Monks who complete the Circle of Fire get a +1 bonus on all attack rolls.
Circle of Light: Animal Control, Comprehension and Curing
Kai Monks who complete the Circle of Light get an inherent +2 bonus to their Constitution score.
Circle of Solaris: Invisibility, Huntmastery and Pathsmanship
Kai Monks who complete the Circle of Solaris get a +2 bonus on all Initiative checks.
Circle of the Spirit: Psi-surge, Psi-screen, Nexus and Divination
Kai Monks who complete the Circle of the Spirit get a +1 bonus on all saving throws.
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