mercury19
2015-01-20, 07:42 PM
This is a project I thought up.
So I was looking at homebrew classes to use in my new campaign, and came across two that looked really cool. The first one was Jiriku's Monk Remixed (http://www.giantitp.com/forums/showthread.php?150122-3-5-The-Monk-Remixed) and the other was Tempestfury's Zen Blade (http://www.giantitp.com/forums/showthread.php?337344-Zen-Blade-PEACH). And then there is the case of one of my players wanting to play a psion/monk multiclass but the flavor was almost entirely monk, and I said "Why not just combine the two?"
So I thought, why not make a class that can be any one of those three, depending on the choices they make, or the monastery they studied?
The premise of the class is that there are multiple paths to enlightenment, but they all stemmed from similar teachings. I guess you'd call it a bunch of monk archetypes, but just for fun I want to make it into one class with different options.
What I have thus far:
Sage
Level
Base Attack
Fort
Ref
Will
Special
Unarmed Strike Dmg
Flurry (std)
Flurry (full)
AC Bonus
Movement Bonus
1st
+1
+2
+2
+2
Unarmed Strike, AC Bonus, Path
1d6
-1/-1
-1/-1
+0
+0 ft.
2nd
+2
+3
+3
+3
Combat Focus, Evasion, Combat Prowess, Zone of Awareness
1d6
+0/+0
+0/+0
+0
+0 ft.
3rd
+3
+3
+3
+3
Path Ability, Still Mind
1d6
+1/+1
+1/+1
+0
+10 ft.
4th
+4
+4
+4
+4
Slow Fall 20 ft.
1d8
+2/+2
+2/+2
+1
+10 ft.
5th
+5
+4
+4
+4
Wholeness of Body
1d8
+4/+4
+4/+4
+1
+10 ft.
6th
+6/+1
+5
+5
+5
Path Ability, Slow Fall 30 ft.
1d8
+5/+5
+5/+5/+0
+1
+20 ft.
7th
+7/+2
+5
+5
+5
Wise Speaker
1d8
+6/+6
+6/+6/+1
+1
+20 ft.
8th
+8/+3
+6
+6
+6
Improved Evasion, Slow Fall 40 ft.
1d10
+7/+7
+7/+7/+2
+2
+20 ft.
9th
+9/+4
+6
+6
+6
Path Ability
1d10
+9/+9
+9/+9/+4
+2
+30 ft.
10th
+10/+5
+7
+7
+7
Diamond Body, Slow Fall 50 ft.
1d10
+10/+10
+10/+10/+5/+0
+2
+30 ft.
11th
+11/+6/+1
+7
+7
+7
Diamond Soul
1d10
+11/+11/+11
+11/+11/+11/+6/+1
+2
+30 ft.
12th
+12/+7/+2
+8
+8
+8
Path Ability, Slow Fall 60 ft.
2d6
+12/+12/+12
+12/+12/+12/+7/+2
+3
+40 ft.
13th
+13/+8/+3
+8
+8
+8
Improved Critical
2d6
+13/+13/+13
+13/+13/+13/+8/+3
+3
+40 ft.
14th
+14/+9/+4
+9
+9
+9
Tongue of the Sun and Moon, Slow Fall 70 ft.
2d6
+14/+14/+14
+14/+14/+14/+9/+4
+3
+40 ft.
15th
+15/+10/+5
+9
+9
+9
Path Ability
2d6
+15/+15/+15
+15/+15/+15/+10/+5/+0
+3
+50 ft.
16th
+16/+11/+6/+1
+10
+10
+10
Thick Skinned, Slow Fall 80 ft.
2d8
+16/+16/+16
+16/+16/+16/+11/+6/+1
+4
+50 ft.
17th
+17/+12/+7/+2
+10
+10
+10
Timeless Body
2d8
+17/+17/+17
+17/+17/+17/+12/+7/+2
+4
+50 ft.
18th
+18/+13/+8/+3
+11
+11
+11
Path Ability, Slow Fall 90 ft.
2d8
+18/+18/+18
+18/+18/+18/+13/+8/+3
+4
+60 ft.
19th
+19/+14/+9/+4
+11
+11
+11
Empty Soul
2d8
+19/+19/+19
+19/+19/+19/+14/+9/+4
+4
+60 ft.
20th
+20/+15/+10/+5
+12
+12
+12
Enlightenment, Slow Fall any distance
2d10
+20/+20/+20
+20/+20/+20/+15/+10/+5/+0
+5
+60 ft.
Hit Die: d8
*The Sage's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
CLASS FEATURES
*Weapon and Armor Proficiency: Sages are proficient with unarmed strike, club, dagger, shortspear, spear, longspear, kusari-gama(DMG), short sword, longsword, kama, nunchaku, quarterstaff, tonfa, lajatang, sai, shuriken, siangham, and sling. Sages are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Sage loses her AC and movement bonuses.
*AC Bonus (Ex): When unarmored and unencumbered, the Sage adds her Wisdom bonus (if any) to her AC. in addition, at 4th level, a Sage gains a +1 bonus to AC when unarmored and unencumbered. This bonus increases by 1 for every four Sage levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the Sage 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.
Unarmed Strike (Ex): At 1st level, a Sage gains Improved Unarmed Strike as a bonus feat. A Sage’s attacks may be with either fist interchangeably or even from elbows, knees, feet, or even head. This means that a Sage may 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.
A Sage’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. This is also true for feats and class abilities that affect manufactured and natural weapons. Thus, a Sage's unarmed strike qualifies for use with feats like Improved Natural Attack, Two-Weapon Fighting, and Weapon Focus.
A Sage 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 Sages. A smaller or larger Sage deals increases or decreases this damage as appropriate to her Size Category.
Path (Ex): At 1st level, a Sage chooses a Path that represents their Monastic Order, as well as their Way to Enlightenment. Each Path has a different focus, but none are (intended) to be more powerful than any other. At 3rd level and every third level afterwards, the Sage gains abilities based on the Path he or she has chosen.
*Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy when performing an attack or a full attack action, or as part of a charge. 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. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus columns on Table: The Monk. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons, although she may use them interchangeably as desired. When flurrying with a weapon, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls, whether she wields a weapon in one or both hands.
A monk with the Combat Reflexes feat can declare a flurry of blows when taking an attack of opportunity.
A monk with Flyby Attack, Ride-By Attack, Shot on the Run, Spring attack, or Swim-By Attack can combine flurry of blows with these feats to flurry on the move. If the monk obtains additional attacks via Bounding Assault or Rapid Blitz, she gains the extra flurry attacks only once.
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 full base attack bonus.
Combat Focus (Ex): At 2nd level, Sages begin to master the art of focus in any situation. They may add their Wis or Str to their attack roll, whichever is higher.
*Evasion (Ex): At 2nd level or higher if a Sage 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 Sage is wearing light armor or no armor. A helpless Sage does not gain the benefit of evasion.
**Zone of Awareness (Ex): At 2nd level, a Sage gets Blindsense extending out to 20ft. This extends an extra five feet per Sage level taken afterwards. At 10th level blindsense is changed to blindsight.
Combat Prowess (Ex): At 2nd level, a monk may select Combat Reflexes, Dodge, Combat Expertise, or Stunning Fist as a bonus feat. At 4th level, she may select Deflect Arrows, Improved Grapple, Improved Feint, or Mobility as a bonus feat. At 6th level, she may select either Improved Disarm, Improved Trip, or Spring Attack as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
*Still Mind (Ex): A Sage of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
*Movement Bonus (Ex):At 3rd level, a Sage gains a bonus to her speed (which grants bonus to her Jump checks as normal; see the Jump skill for details), as shown on Table: The Monk. A Sage in armor or carrying a medium or heavy load loses these benefits.
*Slow Fall (Ex): At 4th level or higher, a monk learns to balance upon the sky. She can fall the listed distance without taking harm, and reduces the effective distance of longer falls by the same amount when determining how much falling damage she takes.
*Wholeness of Body (Su): At 5th level or higher, a Sage can use a standard action to heal a her own wounds with a touch. She can heal a number of hit points of damage equal to ½ her monk level rounded up times her Wisdom bonus (minimum +1) each day, and she can spread this healing out among several uses.
*Wise Speaker (Ex): A monk of 7th level or higher may use her Wisdom modifier in place of her Charisma modifier on Diplomacy checks and Handle Animal checks.
*Improved Evasion (Ex): At 8th level, a Sage’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 Sage does not gain the benefit of improved evasion.
*Diamond Body (Su): At 10th level, a Sage gains immunity to poisons and diseases of all kinds. At 13th level, the Sage gains immunity to those that are magical in nature.
*Diamond Soul (Ex): At 11th level, a Sage gains spell resistance equal to her Sage level + 10. Unlike spell resistance gained from other sources, the Sage can automatically choose to waive her resistance without taking an action whenever she would be affected by a spell, so long as she is conscious. When she is unconscious, her spell resistance does not block harmless spells (such as healing spells), but will interfere with any other spells that would affect her.
Improved Critical (Ex): At 13th level, a Sage gains Improved Critical as a feat applied to her Unarmed Strike.
*Tongue of the Sun and Moon (Ex): A monk of 14th level or higher can speak with and understand any living creature.
Thick Skinned (Ex): At 16th level, a Sage gains a resistance of 10 to all basic damage types (slashing, piercing, bludgeoning, etc.).
*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. Furthermore, a dozen years are like a mere season to her, so she no longer requires food, drink, or sleep (although if she prepares spells, she still needs 8 hours of rest to prepare).
*Empty Soul (Su): Upon reaching 19th level, a monk achieves a state of complete emptiness, reacting to all situations without premeditation or thought. She continuously gains the benefits of the foresight spell upon her person at all times.
*Enlightenment (Su): At 20th level, a monk becomes a magical creature and her type changes to outsider. When targeted by spells and magical effects that consider her type, she may choose whether to be considered an outsider or a member of her former type, whichever is most advantageous. Additionally, the monk gains DR 15/chaotic. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type. In addition, they gain an ability specified by their Path.
So this is what I have so far. Quite a bit of wording was taken directly from Jiriku’s monk and Tempestfury’s Zen Blade, partially because I’m lazy and partially because I could think of no better way to word it. These entries have been marked with an asterisk.
Paths
Description: Sages who follow this Path learn to have absolute control over the energy that binds their souls to their bodies, known as Ki. By manipulating this Ki, they can push their bodies to amazing feats of strength and agility.
Passive: A Soul Sage has learned that their body is much more durable than many think it is. At 1st level, they have learned to control their body temperatures and are treated as though under a continuous Endure Elements spell. When the Sage gains Diamond Body at 7th level, they also gain the ability to breath any air as if it were clean, and ignore the non-magical adverse effects of breathing in smoke or other contaminated air. This does not include breathing liquid, and they will still suffocate if there is no air at all.
Level
Abilities
1st
Unending Endurance
3rd
Ki Strike (+1, Magic), Mettle
6th
Dance of the Elements, Ki Strike (+2, Basic Damage)
9th
Elemental Fist, Improved Mettle, Ki Strike (+3, Alchemical Silver)
12th
Quivering Palm, Ki Strike (+4, Cold Iron)
15th
Empty Body, Ki Strike (+5, Lawful)
18th
Breath of the Dragon, Ki Strike (+6, Adamantine)
20th
Awaken the Soul
Unending Endurance: Once per day, a Sage may gain either the effects of the feat Diehard or Endurance, and need not meet the prerequisites for either. The effects last for a number of rounds equal to ½ Sage level + Wis mod, or 2 + Sage level hours, depending on the situation.
Mettle (Ex): Whenever a Sage makes a successful Fortitude saving throw against an attack that normally deals partial effect or half damage on a successful save, he instead does not suffer from the effect or takes no damage. A helpless Sage does not gain the benefit of mettle.
Ki Strike: The monk's ki focus grants her a +1 enhancement bonus to attack and damage rolls with her unarmed strikes, and her unarmed strikes gain the magic descriptor and bypass DR/magic. For every three additional Sage levels, the enhancement bonus increases by +1 and the Sage’s unarmed strikes gain a new descriptor, as noted on the table above.
Dance of the Elements: A Sage has learned to attune his or her Ki to the flow of the elements within nature, and uses this to his or her advantage. Once per day, the Sage may gain a +2 bonus to AC, which functions as the AC Bonus class feature. In addition, the Sage must choose one of the four elements, and gain an ability accordingly.
Air: The Sage gains the speed of the wind, and can move freely out of harms way. They gain the benefit of the Mobility feat, even if they don’t meet the prerequisites.
Water: The Sage learns to flow like a river, and can turn their enemies momentum against them. They gain the benefits of the Defensive Throw feat, even if they don’t meet all of the prerequisites.
Earth: The Sage’s skin is covered in solid rock, and enemies who strike her are dazed for one round.
Fire: The Sage’s body is wreathed in flame, which lashes out at any enemy who tries to attack her. Enemies who attack with a close quarters weapon take 1d6 fire damage.
Elemental Fist: Once per day, one of the Sage’s unarmed strikes for the round gains an elemental descriptor and deals extra damage, as well as providing an extra ability. These attacks may be used during any attack, but only apply to one strike if used in a Flurry of Blows. This ability is usable once per day, and one additional time per day for every three Sage levels taken afterwards. Only one element may be active at a time.
Air: Your fist becomes sheathed in crackling lightning, and a thunder clap sounds as you strike your opponent. The Sage’s strike gains +1d6 Lightning damage and has a chance to stun, as the stunning fist feat.
Water: Your fist is covered in jagged ice, and gives off an aura of freezing cold that saps the strength of those it touches. The Sage’s strike gains +1d6 Cold damage, and deals 1d4 Strength ability damage.
Earth: Your fist is enveloped in a case of solid rock, and your strike crushes the enemies defenses. The Sage’s strike gains +1d6 Acid damage and becomes a Touch attack.
Fire: Your fist bursts into flame. The Sage’s strike gains +1d6 Fire damage, and has a 50% chance to ignite the target.
Improved Mettle (Ex): At 9th level, a Sage’s mettle ability improves. She still takes no damage or suffers from no effect on a successful Fortitude saving throw against attacks, but henceforth she takes only half damage or partial effect on a failed save.
Quivering Palm (Su): Starting at 12th 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 a number of times per day equal to her Wisdom bonus (minimum 1), and she must announce her intent before making her attack roll. Creatures immune to critical hits cannot be affected unless the monk has some means of bypassing the creature's immunity to critical hits. 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 30 days. 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.
*Empty Body (Su): At 15th level, a monk gains the ability to assume an ethereal state for a number of rounds per day equal to her monk level times her Wisdom bonus (minimum +1), 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 daily limit. Her caster level for this effect is equal to her character level.
Breath of the Dragon (Su): Once per day, a Sage may release the elements in a breath weapon, similar to a dragon. The breath weapon may be a 80 ft. line of Fire, Acid, or Lightning, or a 40 ft. cone of Fire, Cold, or Acid. The attack does 10d6 damage.Targets get a Reflex save for half damage.
Awaken the Soul (Su): Once every 30 days, for up to 8 consecutive rounds, a Sage can transcend her mortal being, and enter a state of pure enlightenment. She gains a +10 to all rolls, and her Unarmed Strikes can be used as ranged attacks with a range equal to her Zone of Awareness. All activated Sage abilities can be used an indefinite number of times while in this state.
Design Notes:
The Idea behind this ability is that, for a short time, the Sage can become the equivalent of a god. Sort of a combo Super Sayan-Avatar State deal, ya know?
Description: Sages who follow this Discipline learn to have absolute control over their own minds, unlocking power that most could only dream of. This allows the use of Psionic Powers, much like a Psion or Psychic Warrior. Focus points will be used instead of Power Points, with the cost listed here being the only cost to pay. Focus Points cannot be used to augment powers. Power costs go by level as follows. 1st level Powers are 1 FP, 2nd & 3rd level are 2 FP, 4th & 5th level are 3 FP, 6th & 7th level are 4 FP, and 8th and 9th level are 5 FP.
Passive: Augmentation: When a Sage manifests a psionic power, if it can be augmented, it is manifested as though extra power points equal to the Sages Wisdom modifier were spent in the manifestation.
Level
Special Ablities
Focus Points
1st
Psionic Discipline
4
3rd
Psionic Power, Tenacity
6th
Bonus Feat
9th
Improved Tenacity
12th
17
15th
Bonus Feat
20
18th
22
20th
24
Psionic Discipline: A Sage may choose a Psion Discipline. At 1st level, the Sage gains access to up to a 1st and a 2nd level Power. At 3rd level, and every three levels thereafter, the Sage gains access to up to 1 Powers of the next level of Power. (3rd at 3rd, 4th at 6th, 5th at 9th, etc., to 9th at 20th level.)
Psionic Power: A Sage may take up to 2 1st level Psionic Powers from any list except the Discipline lists. At 6th level, and every third Sage level after, the Sage may take up to two powers from the next power level, up to 2 6th level powers at 18th level.
Tenacity (Ex): Whenever a Sage makes a successful Will saving throw against an attack that normally deals partial effect or half damage on a successful save, he instead does not suffer from the effect or takes no damage. A helpless Sage does not gain the benefit of tenacity.
Bonus Feat (Ex): At 6th and 15th level, a Spirit Sage may choose a psionics related bonus feat. (metapsionic, power focus, etc.). She must still meet the prerequisites for the chosen feat.
Improved Tenacity (Ex): At 9th level, a Sage’s tenacity ability improves. She still takes no damage or suffers from no effect on a successful Will saving throw against attacks, but henceforth she takes only half damage or partial effect on a failed save.
Enlightenment:
Description: Some Sages
Passive:
Level
Abilities
1st
3rd
6th
9th
12th
15th
18th
20th
l
1st Level Abilities:
3rd Level Abilities:
6th Level Abilities:
9th Level Abilities:
12th Level Abilities:
15th Level Abilities:
18th Level Abilities:
Enlightenment:
Description:
Passive:
1st Level Abilities:
3rd Level Abilities:
6th Level Abilities:
9th Level Abilities:
12th Level Abilities:
15th Level Abilities:
18th Level Abilities:
Enlightenment:
NOTES
So I had a slight dilemma regarding Flurry of Blows. of the only two people who gave me any opinion on this class, one of them said FoB should be a class feature, and one said it should not. The one who wanted as a class feature was my player, who is part of the reason I’m designing the class. The one who didn’t was Almarck, from these very forums, who’s opinion as a homebrewer I value.
Because I want this class to be usable by anyone who wants to, with as little effort on their part in regards to changing things, I am going to include two versions of the class. The default version will have FoB as a class feature. The revised version, below, will have a table without FoB, and FoB in a Path ability format.
Level
Base Attack
Fort
Ref
Will
Special
Unarmed Strike Dmg
AC Bonus
Movement Bonus
Focus
1st
+1
+2
+2
+2
Unarmed Strike, AC Bonus, Path
1d6
+0
+0 ft.
4
2nd
+2
+3
+3
+3
Combat Focus, Evasion, Combat Reflexes
1d6
+0
+0 ft.
4
3rd
+3
+3
+3
+3
Path Ability, Still Mind
1d6
+0
+10 ft.
6
4th
+4
+4
+4
+4
Bonus Feat
1d8
+1
+10 ft.
6
5th
+5
+4
+4
+4
Wholeness of Body
1d8
+1
+10 ft.
6
6th
+6/+1
+5
+5
+5
Path Ability
1d8
+1
+20 ft.
8
7th
+7/+2
+5
+5
+5
Bonus Feat
1d8
+1
+20 ft.
8
8th
+8/+3
+6
+6
+6
Improved Evasion
1d10
+2
+20 ft.
8
9th
+9/+4
+6
+6
+6
Path Ability
1d10
+2
+30 ft.
11
10th
+10/+5
+7
+7
+7
Diamond Body
1d10
+2
+30 ft.
11
11th
+11/+6/+1
+7
+7
+7
Diamond Soul
1d10
+2
+30 ft.
11
12th
+12/+7/+2
+8
+8
+8
Path Ability
2d6
+3
+40 ft.
14
13th
+13/+8/+3
+8
+8
+8
2d6
+3
+40 ft.
14
14th
+14/+9/+4
+9
+9
+9
Bonus Feat
2d6
+3
+40 ft.
14
15th
+15/+10/+5
+9
+9
+9
Path Ability
2d6
+3
+50 ft.
18
16th
+16/+11/+6/+1
+10
+10
+10
2d8
+4
+50 ft.
18
17th
+17/+12/+7/+2
+10
+10
+10
Bonus Feat
2d8
+4
+50 ft.
18
18th
+18/+13/+8/+3
+11
+11
+11
Path Ability
2d8
+4
+60 ft.
22
19th
+19/+14/+9/+4
+11
+11
+11
2d8
+4
+60 ft.
22
20th
+20/+15/+10/+5
+12
+12
+12
Enlightenment
2d10
+5
+60 ft.
24
Discipline Ability: 1st Level
*Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy when performing an attack or a full attack action, or as part of a charge. The Sage’s revised attack bonus for Flurry of Blows is listed on the table below.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons, although she may use them interchangeably as desired. When flurrying with a weapon, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls, whether she wields a weapon in one or both hands.
A monk with the Combat Reflexes feat can declare a flurry of blows when taking an attack of opportunity.
A monk with Flyby Attack, Ride-By Attack, Shot on the Run, Spring attack, or Swim-By Attack can combine flurry of blows with these feats to flurry on the move. If the monk obtains additional attacks via Bounding Assault or Rapid Blitz, she gains the extra flurry attacks only once.
Greater Flurry: When a monk reaches 12th 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 full base attack bonus.
Cost: 1 FP
Level
Flurry (std)
Flurry (full)
1st
-1/-1
-1/-1
2nd
+0/+0
+0/+0
3rd
+1/+1
+1/+1
4th
+2/+2
+2/+2
5th
+4/+4
+4/+4
6th
+5/+5
+5/+5/+0
7th
+6/+6
+6/+6/+1
8th
+7/+7
+7/+7/+2
9th
+9/+9
+9/+9/+4
10th
+10/+10
+10/+10/+5
11th
+11/+11/+11
+11/+11/+11/+6/+1
12th
+12/+12/+12
+12/+12/+12/+7/+2
13th
+13/+13/+13
+13/+13/+13/+8/+3
14th
+14/+14/+14
+14/+14/+14/+9/+4
15th
+15/+15/+15
+15/+15/+15/+10/+5
16th
+16/+16/+16
+16/+16/+16/+11/+6/+1
17th
+17/+17/+17
+17/+17/+17/+12/+7/+2
18th
+18/+18/+18
+18/+18/+18/+13/+8/+3
19th
+19/+19/+19
+19/+19/+19/+14/+9/+4
20th
+20/+20/+20
+20/+20/+20/+15/+10/+5
So, Opinions? Suggesstions? Questions? Hate Mail? Random Fart Noises?
Thanks, m19
* All or part of the following text was taken directly from Jiriku’s Monk Remix, and all credit therefore goes to him.
** All or part of the following text was taken directly from Tempestfury’s Zen Blade, and all credit therefore goes to him.
So I was looking at homebrew classes to use in my new campaign, and came across two that looked really cool. The first one was Jiriku's Monk Remixed (http://www.giantitp.com/forums/showthread.php?150122-3-5-The-Monk-Remixed) and the other was Tempestfury's Zen Blade (http://www.giantitp.com/forums/showthread.php?337344-Zen-Blade-PEACH). And then there is the case of one of my players wanting to play a psion/monk multiclass but the flavor was almost entirely monk, and I said "Why not just combine the two?"
So I thought, why not make a class that can be any one of those three, depending on the choices they make, or the monastery they studied?
The premise of the class is that there are multiple paths to enlightenment, but they all stemmed from similar teachings. I guess you'd call it a bunch of monk archetypes, but just for fun I want to make it into one class with different options.
What I have thus far:
Sage
Level
Base Attack
Fort
Ref
Will
Special
Unarmed Strike Dmg
Flurry (std)
Flurry (full)
AC Bonus
Movement Bonus
1st
+1
+2
+2
+2
Unarmed Strike, AC Bonus, Path
1d6
-1/-1
-1/-1
+0
+0 ft.
2nd
+2
+3
+3
+3
Combat Focus, Evasion, Combat Prowess, Zone of Awareness
1d6
+0/+0
+0/+0
+0
+0 ft.
3rd
+3
+3
+3
+3
Path Ability, Still Mind
1d6
+1/+1
+1/+1
+0
+10 ft.
4th
+4
+4
+4
+4
Slow Fall 20 ft.
1d8
+2/+2
+2/+2
+1
+10 ft.
5th
+5
+4
+4
+4
Wholeness of Body
1d8
+4/+4
+4/+4
+1
+10 ft.
6th
+6/+1
+5
+5
+5
Path Ability, Slow Fall 30 ft.
1d8
+5/+5
+5/+5/+0
+1
+20 ft.
7th
+7/+2
+5
+5
+5
Wise Speaker
1d8
+6/+6
+6/+6/+1
+1
+20 ft.
8th
+8/+3
+6
+6
+6
Improved Evasion, Slow Fall 40 ft.
1d10
+7/+7
+7/+7/+2
+2
+20 ft.
9th
+9/+4
+6
+6
+6
Path Ability
1d10
+9/+9
+9/+9/+4
+2
+30 ft.
10th
+10/+5
+7
+7
+7
Diamond Body, Slow Fall 50 ft.
1d10
+10/+10
+10/+10/+5/+0
+2
+30 ft.
11th
+11/+6/+1
+7
+7
+7
Diamond Soul
1d10
+11/+11/+11
+11/+11/+11/+6/+1
+2
+30 ft.
12th
+12/+7/+2
+8
+8
+8
Path Ability, Slow Fall 60 ft.
2d6
+12/+12/+12
+12/+12/+12/+7/+2
+3
+40 ft.
13th
+13/+8/+3
+8
+8
+8
Improved Critical
2d6
+13/+13/+13
+13/+13/+13/+8/+3
+3
+40 ft.
14th
+14/+9/+4
+9
+9
+9
Tongue of the Sun and Moon, Slow Fall 70 ft.
2d6
+14/+14/+14
+14/+14/+14/+9/+4
+3
+40 ft.
15th
+15/+10/+5
+9
+9
+9
Path Ability
2d6
+15/+15/+15
+15/+15/+15/+10/+5/+0
+3
+50 ft.
16th
+16/+11/+6/+1
+10
+10
+10
Thick Skinned, Slow Fall 80 ft.
2d8
+16/+16/+16
+16/+16/+16/+11/+6/+1
+4
+50 ft.
17th
+17/+12/+7/+2
+10
+10
+10
Timeless Body
2d8
+17/+17/+17
+17/+17/+17/+12/+7/+2
+4
+50 ft.
18th
+18/+13/+8/+3
+11
+11
+11
Path Ability, Slow Fall 90 ft.
2d8
+18/+18/+18
+18/+18/+18/+13/+8/+3
+4
+60 ft.
19th
+19/+14/+9/+4
+11
+11
+11
Empty Soul
2d8
+19/+19/+19
+19/+19/+19/+14/+9/+4
+4
+60 ft.
20th
+20/+15/+10/+5
+12
+12
+12
Enlightenment, Slow Fall any distance
2d10
+20/+20/+20
+20/+20/+20/+15/+10/+5/+0
+5
+60 ft.
Hit Die: d8
*The Sage's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
CLASS FEATURES
*Weapon and Armor Proficiency: Sages are proficient with unarmed strike, club, dagger, shortspear, spear, longspear, kusari-gama(DMG), short sword, longsword, kama, nunchaku, quarterstaff, tonfa, lajatang, sai, shuriken, siangham, and sling. Sages are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Sage loses her AC and movement bonuses.
*AC Bonus (Ex): When unarmored and unencumbered, the Sage adds her Wisdom bonus (if any) to her AC. in addition, at 4th level, a Sage gains a +1 bonus to AC when unarmored and unencumbered. This bonus increases by 1 for every four Sage levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the Sage 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.
Unarmed Strike (Ex): At 1st level, a Sage gains Improved Unarmed Strike as a bonus feat. A Sage’s attacks may be with either fist interchangeably or even from elbows, knees, feet, or even head. This means that a Sage may 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.
A Sage’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. This is also true for feats and class abilities that affect manufactured and natural weapons. Thus, a Sage's unarmed strike qualifies for use with feats like Improved Natural Attack, Two-Weapon Fighting, and Weapon Focus.
A Sage 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 Sages. A smaller or larger Sage deals increases or decreases this damage as appropriate to her Size Category.
Path (Ex): At 1st level, a Sage chooses a Path that represents their Monastic Order, as well as their Way to Enlightenment. Each Path has a different focus, but none are (intended) to be more powerful than any other. At 3rd level and every third level afterwards, the Sage gains abilities based on the Path he or she has chosen.
*Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy when performing an attack or a full attack action, or as part of a charge. 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. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus columns on Table: The Monk. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons, although she may use them interchangeably as desired. When flurrying with a weapon, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls, whether she wields a weapon in one or both hands.
A monk with the Combat Reflexes feat can declare a flurry of blows when taking an attack of opportunity.
A monk with Flyby Attack, Ride-By Attack, Shot on the Run, Spring attack, or Swim-By Attack can combine flurry of blows with these feats to flurry on the move. If the monk obtains additional attacks via Bounding Assault or Rapid Blitz, she gains the extra flurry attacks only once.
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 full base attack bonus.
Combat Focus (Ex): At 2nd level, Sages begin to master the art of focus in any situation. They may add their Wis or Str to their attack roll, whichever is higher.
*Evasion (Ex): At 2nd level or higher if a Sage 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 Sage is wearing light armor or no armor. A helpless Sage does not gain the benefit of evasion.
**Zone of Awareness (Ex): At 2nd level, a Sage gets Blindsense extending out to 20ft. This extends an extra five feet per Sage level taken afterwards. At 10th level blindsense is changed to blindsight.
Combat Prowess (Ex): At 2nd level, a monk may select Combat Reflexes, Dodge, Combat Expertise, or Stunning Fist as a bonus feat. At 4th level, she may select Deflect Arrows, Improved Grapple, Improved Feint, or Mobility as a bonus feat. At 6th level, she may select either Improved Disarm, Improved Trip, or Spring Attack as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
*Still Mind (Ex): A Sage of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
*Movement Bonus (Ex):At 3rd level, a Sage gains a bonus to her speed (which grants bonus to her Jump checks as normal; see the Jump skill for details), as shown on Table: The Monk. A Sage in armor or carrying a medium or heavy load loses these benefits.
*Slow Fall (Ex): At 4th level or higher, a monk learns to balance upon the sky. She can fall the listed distance without taking harm, and reduces the effective distance of longer falls by the same amount when determining how much falling damage she takes.
*Wholeness of Body (Su): At 5th level or higher, a Sage can use a standard action to heal a her own wounds with a touch. She can heal a number of hit points of damage equal to ½ her monk level rounded up times her Wisdom bonus (minimum +1) each day, and she can spread this healing out among several uses.
*Wise Speaker (Ex): A monk of 7th level or higher may use her Wisdom modifier in place of her Charisma modifier on Diplomacy checks and Handle Animal checks.
*Improved Evasion (Ex): At 8th level, a Sage’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 Sage does not gain the benefit of improved evasion.
*Diamond Body (Su): At 10th level, a Sage gains immunity to poisons and diseases of all kinds. At 13th level, the Sage gains immunity to those that are magical in nature.
*Diamond Soul (Ex): At 11th level, a Sage gains spell resistance equal to her Sage level + 10. Unlike spell resistance gained from other sources, the Sage can automatically choose to waive her resistance without taking an action whenever she would be affected by a spell, so long as she is conscious. When she is unconscious, her spell resistance does not block harmless spells (such as healing spells), but will interfere with any other spells that would affect her.
Improved Critical (Ex): At 13th level, a Sage gains Improved Critical as a feat applied to her Unarmed Strike.
*Tongue of the Sun and Moon (Ex): A monk of 14th level or higher can speak with and understand any living creature.
Thick Skinned (Ex): At 16th level, a Sage gains a resistance of 10 to all basic damage types (slashing, piercing, bludgeoning, etc.).
*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. Furthermore, a dozen years are like a mere season to her, so she no longer requires food, drink, or sleep (although if she prepares spells, she still needs 8 hours of rest to prepare).
*Empty Soul (Su): Upon reaching 19th level, a monk achieves a state of complete emptiness, reacting to all situations without premeditation or thought. She continuously gains the benefits of the foresight spell upon her person at all times.
*Enlightenment (Su): At 20th level, a monk becomes a magical creature and her type changes to outsider. When targeted by spells and magical effects that consider her type, she may choose whether to be considered an outsider or a member of her former type, whichever is most advantageous. Additionally, the monk gains DR 15/chaotic. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type. In addition, they gain an ability specified by their Path.
So this is what I have so far. Quite a bit of wording was taken directly from Jiriku’s monk and Tempestfury’s Zen Blade, partially because I’m lazy and partially because I could think of no better way to word it. These entries have been marked with an asterisk.
Paths
Description: Sages who follow this Path learn to have absolute control over the energy that binds their souls to their bodies, known as Ki. By manipulating this Ki, they can push their bodies to amazing feats of strength and agility.
Passive: A Soul Sage has learned that their body is much more durable than many think it is. At 1st level, they have learned to control their body temperatures and are treated as though under a continuous Endure Elements spell. When the Sage gains Diamond Body at 7th level, they also gain the ability to breath any air as if it were clean, and ignore the non-magical adverse effects of breathing in smoke or other contaminated air. This does not include breathing liquid, and they will still suffocate if there is no air at all.
Level
Abilities
1st
Unending Endurance
3rd
Ki Strike (+1, Magic), Mettle
6th
Dance of the Elements, Ki Strike (+2, Basic Damage)
9th
Elemental Fist, Improved Mettle, Ki Strike (+3, Alchemical Silver)
12th
Quivering Palm, Ki Strike (+4, Cold Iron)
15th
Empty Body, Ki Strike (+5, Lawful)
18th
Breath of the Dragon, Ki Strike (+6, Adamantine)
20th
Awaken the Soul
Unending Endurance: Once per day, a Sage may gain either the effects of the feat Diehard or Endurance, and need not meet the prerequisites for either. The effects last for a number of rounds equal to ½ Sage level + Wis mod, or 2 + Sage level hours, depending on the situation.
Mettle (Ex): Whenever a Sage makes a successful Fortitude saving throw against an attack that normally deals partial effect or half damage on a successful save, he instead does not suffer from the effect or takes no damage. A helpless Sage does not gain the benefit of mettle.
Ki Strike: The monk's ki focus grants her a +1 enhancement bonus to attack and damage rolls with her unarmed strikes, and her unarmed strikes gain the magic descriptor and bypass DR/magic. For every three additional Sage levels, the enhancement bonus increases by +1 and the Sage’s unarmed strikes gain a new descriptor, as noted on the table above.
Dance of the Elements: A Sage has learned to attune his or her Ki to the flow of the elements within nature, and uses this to his or her advantage. Once per day, the Sage may gain a +2 bonus to AC, which functions as the AC Bonus class feature. In addition, the Sage must choose one of the four elements, and gain an ability accordingly.
Air: The Sage gains the speed of the wind, and can move freely out of harms way. They gain the benefit of the Mobility feat, even if they don’t meet the prerequisites.
Water: The Sage learns to flow like a river, and can turn their enemies momentum against them. They gain the benefits of the Defensive Throw feat, even if they don’t meet all of the prerequisites.
Earth: The Sage’s skin is covered in solid rock, and enemies who strike her are dazed for one round.
Fire: The Sage’s body is wreathed in flame, which lashes out at any enemy who tries to attack her. Enemies who attack with a close quarters weapon take 1d6 fire damage.
Elemental Fist: Once per day, one of the Sage’s unarmed strikes for the round gains an elemental descriptor and deals extra damage, as well as providing an extra ability. These attacks may be used during any attack, but only apply to one strike if used in a Flurry of Blows. This ability is usable once per day, and one additional time per day for every three Sage levels taken afterwards. Only one element may be active at a time.
Air: Your fist becomes sheathed in crackling lightning, and a thunder clap sounds as you strike your opponent. The Sage’s strike gains +1d6 Lightning damage and has a chance to stun, as the stunning fist feat.
Water: Your fist is covered in jagged ice, and gives off an aura of freezing cold that saps the strength of those it touches. The Sage’s strike gains +1d6 Cold damage, and deals 1d4 Strength ability damage.
Earth: Your fist is enveloped in a case of solid rock, and your strike crushes the enemies defenses. The Sage’s strike gains +1d6 Acid damage and becomes a Touch attack.
Fire: Your fist bursts into flame. The Sage’s strike gains +1d6 Fire damage, and has a 50% chance to ignite the target.
Improved Mettle (Ex): At 9th level, a Sage’s mettle ability improves. She still takes no damage or suffers from no effect on a successful Fortitude saving throw against attacks, but henceforth she takes only half damage or partial effect on a failed save.
Quivering Palm (Su): Starting at 12th 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 a number of times per day equal to her Wisdom bonus (minimum 1), and she must announce her intent before making her attack roll. Creatures immune to critical hits cannot be affected unless the monk has some means of bypassing the creature's immunity to critical hits. 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 30 days. 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.
*Empty Body (Su): At 15th level, a monk gains the ability to assume an ethereal state for a number of rounds per day equal to her monk level times her Wisdom bonus (minimum +1), 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 daily limit. Her caster level for this effect is equal to her character level.
Breath of the Dragon (Su): Once per day, a Sage may release the elements in a breath weapon, similar to a dragon. The breath weapon may be a 80 ft. line of Fire, Acid, or Lightning, or a 40 ft. cone of Fire, Cold, or Acid. The attack does 10d6 damage.Targets get a Reflex save for half damage.
Awaken the Soul (Su): Once every 30 days, for up to 8 consecutive rounds, a Sage can transcend her mortal being, and enter a state of pure enlightenment. She gains a +10 to all rolls, and her Unarmed Strikes can be used as ranged attacks with a range equal to her Zone of Awareness. All activated Sage abilities can be used an indefinite number of times while in this state.
Design Notes:
The Idea behind this ability is that, for a short time, the Sage can become the equivalent of a god. Sort of a combo Super Sayan-Avatar State deal, ya know?
Description: Sages who follow this Discipline learn to have absolute control over their own minds, unlocking power that most could only dream of. This allows the use of Psionic Powers, much like a Psion or Psychic Warrior. Focus points will be used instead of Power Points, with the cost listed here being the only cost to pay. Focus Points cannot be used to augment powers. Power costs go by level as follows. 1st level Powers are 1 FP, 2nd & 3rd level are 2 FP, 4th & 5th level are 3 FP, 6th & 7th level are 4 FP, and 8th and 9th level are 5 FP.
Passive: Augmentation: When a Sage manifests a psionic power, if it can be augmented, it is manifested as though extra power points equal to the Sages Wisdom modifier were spent in the manifestation.
Level
Special Ablities
Focus Points
1st
Psionic Discipline
4
3rd
Psionic Power, Tenacity
6th
Bonus Feat
9th
Improved Tenacity
12th
17
15th
Bonus Feat
20
18th
22
20th
24
Psionic Discipline: A Sage may choose a Psion Discipline. At 1st level, the Sage gains access to up to a 1st and a 2nd level Power. At 3rd level, and every three levels thereafter, the Sage gains access to up to 1 Powers of the next level of Power. (3rd at 3rd, 4th at 6th, 5th at 9th, etc., to 9th at 20th level.)
Psionic Power: A Sage may take up to 2 1st level Psionic Powers from any list except the Discipline lists. At 6th level, and every third Sage level after, the Sage may take up to two powers from the next power level, up to 2 6th level powers at 18th level.
Tenacity (Ex): Whenever a Sage makes a successful Will saving throw against an attack that normally deals partial effect or half damage on a successful save, he instead does not suffer from the effect or takes no damage. A helpless Sage does not gain the benefit of tenacity.
Bonus Feat (Ex): At 6th and 15th level, a Spirit Sage may choose a psionics related bonus feat. (metapsionic, power focus, etc.). She must still meet the prerequisites for the chosen feat.
Improved Tenacity (Ex): At 9th level, a Sage’s tenacity ability improves. She still takes no damage or suffers from no effect on a successful Will saving throw against attacks, but henceforth she takes only half damage or partial effect on a failed save.
Enlightenment:
Description: Some Sages
Passive:
Level
Abilities
1st
3rd
6th
9th
12th
15th
18th
20th
l
1st Level Abilities:
3rd Level Abilities:
6th Level Abilities:
9th Level Abilities:
12th Level Abilities:
15th Level Abilities:
18th Level Abilities:
Enlightenment:
Description:
Passive:
1st Level Abilities:
3rd Level Abilities:
6th Level Abilities:
9th Level Abilities:
12th Level Abilities:
15th Level Abilities:
18th Level Abilities:
Enlightenment:
NOTES
So I had a slight dilemma regarding Flurry of Blows. of the only two people who gave me any opinion on this class, one of them said FoB should be a class feature, and one said it should not. The one who wanted as a class feature was my player, who is part of the reason I’m designing the class. The one who didn’t was Almarck, from these very forums, who’s opinion as a homebrewer I value.
Because I want this class to be usable by anyone who wants to, with as little effort on their part in regards to changing things, I am going to include two versions of the class. The default version will have FoB as a class feature. The revised version, below, will have a table without FoB, and FoB in a Path ability format.
Level
Base Attack
Fort
Ref
Will
Special
Unarmed Strike Dmg
AC Bonus
Movement Bonus
Focus
1st
+1
+2
+2
+2
Unarmed Strike, AC Bonus, Path
1d6
+0
+0 ft.
4
2nd
+2
+3
+3
+3
Combat Focus, Evasion, Combat Reflexes
1d6
+0
+0 ft.
4
3rd
+3
+3
+3
+3
Path Ability, Still Mind
1d6
+0
+10 ft.
6
4th
+4
+4
+4
+4
Bonus Feat
1d8
+1
+10 ft.
6
5th
+5
+4
+4
+4
Wholeness of Body
1d8
+1
+10 ft.
6
6th
+6/+1
+5
+5
+5
Path Ability
1d8
+1
+20 ft.
8
7th
+7/+2
+5
+5
+5
Bonus Feat
1d8
+1
+20 ft.
8
8th
+8/+3
+6
+6
+6
Improved Evasion
1d10
+2
+20 ft.
8
9th
+9/+4
+6
+6
+6
Path Ability
1d10
+2
+30 ft.
11
10th
+10/+5
+7
+7
+7
Diamond Body
1d10
+2
+30 ft.
11
11th
+11/+6/+1
+7
+7
+7
Diamond Soul
1d10
+2
+30 ft.
11
12th
+12/+7/+2
+8
+8
+8
Path Ability
2d6
+3
+40 ft.
14
13th
+13/+8/+3
+8
+8
+8
2d6
+3
+40 ft.
14
14th
+14/+9/+4
+9
+9
+9
Bonus Feat
2d6
+3
+40 ft.
14
15th
+15/+10/+5
+9
+9
+9
Path Ability
2d6
+3
+50 ft.
18
16th
+16/+11/+6/+1
+10
+10
+10
2d8
+4
+50 ft.
18
17th
+17/+12/+7/+2
+10
+10
+10
Bonus Feat
2d8
+4
+50 ft.
18
18th
+18/+13/+8/+3
+11
+11
+11
Path Ability
2d8
+4
+60 ft.
22
19th
+19/+14/+9/+4
+11
+11
+11
2d8
+4
+60 ft.
22
20th
+20/+15/+10/+5
+12
+12
+12
Enlightenment
2d10
+5
+60 ft.
24
Discipline Ability: 1st Level
*Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy when performing an attack or a full attack action, or as part of a charge. The Sage’s revised attack bonus for Flurry of Blows is listed on the table below.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons, although she may use them interchangeably as desired. When flurrying with a weapon, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls, whether she wields a weapon in one or both hands.
A monk with the Combat Reflexes feat can declare a flurry of blows when taking an attack of opportunity.
A monk with Flyby Attack, Ride-By Attack, Shot on the Run, Spring attack, or Swim-By Attack can combine flurry of blows with these feats to flurry on the move. If the monk obtains additional attacks via Bounding Assault or Rapid Blitz, she gains the extra flurry attacks only once.
Greater Flurry: When a monk reaches 12th 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 full base attack bonus.
Cost: 1 FP
Level
Flurry (std)
Flurry (full)
1st
-1/-1
-1/-1
2nd
+0/+0
+0/+0
3rd
+1/+1
+1/+1
4th
+2/+2
+2/+2
5th
+4/+4
+4/+4
6th
+5/+5
+5/+5/+0
7th
+6/+6
+6/+6/+1
8th
+7/+7
+7/+7/+2
9th
+9/+9
+9/+9/+4
10th
+10/+10
+10/+10/+5
11th
+11/+11/+11
+11/+11/+11/+6/+1
12th
+12/+12/+12
+12/+12/+12/+7/+2
13th
+13/+13/+13
+13/+13/+13/+8/+3
14th
+14/+14/+14
+14/+14/+14/+9/+4
15th
+15/+15/+15
+15/+15/+15/+10/+5
16th
+16/+16/+16
+16/+16/+16/+11/+6/+1
17th
+17/+17/+17
+17/+17/+17/+12/+7/+2
18th
+18/+18/+18
+18/+18/+18/+13/+8/+3
19th
+19/+19/+19
+19/+19/+19/+14/+9/+4
20th
+20/+20/+20
+20/+20/+20/+15/+10/+5
So, Opinions? Suggesstions? Questions? Hate Mail? Random Fart Noises?
Thanks, m19
* All or part of the following text was taken directly from Jiriku’s Monk Remix, and all credit therefore goes to him.
** All or part of the following text was taken directly from Tempestfury’s Zen Blade, and all credit therefore goes to him.