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WunSukong
2015-03-13, 12:54 PM
Good evening all!

I like the monk. I like the swordsage. I like the idea behind the Teflammar Shadowlord. I like Nightcrawler. This is my attempt at joining all of these concepts. I tried replacing the monk's abilities for things that I thought fit with the idea of a quick, mobile, wind-based martial artist while balancing the overall power against what a swordsage could do manoeuvre-wise at similar levels.

This is also my first home-brew attempt, so any and all feedback is absolutely welcome!

Let me know what you think!!


Monk of the Winds
Custom
LevelBABFortRefWillSpecial
Unarmed Damage
1st+1+2+2+0Fighting Style Initiate, Flowing Defense, Unarmed Strike
1d6
2nd+2+3+3+0Fighting Style Adept, Evasion
1d6
3rd+3+3+3+1Wind Walk 40, Move like the Breeze
1d6
4th+4+4+4+1Wind Walk 60, Ki Strike (magic), Wind Control
1d8
5th+5+4+4+1Wind Walk 80, Flowing Defense +1, Soothing Breeze
1d8
6th+6/+1+5+5+2Wind Walk 100, Fighting Style Master
1d8
7th+7/+2+5+5+2Wind Walk 120, Floating Leaf
1d8
8th+8/+3+6+6+2Wind Walk 140
1d10
9th+9/+4+6+6+3Wind Walk 160, Improved Evasion
1d10
10th+10/+5+7+7+3Wind Walk 180, Ki Strike (lawful), Flowing Defense +2
1d10
11th+11/+6/+1+7+7+3Wind Walk 200, Wind Wall
1d10
12th+12/+7/+2+8+8+4Wind Walk 220, Wind Strike
2d6
13th+13/+8/+3+8+8+4Wind Walk 240, Storm Mind
2d6
14th+14/+9/+4+9+9+4Wind Walk 260
2d6
15th+15/+10/+5+9+9+5Wind Walk 280, Echoing Winds, Flowing Defense +3
2d6
16th+16/+11/+6/+1+10+10+5Wind Walk 300, Ki Strike (adamantine)
2d8
17th+17/+12/+7/+2+10+10+5Wind Walk 320, Elemental Wisdom
2d8
18th+18/+13/+8/+3+11+11+6Wind Walk 340
2d8
19th+19/+14/+9/+4+11+11+6Wind Walk 360, Disperse
2d8
20th+20/+15/+10/+5+12+12+6Wind Walk Unlimited, Echoing Tornado, Flowing Defense +4
2d10


Alignment: Any
Hit Die: 1d8

Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(arcana) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str),and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency: Monks are proficient with the unarmed strike, 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 wind walk and echoing winds abilities.

Flowing Defense (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.

Fighting Style (Ex): At first level, the Monk of the Wind may choose an initiate fighting style that will define his combat abilities. Again at 2nd and 6th level, the monk may choose another fighting style, whether an adept or expert level on his existent style, or the initiate or adept level of another style. A monk need not have any of the prerequisites normally required for these feats to select them.

Lightning fists:
Initiate: Weapon Finesse
Adept: Graceful Strike (Dark Factions:WoW Rpg, Replaces Str for Dex to damage for unarmed strikes)
Master: Snap Kick

Fists of stone:
Initiate: Hammer Fist (power attack with unarmed, Dragon Compendium)
Adept: Improved Natural Attack
Master: Martial Study (Emerald Razor)

Cobra Strike:
Initiate: Stunning Fist
Adept: Weakening Touch (Complete Warrior)
Master: Ability Focus (Stunning Fist)


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

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

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

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Wind Walk (Su): At 3rd level, a Monk of the Wind gains the ability to be carried by the wind from one location to another as if by means of a dimension door spell. This ability functions as the Shadow Dancer's shadow jump ability except as noted here:

The limitation is that the magical transport must begin and end in an area with moving air currents. A Monk of the Wind can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every level, the amount increases by 20 feet. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

This ability requires a move action. However, as is normal for the dimension door spell, using it prevents you from taking any other action until your next turn.

Move like the Breeze (Ex): At 3rd level, a Monk of the Wind gains a +2 bonus to Hide and Move Silently checks when surrounded by air currents. He can also move at his full speed while moving silently with no penalty.

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Wind Control (Su): Beginning at 4th level, the Monk of the Wind may request the wind for aid as a supernatural ability. As a swift action the character may cast Mage Hand with a caster level equal his monk level. Unlike the mage hand spell, the Monk of the Wind may both lift and propel objects as a swift action. The currents caused by this spell (in a straight line from him to the moved object) allow the character to use his wind walk ability, but the created current must be in line of sight and within the range of the spell. This ability can be used at will, but using this ability consumes 10 ft of his daily wind walk distance. The air current lasts for 1 round.

Soothing Breeze (Ex): At 5th level, a soft breeze surrounds the Monk at all times. This breeze soothes him and his allies within 30 feet, granting them a morale bonus on will saves equal to the Monk’s Wisdom modifier.

Floating Leaf (Su): At 7th level, a Monk of the Wind may add her dexterity bonus twice when rolling to resist being grappled, tripped, or bull-rushed if such manoeuvre can be resisted with a dexterity check.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Wind Wall (Su): At 11th level, a Monk of the Wind may use some of his wind walk distance in order to create a 20 foot long wall that protects him and his allies from ranged attacks. While hidden behind this wall, all allies gain a +2 deflection bonus to AC against ranged attacks only. The Monk may only have one wall active at a time and it lasts for a number of rounds equal to 1 + his Wisdom modifier. Creating the wall requires a move action.

Wind Strike (Su): At 12th level, a Monk of the Wind learns how to attack swiftly after wind walking. Any time he uses an ability, spell, or effect with the teleportation descriptor (for example, his wind walk ability), he may execute a full attack upon completion of the teleportation. The Monk of the Wind must have line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack at the intended target with whatever weapon he has in hand at the beginning of his action.
This ability ceases to function until the end of the turn if the monk has already used his standard action for that turn. Trading a standard action for an additional move action does not deactivate this ability.

Storm Mind (Ex): Starting at 13th level, a Monk of the Winds may spend a swift action in order to accumulate an elemental storm around his person. This storm lasts for a number of rounds equal to 1+ his Wisdom modifier and grants him a +1 enhancement bonus on fortitude, reflex and will saves for every 4 Monk of the Winds levels he possesses, to a maximum of +5 at level 20. This ability can only be used once per encounter.

Echoing Winds (Su): At 15th level, the Monk of the Wind gains the ability to empower the wind around him with only his will. The Monk of the Winds gains an elemental companion that resides within and around his body. The air elemental echoes any attack the Monk of the Wind takes, dealing damage equal to the Monk´s Wisdom modifier (minimum 1 damage) on every successful hit by monk. Additionally, the elemental grants the Monk a permanent +2 bonus on jump, balance, tumble, and escape artist checks. *Effectively, this ability adds the monk's full wisdom modifier to damage rolls.

Elemental Wisdom (Ex): The wind itself whispers in the ears of the Monk of the Wind. From around the world, your wind guide brings, news, knowledge and valuable information. This ability functions as the Eternal Blade's Eternal Knowledge ability.

When you attain 17th level, your wind guide can make Knowledge checks for you with a bonus equal to your Monk of the Wind level + your Intelligence modifier. When you gain this ability, you can select a number of areas of knowledge equal to 1 + your Wisdom modifier and one more at each additional level. Your wind guide may collect knowledge for you in these areas.

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

Echoing Tornado: At 20th level, the elemental created by the echoing winds ability attacks twice for every attack the monk makes. Additionally, the elemental perpetually creates wind currents around the monk (activating move like the breeze). In combat, these winds become a tornado-like force around the monk, granting him damage resistance 5/- . Finally, the skill bonuses from Echoing winds increase to +4.