SangoProduction
2015-07-17, 08:18 PM
Monk of the Path
Prerequisites: Skills: Concentration 7
BAB: 3
Feats: Improved Unarmed Attack, Weapon Focus (Unarmed Attack)
Special: Must have skills and feats related to your path (see below)
It was designed to allow someone from a 3/4 attack scaling to be able to enter at level 4. I thought that was potentially a bit early for a D&D PRCs. So...I added the 1 feat tax (Weapon Focus). I'm unsure if this is necessary or not. I don't play at a high enough OP to be able to test it myself.
Progression: BAB: Full
Fort/Ref: Bad
Will: Good
Skills: 6 + Int
Class Skills: All Prerequisite skills, Monk class skills, and knowledge skills.
Level
BAB
Fort
Ref
Will
Quick Move
Special
1
1
0
0
2
10
Chosen Path I; Wraps of Power; Monk Abilities;
2
2
0
0
3
15
Evasion, Uncanny Dodge
3
3
1
1
3
20
Chosen Path II
4
4
1
1
4
25
Special Punch; Multi-headed Hydra
5
5
1
1
4
30
Chosen Path III
6
6
2
2
5
45
Extreme Maneuvers
7
7
2
2
5
50
Chosen Path IV
8
8
2
2
6
55
Buffeting Blow
9
9
3
3
6
60
Chosen Path V
10
10
3
3
7
75
Perfection; Chosen Path VI
11
11
3
3
7
80
Chosen Path VII
Level 1:
Wraps of Power (Su): All Monks of the Path share knowledge of these wraps, regardless of their paths. These wraps are formed from the monk's own ki, and acts as a focus, as well as a relay beacon for magical powers. These wraps may be enchanted as though they were +1 light weapons. They also grant +1 to unnarmed attack and damage for every 3 levels of Monk of the Path (rounded down).
Even if you can consider your unarmed attacks different types of weapons, your wraps are still enchanted the same way. You may have multiple wraps at once (though not use more than one type at once). While equipped, they apply their enchantments to all your unarmed attacks. Equipping or unequipping the wraps are equivalent to drawing or sheathing a weapon in all respects, except they materialize or disappear, rather than needing to be stowed somewhere.
Monk Abilities: Monk of the Path levels stack with Monk levels for the purpose of Unarmed Damage, AC Bonus, Unnarmored Speed Bonus, Slow Fall, and Stunning Fist. If you have no Monk levels, then you gain these abilities as though you were a Monk of the level of you Monk of the Path. Additionally, add your Wisdom to your Unarmed Damage, and you can be 10 * Wisdom Modifier feet from the nearest wall for Slow Fall, or what you normally can, which ever is a greater distance.
Quick Move (Ex): All Monks of the Path are masters of maneuvering around the battlefield, even if some are better than others. As a swift action, a Monk of the Path may move up to their Quick Move, otherwise following the normal rules of movement. Unless otherwise stated, they may not move afterwards, nor may they use Quick Move if they've already moved this turn. This movement is always land-based movement, unless such movement is inappropriate to the campaign (such as an aquatic or avian campaign), in which case it's always of the most appropriate movement form.
Additionally, gain a bonus to jump checks equal to 1/2 your Quick Move speed (rounded down).
Chosen Path: A Monk of the Path must choose a path which he will walk. From then on, gain that Path's abilities at the appropriate level, in addition to the normal abilities a Monk of the Path gains. At every odd level, they gain a new ability from the path.
Level 2:
Evasion (Ex): A Monk of the Path at second level gains Evasion like the Rogue ability, unless they've already got it from another class, in which case, they gain Improved Evasion.
Uncanny Dodge (Ex): Whether they are quick, observant, or can simply absorb your attacks, Monks of the Path from level 2 onward are difficult opponents to truly seem to outnumber. Gain Uncanny Dodge like the Rogue ability, unless you already have it, in which case, you gain Improved Uncanny Dodge.
Level 4:
Special Punch: While not necessarily involving the hands, a Monk of the Path does develop their own style, which improves their effectiveness in unarmed combat, often in surprising ways. The monk may choose for their unarmed attacks to deal damage as Bludgeoning, Slashing, or Piercing only, or they may choose for it to deal Slashing or Piercing in addition to Bludgeoning. If they chose only one, then they deal 1d6 additional damage due to the specialized nature of their training.
Multi-headed Hydra: A Monk of the Path becomes unnaturally canny in mob combat, and actually turns the enemies' numbers against them. For each opponent that they threaten, gain +1 AC, and either Fast Healing 1, or +1 to all saves.
Level 6:
Extreme Maneuvers: At this point, a Monk of the Path may convert up to 1/2 (rounded down to the nearest multiple of 5), of their regular move speed to additional Quick Move. If the monk has multiple types of movement, use only the fastest one. A monk may return that amount of move to normal, or keep in in Quick Move at will, but if for instance, she used Quick Move with 1/2 of her move added to it, then for all other purposes, her "remaining move" is only 1/2 of what her basic movement.
If a monk's movement changes, such as by Haste, Slow, Polymorph, or mundane means, the amount that can be converted changes as well.
Furthermore: increase the Quick Move base speed by a further 10 ft.
Quick Move may now be of one additional movement type of the Monk of the Path's choice, other than tunneling, chosen at Monk of the Path level 6. It, does not, however, grant you a method to sustain your position. For instance, if you chose fly speed, but have no other ability to fly, then you will fall as normal.
Your Jump distance is now unbounded. If it was already unbounded, then gain a +5 bonus to jump checks.
Level 8:
Buffeting Blow: At 8th level, the monk has learned how to strike his opponents to move them wherever he likes. He rolls damage for a successful unarmed attack, but rather than doing damage, he can opt to force his opponent to make a Strength check, opposed by the monk's Wisdom check. The monk gets a bonus on the check equal to the amount of damage he would have inflicted.
If the target fails the check, it can be moved 5 ft for every 3 points failed, or tripped. If moved, then the monk may follow for a free action, if the monk's speed allows for it. The monk gets an additional Size bonus of +4, or -4 for each size category bigger or smaller (respectively) than the target he is. If used during a charge, gain +2 to the first check.
For the purpose of full attacks, you may use one attack to use Buffeting Blow, and the rest for damage, or for new Buffeting Blows. Quick Move may be used instead of regular move, if you wish to follow the target, and still get a full attack. Remember that you may not make a regular move if you use a Quick Move.
Level 10:
Perfection: At this point, the Monk of the Path gains the title of Master of the Path, as well as a powerful evolution of his powers. He has truly perfected himself. She is forevermore considered a Native Outsider, rather than any other type or subtype, and nothing may change that, except path abilities. As well, she gains Fast Healing 15. As indicated by the Native part of her new type, she may be brought back from the dead. She may not, however, become undead, as she can't obtain the Undead type.
Additionally, you consider yourself to have 2 more levels of Monk of the Path than you actually have for the purpose of: Monk Abilities and Wraps of Power, and your Quick Move improves by 10 ft. This is not the main cap stone. The cap stone that comes from the mastery of the Path is the main cap stone.
Prerequisites: Skills: Concentration 7
BAB: 3
Feats: Improved Unarmed Attack, Weapon Focus (Unarmed Attack)
Special: Must have skills and feats related to your path (see below)
It was designed to allow someone from a 3/4 attack scaling to be able to enter at level 4. I thought that was potentially a bit early for a D&D PRCs. So...I added the 1 feat tax (Weapon Focus). I'm unsure if this is necessary or not. I don't play at a high enough OP to be able to test it myself.
Progression: BAB: Full
Fort/Ref: Bad
Will: Good
Skills: 6 + Int
Class Skills: All Prerequisite skills, Monk class skills, and knowledge skills.
Level
BAB
Fort
Ref
Will
Quick Move
Special
1
1
0
0
2
10
Chosen Path I; Wraps of Power; Monk Abilities;
2
2
0
0
3
15
Evasion, Uncanny Dodge
3
3
1
1
3
20
Chosen Path II
4
4
1
1
4
25
Special Punch; Multi-headed Hydra
5
5
1
1
4
30
Chosen Path III
6
6
2
2
5
45
Extreme Maneuvers
7
7
2
2
5
50
Chosen Path IV
8
8
2
2
6
55
Buffeting Blow
9
9
3
3
6
60
Chosen Path V
10
10
3
3
7
75
Perfection; Chosen Path VI
11
11
3
3
7
80
Chosen Path VII
Level 1:
Wraps of Power (Su): All Monks of the Path share knowledge of these wraps, regardless of their paths. These wraps are formed from the monk's own ki, and acts as a focus, as well as a relay beacon for magical powers. These wraps may be enchanted as though they were +1 light weapons. They also grant +1 to unnarmed attack and damage for every 3 levels of Monk of the Path (rounded down).
Even if you can consider your unarmed attacks different types of weapons, your wraps are still enchanted the same way. You may have multiple wraps at once (though not use more than one type at once). While equipped, they apply their enchantments to all your unarmed attacks. Equipping or unequipping the wraps are equivalent to drawing or sheathing a weapon in all respects, except they materialize or disappear, rather than needing to be stowed somewhere.
Monk Abilities: Monk of the Path levels stack with Monk levels for the purpose of Unarmed Damage, AC Bonus, Unnarmored Speed Bonus, Slow Fall, and Stunning Fist. If you have no Monk levels, then you gain these abilities as though you were a Monk of the level of you Monk of the Path. Additionally, add your Wisdom to your Unarmed Damage, and you can be 10 * Wisdom Modifier feet from the nearest wall for Slow Fall, or what you normally can, which ever is a greater distance.
Quick Move (Ex): All Monks of the Path are masters of maneuvering around the battlefield, even if some are better than others. As a swift action, a Monk of the Path may move up to their Quick Move, otherwise following the normal rules of movement. Unless otherwise stated, they may not move afterwards, nor may they use Quick Move if they've already moved this turn. This movement is always land-based movement, unless such movement is inappropriate to the campaign (such as an aquatic or avian campaign), in which case it's always of the most appropriate movement form.
Additionally, gain a bonus to jump checks equal to 1/2 your Quick Move speed (rounded down).
Chosen Path: A Monk of the Path must choose a path which he will walk. From then on, gain that Path's abilities at the appropriate level, in addition to the normal abilities a Monk of the Path gains. At every odd level, they gain a new ability from the path.
Level 2:
Evasion (Ex): A Monk of the Path at second level gains Evasion like the Rogue ability, unless they've already got it from another class, in which case, they gain Improved Evasion.
Uncanny Dodge (Ex): Whether they are quick, observant, or can simply absorb your attacks, Monks of the Path from level 2 onward are difficult opponents to truly seem to outnumber. Gain Uncanny Dodge like the Rogue ability, unless you already have it, in which case, you gain Improved Uncanny Dodge.
Level 4:
Special Punch: While not necessarily involving the hands, a Monk of the Path does develop their own style, which improves their effectiveness in unarmed combat, often in surprising ways. The monk may choose for their unarmed attacks to deal damage as Bludgeoning, Slashing, or Piercing only, or they may choose for it to deal Slashing or Piercing in addition to Bludgeoning. If they chose only one, then they deal 1d6 additional damage due to the specialized nature of their training.
Multi-headed Hydra: A Monk of the Path becomes unnaturally canny in mob combat, and actually turns the enemies' numbers against them. For each opponent that they threaten, gain +1 AC, and either Fast Healing 1, or +1 to all saves.
Level 6:
Extreme Maneuvers: At this point, a Monk of the Path may convert up to 1/2 (rounded down to the nearest multiple of 5), of their regular move speed to additional Quick Move. If the monk has multiple types of movement, use only the fastest one. A monk may return that amount of move to normal, or keep in in Quick Move at will, but if for instance, she used Quick Move with 1/2 of her move added to it, then for all other purposes, her "remaining move" is only 1/2 of what her basic movement.
If a monk's movement changes, such as by Haste, Slow, Polymorph, or mundane means, the amount that can be converted changes as well.
Furthermore: increase the Quick Move base speed by a further 10 ft.
Quick Move may now be of one additional movement type of the Monk of the Path's choice, other than tunneling, chosen at Monk of the Path level 6. It, does not, however, grant you a method to sustain your position. For instance, if you chose fly speed, but have no other ability to fly, then you will fall as normal.
Your Jump distance is now unbounded. If it was already unbounded, then gain a +5 bonus to jump checks.
Level 8:
Buffeting Blow: At 8th level, the monk has learned how to strike his opponents to move them wherever he likes. He rolls damage for a successful unarmed attack, but rather than doing damage, he can opt to force his opponent to make a Strength check, opposed by the monk's Wisdom check. The monk gets a bonus on the check equal to the amount of damage he would have inflicted.
If the target fails the check, it can be moved 5 ft for every 3 points failed, or tripped. If moved, then the monk may follow for a free action, if the monk's speed allows for it. The monk gets an additional Size bonus of +4, or -4 for each size category bigger or smaller (respectively) than the target he is. If used during a charge, gain +2 to the first check.
For the purpose of full attacks, you may use one attack to use Buffeting Blow, and the rest for damage, or for new Buffeting Blows. Quick Move may be used instead of regular move, if you wish to follow the target, and still get a full attack. Remember that you may not make a regular move if you use a Quick Move.
Level 10:
Perfection: At this point, the Monk of the Path gains the title of Master of the Path, as well as a powerful evolution of his powers. He has truly perfected himself. She is forevermore considered a Native Outsider, rather than any other type or subtype, and nothing may change that, except path abilities. As well, she gains Fast Healing 15. As indicated by the Native part of her new type, she may be brought back from the dead. She may not, however, become undead, as she can't obtain the Undead type.
Additionally, you consider yourself to have 2 more levels of Monk of the Path than you actually have for the purpose of: Monk Abilities and Wraps of Power, and your Quick Move improves by 10 ft. This is not the main cap stone. The cap stone that comes from the mastery of the Path is the main cap stone.