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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.

SangoProduction
2015-07-17, 08:20 PM
Paths

Path of the Snake
The Path of the Snake focuses on speed and mobility. To imitate the the serpent's sudden strikes is to seek perfection.

Prerequisite:
Feat: Weapon Finesse
Skills: Escape Artist 7 or Jump 7

Level 1: Snake's Grace: The Monk of the Snake may add his move speed to Quick Move. If the monk has other types of movement, such as flight or swimming, that isn't the result of a spell, then the monk may use said movement, following the normal rules, except that it only takes a swift action.
The monk's base Reflex save progression is Good.

Level 3: Flurry of Blows: The monk improves his speed and reactions, allowing him to get even more hits in. Whenever he makes an attack unarmed, or with a light weapon, then he may make an additional unarmed attack, but all his attacks that turn suffer -2. Using Flurry of Blows is not as accurate as needed for a sneak attack, as such, sneak attack doesn't apply when Flurry of Blows is used. You must declare that you are using Flurry of Blows before the attack is made.
Furthermore, the monk may choose to use unarmed strikes as though he was dual wielding his unarmed strikes, gaining bonus attacks and penalties to his attacks as normal. As well, he adds his Dexterity to his damage with unarmed strikes instead of his strength.
The Monk of the Snake also gains the Two Weapon Fighting for free, but only for light weapons and Unarmed Strikes.

Level 5: Duck and Weave: In any turn in which the monk uses his Quick Move, he gains the ability to choose (class level / 2) targets whom he gains +2 dodge bonus against, as well, he gains +4 AC vs opportunity attacks until the beginning of his next turn. These bonuses do not stack with Dodge or Mobility, though the monk counts as having those feats for purposes of prerequisites.

Level 7: Blink of an Eye: Although unleashing a barrage of attacks loses a certain deal of accuracy, it's difficult to avoid what seems to be a thousand fists. Whenever the monk uses his Flurry of Blows, he may make an additional unarmed attack at your highest attack bonus. Further more, instead of -2 to his attacks, he only suffers -1 for the attacks he makes when he uses Flurry of Blows.
Additionally, if dual wielding unarmed strikes, he reduces the penalty to attacks from Unarmed "dual wielding" by 2.

Level 9: Move Like Water: When an enemy tries to leave your threatened square (even by means of teleportation, you may spend the attack of opportunity to instead move to the square they were trying to leave to, and make a single attack at a -5 penalty. Use this no more than once per round on any single enemy.
Your threatened range with unarmed attacks is now doubled, and once per round, you may make 1 otherwise normal unarmed attack count as having double reach.

Level 10: Transendant step: When using Quick Move, the monk may effectively "teleport" to his target location as a Move Equivalent action, with a range of his move speed + quick step. For example, a human with 30 move speed, and 90 Quick move could teleport up to 120 ft away. All normal rules for teleportation applies, except that this teleport requires line of effect, and it doesn't get intercepted by any effects that would normally stop or change the destination of teleporation abilities. Additionally, so long as you have line of sight to your target, you have no chance of teleporting into a solid object.
However, immaterial blocks, such as Wall of Fire, or Solid Fog, do not block line of effect for the purpose of this ability, and as such may teleport normally, with the chance of accidentally teleporting into (running into) solid objects he didn't see.
In actuality, the monk is not teleporting, as much as he is moving faster than mortals can perceive, allowing him to even run on air, or through fire before it can harm him. Due to this speed, however, it is quite impossible to make sudden turns, and the best results are achieved when the movement is planned out.
The Monk of the Snake no longer suffers penalties to attacks from Flurry of Blows, and can sneak attack even while using Flurry of Blows.

Level 11: Godly Step: Double the monk's quick move, and all movement speeds of the monk. Additionally, the monk may now teleport, as a full round action, without line of sight or effect. If he teleports into a solid object, he suffers the normal penalties. He also counts as having used an actual teleport spell, and is subject to any such effect that interacts with them.
Additionally, when you are subject to the spell Time Stop, as an immediate action, at any point during the Time Stop effect, you may move up to your quick move, and make a single attack, treating the target as being flat footed. Despite what the spell says, the damage still goes through. You then resolve Time Stop as normal. You may use this only once per cast of Time Stop.



Path of the Bear
The Path of the Bear follows the path towards bodily strength and toughness. To imitate the bear is to seek perfection.


Prerequisite:
Feat: Power Attack
Skills: 7 ranks in Climb or Swim

Level 1: Quick Charge: A Monk of the Bear may charge, using their quick move instead of their normal move. If so done, the monk still may use a standard or move action, ignoring the normal limitations of not being able to move after using Quick Move. He may also add his Quick Move to his regular movement if he wishes to do a regular charge, thus and not being able to use his standard or move action afterwards.
The Monk of the Bear's Fortitude progression is good.

Level 3: Smashing Blow: A Monk of the Bear has mastered the ability to transfer an insane amount of force into a single, crushing blow. Whenever the monk makes an unarmed strike, he deals half his damage again. Further more, he may sacrifice additional attacks to double his damage. For instance, a monk with a +7 attack may attack two times (+7/+2), with 1.5 times the damage of each, or attack once (+7), with 3 [1.5*2) times the damage of the first one. Similarly, with a +11 to attack, they could attack 3 times (+11/+6/+1), at 1.5 times the damage of each, or attack once (+11) at 4.5 [1.5*3] times the damage, or twice (+11/+6), dealing 3 [1.5*3] times the damage on the first, and 1.5 damage on the second, or any other combination.
You must declare that you are using Smashing Blow before the attack is made. Sneak attacks are doubled by sacrificing attacks, but not by the base "Half again". Critical strikes add to the multiplier from sacrificing attacks. For example, if your unarmed strike has a critical multiplier of x2, and you sacrificed two attacks, you would deal 4 times your damage (which is base line multiplied by 1.5 by this ability), resulting in a total multiplier of 6 times your roll.
When you are "multiplying" the damage of your unarmed strikes, include strength, and other modifiers, despite the normal critical rules.
Additionally, the Monk of the Bear may consider his unarmed strikes to be two handed when beneficial.

Level 5: Magical Chest Hair: At this level, a Monk of the Bear has perfected the art of defense, and his hair itself defends him. His hair counts as Light Armor for the purpose of enchantment, but Natural Armor for all other purposes, with a base armor bonus of 0, and an enhancement bonus of (Monk of the Path level / 2). Losing more than 50% of your body hair constitutes losing this ability for 2 days, then it grows back. When it grows back, you regain the full benefits of this ability, and further enchantments, and gain a +2 bonus to saves to avoid losing your hair each time you lose this ability.
Furthermore, the monk's chest hair may be further enchanted, as though it was only a +1 armor.
Further enchantments increase the cost to enchant his chest hair as normal. The monk must be present for the whole enchantment process.
Note: Yes, even female Monks of the Bear have access to this ability. It is also often ceremonial for those who just achieved this power to pull out their own hair by hand for weeks until even their master can no longer do so.
You count as having Toughness and Endurance for the purpose of Prerequisites.

Level 7: Perfect Smash: The monk has now mastered spotting the best spot to break anything with a single hit. When using Smashing Blow, you double the damage, rather than dealing half again. This doubling is multiplicative with the doubling from sacrificing attacks, because it's adjusting the base damage. For example, if the monk had +7 attack, and gave up the second attack, then the first attack would be done at x4 [2*2] the normal damage.
Furthermore, ignore up to 2 points of armor and/or natural armor (even from a magical source) when you attack with an unarmed strike. Or ignore up to 4 hardness for objects. Or You can roll 1 more die for Sneak Attack damage. (Your choice on attack.)

Level 9: Endure the Storm: A Monk of the Bear can channel ki to help him shrug off incoming damage. As such, whenever a reflex save is made that Evasion would work with, a Monk of the Bear may use Fortitude instead.
Furthermore, you can use Constitution instead of Dexterity for your AC.

Level 10: Ki Body: By mastering his body and mind, the monk has complete control and focus, allowing him to manipulate how he interacts with the world on a fundamental level. At the start of the Monk of the Bear's turn, he may choose to have 1 of the following effects active, until the start of his next turn: a) have his unarmed attacks be considered a special material or alignment in addition to other properties (such as Good, silver, or adamantium), b) reduce all damage (ability or hit point) he takes by 1/2, or c) be considered an object or construct (whichever is more beneficial for the monk) for the purpose of spells.
Furthermore: When you are reduced to 0 hit points or less, the monk automatically stabilizes, and is immune to coup de grace.

Level 11: Mastered Body: The monk can have his unarmed attacks be considered any special material or alignment at all times, and the specific material/alignment can be changed at will as a free action. This is in addition to Ki Body.
Furthermore, double the Monk of the Bear's class Fortitude save.

Path of the Buruburu
Though rare, the Monks of the Buruburu revel in the supernatural fear that these ghosts represent. To try to know and conquer one's fear is to seek perfection.


Prerequisites:
Feat: Point Blank Shot
Skills: Knowledge Arcana 7
Listen 7
SPECIAL: Requires Mobility and Ability Focus: Eldritch Blast, instead of the normal Monk of the Path feat requirements.

Level 1: Rushing Fear: A Monk of the Buruburu may use their Quick Move to pass through other creatures. Each enemy they pass through using Quick Move must make a Will Save DC (8 + Character Level + Charisma Modifier), or suffer the effects of the Cause Fear spell, except that the duration is for 1 round per class level, and the target is never considered immune (including if the race is immune to fear). Moving into and out of a creature's square doesn't provoke an attack of opportunity, but you may not end your movement within another creature's square.

Levels in Monk of the Path now increase Eldritch Blast damage instead of Unarmed Damage, and every time Unarmed Attack is used for a Monk of the Path ability, the monk may instead use Eldritched Blast (chosen at time of gaining the ability). Instead of a Quick Move's bonus to Jump, gain it for Escape Artist. For the purpose of caster level, Warlock and Monk of the Path levels stack. This increased caster level doesn't improve Eldritch Blast damage.
NOTE: This is because that would be double dipping.
Special Note: For Buffeting Blow, you may "follow" by moving 5 ft in the direction that you moved the target, or 5 ft closer to the target, which ever you prefer.

Level 3: Quick Blast: Whenever a Monk of the Buruburu uses Quick Move, once they finish moving they may, as part of the action, use Elditch Blast as well, for half damage. If the target of Eldritch Blast is suffering from the effects of Rushing Fear, then deal full damage. This use of Eldritch Blast doesn't count as such (may still cast another spell/use it again, if so desired).
Whenever a Monk of the Path ability mentions Wisdom, use Charisma instead (including Monk abilities granted by Monk of the Path).

Level 5: Ghostly Steps: A Monk of the Buruburu has begun to be able to feed off of the fear they inflict. For each creature of Intellect 3 or higher that the monk passes through with Quick Step (including those they choose not to inflict with Rushing Fear) grant +1 bonus AC for 1 round.
For each creature of Intellect 3 or higher that is under the affect Rushing Fear, gain +1 bonus to all saves.
Additionally, gain +4 to saves vs fear at all times.

Level 7: Nexus of Souls: At this level, a Monk of the Buruburu may now use Eldritch Blast at the beginning of their Quick Move, in addition to after you finish it. This is also at half damage for normal targets, and full damage for those affected by Rushing Fear. This use of Eldritch Blast also does not count as such. This Blast need not be used against the same target as Quick Blast.
[Potential Change: Allows you to now threaten targets within 10 ft with your Eldritch Blast, as though it were a melee weapon. I need word on if this is a good change or not.]
Your Eldritch Blast now does full damage to objects, at all times. Additionally, gain +4 to all Charisma based checks vs incorporeal undead, as they recognise you as having a powerful connection. (Whether this is good or bad depends on the situation.)

Level 9: Shroud of Night: When the subject of an attack or spell, the Monk of the Buruburu may become incorporeal until the beginning of his next round, and become negate the attack or spell (regardless if it could normally hit incorporeal). This ability can't be used again for 1d4+1 rounds.
Additionally Eldritch Blast may now act as though it were a Ghost Touch weapon, or force effect, whichever is more beneficial. Gain an additional +4 to saves vs fear.

Level 10: Contagious Fear: Each time a creature is affected by Rush of Fear, all enemies in, a radius around the creature equal to 1/2 your Quick Move speed, rounded down, suffer a -2 penalty to saves vs fear until the start of your next turn, and must make a save as though they were the target of Rush of Fear. The penalty to saves vs fear stacks.
Additionally, when subject to an attack or spell that would knock you below 0 HP, or reduce your Con to 1 or lower, then immediately negate it, and you become immune to all attacks, spells, spell-like abilities, supernatural abilities, and environmental effects until the end of your next turn. This ability may not activate more than once per day.
You are immune to moral penalties, fear and negative levels. Gain a further +4 bonus to charisma checks against incorporeal undead.

Level 11: Epitaph of the Dead: For the purpose of Contagious Fear, use your full Quick Move instead of half. Furthermore, increase the save penalty of Contagious Fear to -4. Additionally, all moral penalties enemies suffer from are increased by 2. All moral penalties suffered by allies are reduced by 2.
And lastly, you may cast Dominate Person on any incorporal undead at a caster level equal to your character level, once per 1d4 minutes, ignoring the fact that Undead are immune to mind affecting effects, or Dominate Person's target limitations.
You may have no more than 1 undead Dominated in this fashion.

SangoProduction
2015-07-17, 08:40 PM
Recommended Homebrew To Use With This

http://www.giantitp.com/forums/showthread.php?150122-3-5-The-Monk-Remixed
Specifically the bit about the feats. They are pretty cool. The class seems like it would work as a base entrance class. I did not plan this around said homebrew though, so be careful of things that would seem to be unintended combinations, like the feat that allows you to gain Enchantments on your unarmed attack, and my Wraps of Power.

khadgar567
2015-07-18, 04:24 AM
Small request can you make one for warlock (giving furry of blows like snake path with eldricth blast) and sorcerer ( giving ability to distance punch from 30ft range with touch spells and furry of blows to)

SangoProduction
2015-07-18, 06:35 PM
Small request can you make one for warlock (giving furry of blows like snake path with eldricth blast) and sorcerer ( giving ability to distance punch from 30ft range with touch spells and furry of blows to)

Interesting, I'll work on it. It wasn't quite designed with spell casting classes in mind though. OK. I got a few ideas.

Jormengand
2015-07-18, 06:40 PM
I suggest that you unspoiler everything and make a table for the class, so that people can see what's going on.

SangoProduction
2015-07-18, 06:45 PM
I suggest that you unspoiler everything and make a table for the class, so that people can see what's going on.

Was planning on putting a table on. Do you not like spoilers separating everything out the levels? OK, i'll fix that soon.

Jormengand
2015-07-18, 06:50 PM
Was planning on putting a table on. Do you not like spoilers separating everything out the levels? OK, i'll fix that soon.

There are very few classes which warrant spoilers - if you look at my Warp Mage, which spans several posts just because it keeps hitting the character limit, then look at, oh, my veteran for example, you'll see an instance of a class that needs it and a class that doesn't.

SangoProduction
2015-07-19, 12:42 AM
Small request can you make one for warlock (giving furry of blows like snake path with eldricth blast) and sorcerer ( giving ability to distance punch from 30ft range with touch spells and furry of blows to)

UPDATE: Added Path of the Buruburu, a Warlock fear / ghost master. If anyone sees anything that's...like...broken (likely going to relate to the Eldritch Blast = Unarmed Strike thing...), please tell me.

SangoProduction
2015-07-20, 02:51 AM
Update: Added a table. Added Multi-Headed Hydra ability to the relatively dull level 4 abilities. Made Extreme Maneuvers more useful, and cleaned up Buffeting Blow (in that you are no longer rolling 200 times to push your opponent around). Gave Path of the Snake Two Weapon Fighting for free as soon as they are able to use Unarmed for TWF. Finally formatted the base class. Fixed some formatting problems with Path of the Buruburu. Added a [Potential Change] to Path of the Buruburu.