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View Full Version : D&D 3.x Class The Monk (E6 Project v3, PEACH)



Gnorman
2016-03-17, 08:07 PM
The Monk (E6)

Designer's Notes:
The challenge with the monk isn't filling dead levels; it's making the abilities that it does get strong or relevant enough to compete. While I've kept the spirit of most of its signature abilities, I have tried to make them more powerful in general. This version of the monk is slightly more versatile, excelling at combat maneuvers and gaining free, mutable weapon enhancements. She's fast, she's acrobatic, and she has formidable spell resistance and saves. She's also hopefully less MAD.

As far as archetypes go: the kensai is your damage dealer and weapon master, the ninja is your stealthy skill monkey, and the sacred fist gains clerical spellcasting and healing.

Also note: no alignment requirements, because those are dumb.

Alignment: Any
HD: d8
Class Skills: Balance, Climb, Concentration, Decipher Script, Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (local), Knowledge (religion), Listen, Move Silently, Profession, Sense Motive, Speak Language, Spot, Swim, Tumble
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Saves
Special
Unarmed Damage
Speed Bonus
AC Bonus




Fort
Ref
Will







1st
+0
+2
+2
+2
Archetype Power (Lesser), Armor Class Bonus, Fists of Fury, Flurry of Blows
1d6
0
0


2nd
+1
+3
+3
+3
Evasion, Fleet of Foot, Versatile Combatant
1d6
10'
0


3rd
+2
+3
+3
+3
Archetype Power (Moderate), Ki Strike (+1), Still Mind
1d6
10'
+1


4th
+3
+4
+4
+4
Diamond Body, Tuck and Roll
1d8
10'
+1


5th
+3
+4
+4
+4
Diamond Soul, Wave Fist
1d8
20'
+1


6th
+4
+5
+5
+5
Archetype Power (Greater), Pinnacle of Harmony, Ki Strike (+2)
1d10
20'
+2



Weapon and Armor Proficiency: The Monk is proficient with all simple weapons and any weapon designated as a "special monk weapon." She is also proficient with light armor.

Archetype Power: At 1st level, the Monk chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Monk a different set of abilities at levels 1, 3, and 6, as noted below.

Armor Class Bonus: As long as the Monk is wearing light or no armor, and is carrying a light load or less, she gains her Wisdom or Intelligence modifier, whichever is higher, as a bonus to her armor class. This applies against touch attacks and when she is flat-footed, but not when she is helpless or immobilized.

At 3rd level, and again at 6th, the armor class bonus granted by this ability increases by +1.

Fists of Fury: The Monk gains Improved Unarmed Strike as a bonus feat, and her natural attacks deal damage according to the column in her class table. She may make unarmed attacks with any part of her body, and so may do so with her hands full. She applies her full Strength bonus to all unarmed attacks. Her unarmed attacks are considered both natural and manufactured weapons for the purposes of spells or effects that improve those respective weapons. She also gains Stunning Fist as a bonus feat.

At 4th level, the critical threat range and multipler of the Monk's unarmed attacks increase, to 19-20 and x3, respectively.

Flurry of Blows: When in light or no armor, the Monk may strike with a flurry of blows, using her natural attacks or a special monk weapon. By doing so, she gains one extra attack in a round at her full base attack bonus; her base attack bonus is considered equal to her class level when using this ability rather than her normal base attack bonus. She must use a full-attack action to do so, and she takes a -2 penalty to all attacks made in that round (including attacks not made on her turn, such as attacks of opportunity).

At 3rd level, the Monk no longer takes the -2 penalty to her attacks when using this ability.

At 6th level, the Monk may flurry as a standard action.

Evasion: As the base monk ability. (http://www.d20srd.org/srd/classes/monk.htm#monkEvasion)

Fleet of Foot: The Monk gains a bonus to her base land speed as given in her class table. She only gains this bonus when wearing light or no armor.

Versatile Combatant: The Monk excels at combat maneuvers, and using their opponents' strength against them. She is treated as if she had the following feats, even if she does not meet their requirements: Combat Expertise, Combat Reflexes, Improved Grapple, Improved Trip, and Improved Disarm. Additionally, she gains a bonus on all combat maneuvers equal to her Wisdom or Intelligence modifier, whichever is higher.

Ki Strike: The Monk's unarmed strikes receive a +1 enhancement bonus, and are considered magic for the purposes of overcoming damage reduction.

At 6th level, the enhancement bonus on her unarmed strikes increases to +2, or she may choose any weapon special ability with a price of +1 and have that ability applied to her unarmed strikes. By spending five minutes in meditation, she may change that special ability to any other with a price of +1, or the standard +2 enhancement bonus. For example, she may choose to strike with +2 fists, or with +1 flaming fists.

Still Mind: The Monk becomes immune to hostile charm or compulsion effects.

Tuck and Roll: Any damage that the Monk takes from falling is converted to nonlethal damage. She does not take any damage whatsoever for the first 30 feet of falling distance.

Diamond Body: The Monk becomes immune to all diseases, supernatural or otherwise.

Diamond Soul: The Monk gains spell resistance equal to 10 + her level + her Wisdom or Intelligence modifier, whichever is higher. This spell resistance only applies against hostile or unwanted spells or effects; the Monk may accept beneficial spells from her allies without needing to consciously lower her spell resistance.

Wave Fist: The Monk's attacks with her unarmed attacks, or with special monk weapons, gain an additional five feet of range, effectively giving her reach with those weapons. However, she is still able to attack opponents in adjacent squares.

Pinnacle of Harmony: Once per day, the Monk may make use of one of the following abilities.

Arcane Deflection: For the remainder of the encounter, whenever the Monk is targeted by a hostile spell (or spell-like ability), and the spell does not overcome her spell resistance, it rebounds and affects the caster instead. Activating this ability is an immediate action.

Flying Leap: For the remainder of the encounter, the Monk gains a fly speed equal to her base land speed, with average maneuverability. However, she must begin and end each round standing on solid ground; if she does not, she begins to fall. Activating this ability is a swift action.

Quivering Palm: For the next round, all successful attacks made by the Monk forces the target(s) to make a Fortitude save (DC = 10 + half the Monk's level + the Monk's Intelligence or Wisdom modifier, whichever is higher), or immediately die. This is a death effect, and does not effect creatures with indiscernible anatomies, or that are otherwise immune to critical hits. Activating this ability is a swift action.


Archetypes:

Kensai

Lesser Archetype Power: A kensai is proficient with all martial weapons, and one exotic weapon of her choice. She may use her flurry of blows ability with any weapon that she is proficient with.

Moderate Archetype Power: A kensai receives an additional +1 enhancement bonus to her unarmed strikes from her ki strike ability (and may trade it for special abilities as noted in the Ki Strike entry - her unarmed strikes have a total enhancement bonus of +2 at 4th level, and +3 at 6th). In addition, she may transfer this enhancement bonus or any special abilities she selects to any manufactured weapon that she holds.

Greater Archetype Power: As a swift action, a kensai can charge her fists or her weapons with power. For the next round, all attacks made by the kensai deal maximum damage. The kensai may use this ability a number of times per day equal to her Strength modifier. Her wave fist ability now functions with any weapon she is proficient with.


Ninja

Lesser Archetype Power: When a ninja strikes an opponent in melee that is denied their dexterity bonus to AC, she deals an additional +1d6 damage. This additional damage increases by +1d6 at 3rd level, and again at 6th. This ability cannot be used against creatures with indiscernible anatomies or who are otherwise immune to critical hits. This ability counts as sneak attack for the purpose of qualifying for feats or any other ability requiring sneak attack.

A ninja also gains Disable Device and Open Lock as class skills, and the Trapfinding ability (http://www.d20srd.org/srd/classes/rogue.htm#trapfinding).

Moderate Archetype Power: A ninja gains a ki pool, which contains a number of ki points equal to half her level plus her Intelligence modifier. As a swift action that does not provoke an attack of opportunity, the ninja can expend a single ki point to use one of the following abilities.

Ki Dodge: The ninja gains 20% concealment for a single round. This ability may be used as an immediate action.

Ghost Sight: For the remainder of the encounter, the ninja can see invisible and ethereal creatures.

Ki Fade: The ninja becomes invisible for a single round, as per the spell.

Greater Archetype Power: A ninja's ki pool is now equal to her full level plus her Intelligence modifier. By expending two ki points as a swift action, a ninja can use one of the following abilities:

Ki Jump: The ninja may teleport up to 30 feet, in any direction that she has line of sight to. This ability may be used as an immediate action.

Greater Ki Dodge: The ninja gains 50% concealment for a single round. This ability may be used as an immediate action.

Paralyzing Palm: The next successful attack made by the ninja forces the target to make a Fortitude save (DC = 10 + half the ninja's level + the ninja's Intelligence modifier) or immediately become paralyzed for a number of rounds equal to the ninja's Intelligence modifier.


Sacred Fist

Lesser Archetype Power: A sacred fist can heal herself or her companions as a swift action. To use this on someone other than herself, she must be able to touch them. She may heal a number of hit points per day equal to her class level multiplied by twice her Wisdom modifier.

Moderate Archetype Power: A sacred fist gains the ability to cast a limited number of divine spells, drawn from the Cleric list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Cleric list. Her spellcasting attribute is Wisdom. She gains bonus spells for having a high Wisdom, and must have a Wisdom score of at least 10 + the level of the spell in question to cast it. The DC of a sacred fist's spells are equal to 10 + 1/2 her level + Wisdom modifier.

Greater Archetype Power: A sacred fist now knows and may cast spells from the Warlock list. In addition, the sacred fist may now cast and channel a touch spell as part of an melee attack as a standard action. If the attack is successful, it deals damage normally and the spell's effect is resolved. Casting a spell in this way does not provoke attacks of opportunity.



Level
Spells Per Day



0
1
2


1st
-
-
-


2nd
-
-
-


3rd
3
1
-


4th
3
2
0


5th
3
3
1


6th
3
3
2





Spell Lists:

Cleric Spell List:
0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Bless, Bless Water, Command, Cure Light Wounds, Detect Alignment, Detect Undead, Divine Favor, Endure Elements, Hide from Undead, Magic Stone, Magic Weapon, Protection from Alignment, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Gentle Repose, Hold Person, Make Whole, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, Restoration (Lesser), Shield Other, Silence, Sound Burst, Status, Summon Monster II, Zone of Truth
3: Create Food and Water, Continual Flame, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Good Hope, Helping Hand, Invisibility Purge, Locate Object, Magic Circle Against Alignment, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Summon Monster III, Tongues, Water Walk

Warlock Spell List:
0: Acid Splash, Detect Magic, Disrupt Undead, Inflict Minor Wounds, Mage Hand, Message, Prestidigitation, Read Magic, Touch of Fatigue
1: Bane, Cause Fear, Chill Touch, Command, Deathwatch, Detect Undead, Disguise Self, Doom, Entropic Shield, Inflict Light Wounds, Protection from Alignment, Ray of Enfeeblement, Summon Monster I
2: Blindness/Deafness, Command Undead, Darkness, Death Knell, Desecrate, False Life, Ghoul Touch, Inflict Moderate Wounds, Spectral Hand, Scare, Spider Climb, Summon Monster II, Summon Swarm, Touch of Idiocy, Undetectable Alignment, Web
3: Animate Dead, Bestow Curse, Contagion, Crushing Despair, Deeper Darkness, Dispel Magic, Halt Undead, Inflict Serious Wounds, Magic Circle Against Alignment, Poison, Ray of Exhaustion, Remove Curse, Speak with Dead, Stinking Cloud, Summon Monster III, Vampiric Touch

Changelog:
3/17/16: Class originally posted.
3/22/16: Changed Ki Strike to require a base enhancement bonus of +1 before special abilities can be added. Was a bit wary of giving the kensai a holy greatsword at level 3.