ArmorArmadillo
2007-07-07, 08:19 PM
Monks control their bodies, but what's the point of exercising control over your body just to mimic what any commoner can do with a sword? There has to be something you do with that physical mastery? There is. And there's also a reason you haven't been told about it until now...
The Chameleon Fist
Those monks who devote themselves to the mystery of bodily control can become Chameleon Fists, nearly mystical healers who can push their bodies beyond human limits.
At best Chameleon Fists seek to master the afflictions of the world and heal their fellow man; at worst they try to establish their superiority over others and shred the moral limits of humanity.
At any rate, however, the bizarre anatomical powers of the Chamleon Fist make them powerful allies and dangerous enemies among monastic warriors.
Requirements:
Base Attack: +4
Skills: Heal 4 Ranks, Profession (Doctor) 9 Ranks
Feats: Stunning Fist
Special: Purity of Body class feature
Hit Die: d8
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Jump, Knowledge (Arcana), Knowledge (Religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, and Tumble.
Skill Points per level: 4 + Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2|Monk , Surgical Strike (Strength), Medical Expertise
2nd|
+1|
+3|
+3|
+3|Fluid Body
3rd|
+2|
+3|
+3|
+3|Surgical Strike (Wisdom)
4th|
+3|
+4|
+4|
+4|Medical Mastery
5th|
+3|
+4|
+4|
+4|Surgical Strike (Charisma), Expansive Body
6th|
+4|
+5|
+5|
+5|Cauterize
7th|
+5|
+5|
+5|
+5|Surgical Strike (Intelligence)
8th|
+5|
+6|
+6|
+6|Medical Supremacy
9th|
+6|
+6|
+6|
+6|Surgical Strike (Dexterity), Unbound Body
10th|
+7|
+7|
+7|
+7|Detached Existence[/table]
Monk Abilities: Your Chameleon Fist level stacks with your monk levels in determining your unarmored speed, your armor bonus, and your uses of Stunning Fists per day.
Surgical Strike (Ex): Your understanding of life and anatomy allows you to attack directly an opponents' muscles, circulation, and even their nervous systems. By spending a use of your Stunning Fist ability, you may make one of your attacks a Surgical Strike. If successful, rather than dealing hit point damage, a Surgical Strike deals 1d2 points of ability damage. At 1st level, you may deal Strength damage with your Surgical Strike. At 3rd level, you may instead deal Wisdom damage. At 5th level, you may also instead deal Charisma damage. At 7th level, you may also instead deal Intelligence damage. At 9th level, you may also instead deal Dexterity Damage. No matter the number of attacks you may make during a turn, you may make only one Surgical Strike per turn. Creatures immune to extra damage from critical hits are immune to Surgical Strikes.
Medical Expertise: Your understanding of the body makes you a powerful healer and elevates your natural senses. You gain an insight bonus to Heal, Spot, and Listen checks equal to 1/2 your level, rounded down.
Fluid Body (Ex): You've learned the secrets of the body, and can push it manipulate it beyond its normal limits, following through strikes by twisting your limbs around your opponent into vicious grapples. At 2nd level or higher, whenever you successfully deliver an unarmed strike, you may immediately initiate a grapple attempt without provoking an attack of opportunity. This ability is not usable in combination with a Surgical Strike.
Medical Mastery: Your encyclopedic knowledge of anatomy allows you to treat in a few key cuts and movements what takes others careful effort. At 4th level or higher, you can complete Heal actions which require a standard action as a swift action, actions which require 1 round instead require a standard action, and actions which require longer than 1 round instead require 1 round.
Expansive Body: With your control over your body and knowledge of anatomy, you can carefully detach and reroute aspects of your body, allowing you to manipulate the size and length of your appendages. At level 5, your reach increases by 5 ft.
Cauterize: You can exercise pinpoint control over your anatomy, healing wounds without external effort. At 6th level, you gain Fast Healing 1.
Medical Supremacy (Sp): The body is nothing to you, a children's toy you can fix without fail. At 8th level, you may spend a use of Stunning Fist and attempt a DC 30 Heal check as a full action. If successful, you may produce the effect of a cure moderate wounds spell with a caster level equal to your Chameleon Fist class level. This action is not quickened by Medical Mastery.
Unbound Body (Ex): Chameleon Fists of high power can twist their body into shapes that should be impossible, even for the limitless contortions of most Chameleon Fists. Twisting these bizarre contortions around opponents, they can crush them like anacondas. At 9th level, you gain constrict damage equal to your unarmed strike damage.
Detached Existence: Chameleon Fists of the highest levels give up their very humanity in light of their control over their physical bodies. At 10th level, your type changes to Monstrous Humanoid, you gain Resistance 10 to Acid, Cold, Electricity, Fire, and Sonic, you gain immunity to Critical Hits and Sneak Attacks, and you gain immunity to stunning, paralysis, and petrification.
The Chameleon Fist
Those monks who devote themselves to the mystery of bodily control can become Chameleon Fists, nearly mystical healers who can push their bodies beyond human limits.
At best Chameleon Fists seek to master the afflictions of the world and heal their fellow man; at worst they try to establish their superiority over others and shred the moral limits of humanity.
At any rate, however, the bizarre anatomical powers of the Chamleon Fist make them powerful allies and dangerous enemies among monastic warriors.
Requirements:
Base Attack: +4
Skills: Heal 4 Ranks, Profession (Doctor) 9 Ranks
Feats: Stunning Fist
Special: Purity of Body class feature
Hit Die: d8
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Jump, Knowledge (Arcana), Knowledge (Religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, and Tumble.
Skill Points per level: 4 + Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2|Monk , Surgical Strike (Strength), Medical Expertise
2nd|
+1|
+3|
+3|
+3|Fluid Body
3rd|
+2|
+3|
+3|
+3|Surgical Strike (Wisdom)
4th|
+3|
+4|
+4|
+4|Medical Mastery
5th|
+3|
+4|
+4|
+4|Surgical Strike (Charisma), Expansive Body
6th|
+4|
+5|
+5|
+5|Cauterize
7th|
+5|
+5|
+5|
+5|Surgical Strike (Intelligence)
8th|
+5|
+6|
+6|
+6|Medical Supremacy
9th|
+6|
+6|
+6|
+6|Surgical Strike (Dexterity), Unbound Body
10th|
+7|
+7|
+7|
+7|Detached Existence[/table]
Monk Abilities: Your Chameleon Fist level stacks with your monk levels in determining your unarmored speed, your armor bonus, and your uses of Stunning Fists per day.
Surgical Strike (Ex): Your understanding of life and anatomy allows you to attack directly an opponents' muscles, circulation, and even their nervous systems. By spending a use of your Stunning Fist ability, you may make one of your attacks a Surgical Strike. If successful, rather than dealing hit point damage, a Surgical Strike deals 1d2 points of ability damage. At 1st level, you may deal Strength damage with your Surgical Strike. At 3rd level, you may instead deal Wisdom damage. At 5th level, you may also instead deal Charisma damage. At 7th level, you may also instead deal Intelligence damage. At 9th level, you may also instead deal Dexterity Damage. No matter the number of attacks you may make during a turn, you may make only one Surgical Strike per turn. Creatures immune to extra damage from critical hits are immune to Surgical Strikes.
Medical Expertise: Your understanding of the body makes you a powerful healer and elevates your natural senses. You gain an insight bonus to Heal, Spot, and Listen checks equal to 1/2 your level, rounded down.
Fluid Body (Ex): You've learned the secrets of the body, and can push it manipulate it beyond its normal limits, following through strikes by twisting your limbs around your opponent into vicious grapples. At 2nd level or higher, whenever you successfully deliver an unarmed strike, you may immediately initiate a grapple attempt without provoking an attack of opportunity. This ability is not usable in combination with a Surgical Strike.
Medical Mastery: Your encyclopedic knowledge of anatomy allows you to treat in a few key cuts and movements what takes others careful effort. At 4th level or higher, you can complete Heal actions which require a standard action as a swift action, actions which require 1 round instead require a standard action, and actions which require longer than 1 round instead require 1 round.
Expansive Body: With your control over your body and knowledge of anatomy, you can carefully detach and reroute aspects of your body, allowing you to manipulate the size and length of your appendages. At level 5, your reach increases by 5 ft.
Cauterize: You can exercise pinpoint control over your anatomy, healing wounds without external effort. At 6th level, you gain Fast Healing 1.
Medical Supremacy (Sp): The body is nothing to you, a children's toy you can fix without fail. At 8th level, you may spend a use of Stunning Fist and attempt a DC 30 Heal check as a full action. If successful, you may produce the effect of a cure moderate wounds spell with a caster level equal to your Chameleon Fist class level. This action is not quickened by Medical Mastery.
Unbound Body (Ex): Chameleon Fists of high power can twist their body into shapes that should be impossible, even for the limitless contortions of most Chameleon Fists. Twisting these bizarre contortions around opponents, they can crush them like anacondas. At 9th level, you gain constrict damage equal to your unarmed strike damage.
Detached Existence: Chameleon Fists of the highest levels give up their very humanity in light of their control over their physical bodies. At 10th level, your type changes to Monstrous Humanoid, you gain Resistance 10 to Acid, Cold, Electricity, Fire, and Sonic, you gain immunity to Critical Hits and Sneak Attacks, and you gain immunity to stunning, paralysis, and petrification.