PDA

View Full Version : D&D 3.x Class [Very Silly, T1 Monk] Enlightened One



AvatarVecna
2017-11-21, 01:02 PM
If your DM approves this class for their game, they have no right to complain. I have no illusions that this class is anything other than a nonsensical pile of broken garbage.

Alignment

Any Lawful

Hit Die

d8

Class Skills

The class skills of an Enlightened One are "all the skills".

Skill Points at 1st Level

(4 + Int modifier) x 4

Skill Point at Every Additional Level

4 + Int modifier



Level
BAB
Fort
Ref
Will
Class Features
Flurry
Maneuvers Known
Maneuvers Readied
Stances Known
0th S/D
1st S/D
2nd S/D
3rd S/D
4th S/D
5th S/D


1
+1/-4/-9/-14
+0
+0
+2
Bonus Feat, Wisdom SAD, Flurry Of Misses, Ki Strike, Speed Of Plot
-3/-3/-8/-8/-13/-13/-18/-18
6
4
2
3
0
-
-
-
-


2
+2/-3/-8/-13
+0
+0
+3
Bonus Feat, Mind Over Matter
-2/-2/-7/-7/-12/-12/-17/-17
7
4
2
3
1
-
-
-
-


3
+3/-2/-7/-12
+1
+1
+3
Bonus Feat, Leaping To Conclusions
-1/-1/-6/-6/-11/-11/-16/-16
8
5
2
4
1
-
-
-
-


4
+4/-1/-6/-11
+1
+1
+4
Bonus Feat, Perceive Without Senses
+0/+0/-5/-5/-10/-10/-15/-15
9
5
3
4
2
0
-
-
-


5
+5/+0/-5/-10
+1
+1
+4
Bonus Feat, Fortune Cookie Saying
+1/+1/-4/-4/-9/-9/-14/-14
10
6
3
4
2
1
-
-
-


6
+6/+1/-4/-9
+2
+2
+5
Bonus Feat, Immunity: Falling
+2/+2/-3/-3/-8/-8/-13/-13
11
6
3
5
2
1
0
-
-


7
+7/+2/-3/-8
+2
+2
+5
Bonus Feat, Jerk Of All Trades I
+3/+3/-2/-2/-7/-7/-12/-12
12
7
4
5
3
2
1
-
-


8
+8/+3/-2/-7
+2
+2
+6
Bonus Feat, 'Witty' One-Liner
+4/+4/-1/-1/-6/-6/-11/-11
13
7
4
5
3
2
1
0
-


9
+9/+4/-1/-6
+3
+3
+6
Bonus Feat, Improved Mind Over Matter
+5/+5/+0/+0/-5/-5/-10/-10
14
8
4
6
3
2
2
1
-


10
+10/+5/+0/-5
+3
+3
+7
Bonus Feat, Charles Atlas Superpowers
+6/+6/+1/+1/-4/-4/-9/-9
15
8
5
6
3
3
2
1
0


11
+11/+6/+1/-4
+3
+3
+7
Bonus Feat, Jerk Of All Trades II
+7/+7/+2/+2/-3/-3/-8/-8
16
9
5
6
4
3
2
2
1


12
+12/+7/+2/-3
+4
+4
+8
Bonus Feat, Trekkie Technique
+8/+8/+3/+3/-2/-2/-7/-7
17
9
5
7
4
3
3
2
1


13
+13/+8/+3/-2
+4
+4
+8
Bonus Feat,This Isn't Even My Final Form!
+9/+9/+4/+4/-1/-1/-6/-6
18
10
6
7
4
3
3
2
2


14
+14/+9/+4/-1
+4
+4
+9
Bonus Feat, Rule Of Cool
+10/+10/+5/+5/+0/+0/-5/-5
19
10
6
7
4
4
3
3
2


15
+15/+10/+5/+0
+5
+5
+9
Bonus Feat, Jerk Of All Trades III
+11/+11/+6/+6/+1/+1/-4/-4
20
11
6
8
4
4
3
3
2


16
+16/+11/+6/+1
+5
+5
+10
Bonus Feat, 11th Hour Superpower
+12/+12/+7/+7/+2/+2/-3/-3
21
11
7
8
5
4
4
3
3


17
+17/+12/+7/+2
+5
+5
+10
Bonus Feat, Ultimate Technique
+13/+13/+8/+8/+3/+3/-2/-2
22
12
7
8
5
4
4
3
3


18
+18/+13/+8/+3
+6
+6
+11
Bonus Feat, Deus Ex Machina
+14/+14/+9/+9/+4/+4/-1/-1
23
12
7
9
5
4
4
4
3


19
+19/+14/+9/+4
+6
+6
+11
Bonus Feat, Jerk Of All Trades IV
+15/+15/+10/+10/+5/+5/+0/+0
24
13
8
9
5
5
4
4
3


20
+20/+15/+10/+5
+6
+6
+12
Bonus Feat, Demigod, Grand Master Of Flowers
+16/+16/+11/+11/+6/+6/+1/+1
25
13
8
9
5
5
4
4
4





Level
0th SK
1st SK
2nd SK
3rd SK
4th SK
5th SK


1
2
1
-
-
-
-


2
2
2
-
-
-
-


3
3
2
-
-
-
-


4
3
2
1
-
-
-


5
3
3
1
-
-
-


6
3
3
2
1
-
-


7
4
3
2
1
-
-


8
4
3
2
2
1
-


9
4
4
3
2
1
-


10
4
4
3
2
2
1


11
4
4
3
3
2
1


12
5
4
3
3
2
2


13
5
4
4
3
3
2


14
5
5
4
3
3
2


15
5
5
4
4
3
3


16
5
5
4
4
3
3


17
5
5
4
4
4
3


18
6
5
5
4
4
3


19
6
5
5
4
4
4


20
6
6
5
5
4
4




Weapon and Armor Proficiency

An Enlightened One is proficient with all weapons.

An Enlightened One is proficient with no armors or shields. An Enlightened One who wears armor gains no benefit from his "Wisdom SAD", "Flurry Of Misses", "Speed Of Plot", "Mind Over Matter", "Immunity: Falling", or "Improved Mind Over Matter" class features.

Maneuvers

You begin your career with knowledge of six martial maneuvers. All disciplines are available to you.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on the class table. You must meet a maneuver's prerequisite to learn it. You determine the highest-level maneuver you can learn the same way a swordsage does.

Maneuvers Readied

You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.

Stances Known

You begin play with knowledge of two 1st-level stances from any discipline open to you. At higher levels (as indicated by your class chart), you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Spells

Because without it, this whole class is Tier 2 at best. Come to think of it, this particular class feature and nothing else could probably be cheesed into being T2 all on its own.

An Enlightened One casts arcane spells, which are drawn from any spell list they damn well please. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an Enlightened One must have a Wisdom score equal to at least 10 + the spell level (short of being an Enlightened One with "Wis -", you will eventually meet this requirement whether you like it or not). The Difficulty Class for a saving throw against an Enlightened One's spell is 10 + the spell level + the Enlightened One's Wisdom modifier.

Like other spellcasters, an Enlightened One can cast only a certain number of spells of each level per day. His base daily spell allotment is given on his class table. In addition, he receives bonus spells her day if he has a high Wisdom score (duuuuuuuuh). When the class table indicates that the Enlightened One gets 0 spells per day of a given spell level, he gains only the bonus spells he wound be entitled to based on his Wisdom score for that spell level.

The Enlightened One's selection of spells is extremely limited until you pick up Jerk Of All Trades III. The number of spells you know of a given spell level at any given class level are indicated on the Spells Known table.

Bonus Feat (Ex)

At 1st level, and again at every subsequent level, an Enlightened One gains a bonus feat, and can select any feat they qualify for.

Wisdom SAD (Ex)

Enlightenment is all you need in this world! Add your class level as a perfection bonus to your Wisdom score. Additionally, from 1st level onward, you may use your Wisdom modifier in place of your Intelligence modifier for any purpose, and you gain a perfection bonus to Armor Class, attack rolls, and damage rolls equal to your Wisdom modifier.

Starting at 2nd level, you gain this perfection bonus to saves and initiative checks, and may use your Wisdom modifier in place of your Dexterity modifier for any purpose.

Starting at 7th level, you gain this perfection bonus to special maneuver checks (such as grapples, trips, disarms, bull rushes, and so forth), and may use your Wisdom modifier in place of your Strength modifier for any purpose.

Starting at 12th level, you gain this perfection bonus to every skill in which you have at least one rank, and may use your Wisdom modifier in place of your Charisma modifier for any purpose.

Starting at 17th level, you gain this perfection bonus to every skill (stacking with the level 12 part of this ability), and may use your Wisdom modifier in place of your Constitution modifier for any reason.

Flurry Of Misses (Ex)

Quantity has a quality all its own. When you take a full attack action, you can choose to take -4 to all attacks you make until the start of your next turn; in exchange, every time you make an attack until the beginning of your next turn, you may make an additional attack at the same attack bonus.

Ki Strike (Su)

The unarmed strikes of an Enlightened One are particularly potent. At 1st level, an Enlightened One gains Improved Unarmed Strike as a bonus feat. An Enlightened One’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Enlightened One may even make unarmed strikes with their hands full. An Enlightened One's unarmed strikes are in a perpetual state of uncertainty between manufactured and natural, only becoming certain when the Enlightened One checks to see if it being one or the other gives them an advantage; their unarmed strike is not truly manufactured or natural, but counts as either (or both) if counting as such is beneficial to the Enlightened One. Finally, your unarmed strike's critical base critical threat range increases by 1 every 4 levels, and its critical multiplier increases by 1 every 6 levels. Thus, an Enlightened One 20's unarmed strike has a 15-20/x5 critical stat.

You may deal lethal or nonlethal damage with any weapon, without taking any penalty to attack for doing so. Additionally, any weapon you wield deals 1d6 (unless it would normally deal more); increase this damage by one size step every three levels after 1st (so 1d8 at 4th level, 2d6 at 7th level, and so on). Note: the values given on the table are for Medium Enlightened Ones. If you are playing an Enlightened One who is not Medium-sized, the table values are adjusted as appropriate for weapon size (http://www.d20srd.org/srd/equipment/weapons.htm#weaponSize) changes. If through some combination on inherent size and level-based size increases, you find you can't use that table to determine your Ki Strike damage, use the first table on this page (https://dnd-wiki.org/wiki/Expanded_Weapon_Size_Damage_(3.5e_Variant_Rule)) and the pattern it establishes.

Starting at 4th level, any weapon you attack with counts as magic for the purpose of bypassing DR.

Starting at 8th level, any weapon you attack with counts as silver, cold iron, and/or adamantine for the purposes of bypassing DR.

Starting at 12th level, any weapon you attack with counts as good, evil, lawful, and/or chaotic for the purposes of bypassing DR.

Starting at 16th level, any weapon you attack with counts as epic for the purposes of bypassing DR.

Speed Of Plot (Ex)

You operate at speeds most of your supposed peers can't even comprehend. Starting at 1st level, you gain a climb speed and swim speed equal to half your land speed (rounded down to the nearest 5 ft). Additionally, you gain +5 ft per level to your land speed (untyped). Finally, for every level you possess in this class, you may take an extra swift action every round; alternatively, you may trade 2 swift actions for a move action, 4 swift actions for a standard action, or 6 swift actions for a full round action.

Mind Over Matter (Ex)

Starting at 2nd level, whenever you must making a saving throw against an effect where a successful save reduces the effect, you instead are completely unaffected by the effect. Additionally, you never count as flatfooted and never lose your Dexterity modifier to AC, even when immobilized - your ability to dodge is not based on your ability to move, but on your inherent understanding of your place in the universe, an enlightenment that cannot be contained!

Leaping To Conclusions (Ex)

Your physical prowess is highly impressive, but because you equate athletic ability with enlightenment, you are convinced you know better than everyone else. Starting at 3rd level, you gain an untyped bonus to Balance, Climb, Jump, Swim, and Tumble checks equal to four times your class level. You also gain a penalty to Bluff, Diplomacy, Gather Information, Knowledge skills, Spellcraft, and Sense Motive equal to twice your level."

Perceive Without Senses (Su)

You've learned to free your mind from the physical limitations inherent to sensory organs...and, eventually, the laws of physics themselves. Starting at 4th level, you gain an untyped bonus to Listen, Spot, and Search checks equal to twice your class level, and the distance required to gain a -1 penalty to Listen and Spot is doubled. This distance is doubled again every four levels thereafter (remember that distance is a real-world value, so two doublings is a quadrupling). Additionally, you gain 5 ft of blindsight per class levels.

You can focus yourself with a moment's concentration to extend your senses even further. By spending a move action, you increase the base distance required for Listen/Spot penalties by 10 ft until the beginning of your next turn (before the aforementioned doublings). Multiple move actions spent in this manner stack. For instance, an Enlightened One 8 who spends his entire turn focused on expanding his senses (1 normal move, 1 converted from standard, 3 converted from swifts) takes a -1 to Listen/Spot for every 240 ft (instead of most people's normal 10 ft and the Enlightened One's normal 40). Similarly, an Enlightened One 20 who spends his entire turn focused on expanding his senses (1 normal move, 1 converted from standard, 7 converted from swifts) takes a -1 to Listen/Spot for every 3200 ft (instead of most people's normal 10 ft and the Enlightened One's normal 320 ft).

Fortune Cookie Saying (Su)

After an ally within 30 ft of you fails a check (but before they suffer consequences for failure) to which you gain a penalty from Leaping To Conclusions, you can offer them a nugget of profound-sounding wisdom. Your ally may then reattempt the check with a bonus equal to twice your class level. Because the wisdom of an Enlightened One is like poo, in that it flows downhill, you cannot use this ability to grant a bonus to someone with more levels in Enlightened One than you have.

Immunity: Falling (Ex)

Someone as enlightened as you simply can't be knocked off your golden pedestal. Starting at 6 level, you are immune to being tripped or made prone, to Falling damage, and to the consequences of breaking the code of conduct of any class you possess (except for the Enlightened One's code of conduct, which you must still adhere to). When you fall a long distance, you always land in a pose of your choice.

Jerk Of All Trades I (Ex)

Because other classes aren't allowed to have nice things without you also having nice things. Starting at 7th level, a number of times per day equal to your Wis modifier, you may spend a full round action to remember other styles and techniques you've practiced, read thoroughly on, or even just vaguely heard of before. When you spend this action, you may either re-select a number of your class Bonus Feats equal to half your class level rounded down (with all feats you possess after this reselection still legal for you to possess), or you may rearrange a number of assigned skill points equal to three times your class level (although no skill may have more than it's normal maximum ranks).

'Witty' One-Liner

Starting at 8th level, once per turn as a free action, you may select an enemy you can see who can hear you, and confidently quip in such a way that it makes them stumble a bit - perhaps in awe of your wit, but more likely at the cringe factor of your pun or wordplay. You and your opponent rolls opposed Will saving throws; whoever rolls lower (with your opponent winning ties) takes a penalty to all d20 rolls for the next round equal to your Wis modifier.

Improved Mind Over Matter (Ex)

Starting at 9th level, whenever you must making a saving throw against an effect where a successful save reduces the effect, and can no longer be flanked. Rogues flanking the Enlightened One cannot Sneak Attack them unless the Rogue in question has at least four more Rogue levels than their target has Enlightened One levels.

Charles Atlas Superpowers (Ex)

Starting at 10th level, you gain energy resistance to acid, cold, electricity, fire, and sonic equal to your class level, DR/- and Fast Healing equal to half your class level (rounded up), and SR equal to 10 + half your class level + your Wis modifier (which you can raise or lower as a free action even when it's not your turn).

Jerk Of All Trades II (Ex)

Starting at 11th level, a number of times per day equal to your Wis modifier, you may spend a full round action to remember other styles and techniques you've practiced, read thoroughly on, or even just vaguely heard of before. When you spend this action, you may either re-select a number of Maneuvers Known equal to half your class level (with all maneuvers you possess after this reselection still legal for you to possess), you may may re-select a number of Stances Known equal to one quarter your class level rounded down (with all stances you possess after this reselection still legal for you to possess), or re-select a number of Maneuvers Readied equal to one third your class level rounded down.

Additionally, you may now use Jerk Of All Trades I as a standard action.

Trekkie Technique (Su)

Bounce the graviton particle beam off the main deflector dish! Once per day, you may cast a 6th level spell as though you both knew the spell and possessed a 6th level slot. You may also cast a metamagic'd version of a 0th through 5th level spell you know, as long as it is appropriate to this level of slot.

This Isn't Even My Final Form! (Ex)

Starting at 13th level, if you begin your turn at less than half your maximum HP, you may spend a swift action to double your class level bonus to each of the abilities gained as part of your Charles Atlas Superpowers class feature. This benefit persists until you start your turn at or above half your maximum health, at which point your CAS ability returns to normal. There is no limit on how often this ability can be used.

Rule Of Cool (Su)

It doesn't have to make a lick of sense if it's awesome enough! Once per day, you may cast a 7th level spell as though you both knew the spell and possessed a 7th level slot. You may also cast a metamagic'd version of a 0th through 5th level spell you know, as long as it is appropriate to this level of slot.

Jerk Of All Trades III (Ex)

Starting at 15th level, a number of times per day equal to your Wis modifier, you may spend a full round action to remember other styles and techniques you've practiced, read thoroughly on, or even just vaguely heard of before. When you spend this action, you may either re-select a number of spells known equal to half your class level (to a maximum of 10 spells known reselected at 20th level).

Additionally, you may use Jerk Of All Trades I as a move action and Jerk Of All Trades II as a standard action.

Eleventh Hour Superpower (Sp)

When the going gets tough and you're pushed to your limit, you always manage to have another trick up your sleeve. Once per day, you may cast an 8th level spell as though you both knew the spell and possessed an 8th level slot. You may also cast a metamagic'd version of a 0th through 5th level spell you know, as long as it is appropriate to this level of slot.

Ultimate Technique (Ex)

Starting at 17th level, you may have up to two stances active at the same time, and you may use Jerk Of All Trades I, II, and III an additional number of times per day equal to half your class level.

Deus Ex Machina (Sp)

Something's gotta wrap this plotline up with a neat little bow, and you know what they say: if you want something done right, you've gotta do it yourself. Once per day, you may cast a 9th level spell as though you both knew the spell and possessed a 9th level slot. You may also cast a metamagic'd version of a 0th through 5th level spell you know, as long as it is appropriate to this level of slot.

Jerk Of All Trades IV (Ex)

You may use Jerk Of All Trades I as a swift action, Jerk Of All Trades II as a move action, and Jerk Of All Trades III as a standard action.

Demigod (Ex)

You already knew you were perfect, this is just reality catching up to your greatness. You gain the Paragon template and Divine Rank 0.

Grandmaster Of Flowers (Su)

You gain the supernatural ability to call yourself the Grandmaster Of Flowers and have people take you seriously anyway.

The path of the Enlightened One is not for everyone. Many would be tempted to stray, to abandon this silly path in search of a more serious game, but you know deep in your soul that this class is what peak performance looks like, and are willing to suffer the restrictions that come with it. If you intentionally break any of the following commandments of the Enlightened One, your Enlightened One levels change to Commoner levels until you have undone the mistake that broke your code and have sought atonement from an Enlightened One who is at least as enlightened as you were when you strayed from the path.

First Commandment

Thou shalt remain Lawful in thy alignment. The commitment of chaotic deeds is forgivable, but a pattern of chaotic behavior significant enough to shift your alignment is not, and breaks this Commandment.

Second Commandment

Thou shalt not taint thy statblock with lesser classes. Taking levels in any class other than Enlightened One on the same track as this class (including Prestige Classes) breaks the Commandment. Note that this only applies to the track Enlightened One is on; if your DM approves this garbage class for gestalt play, what happens next is their own ****ing fault.

Third Commandment

Thou shalt not taint thy enlightenment with the physical crutch of artifice or expensive material goods. You may own a single item worth more than 1000 gp at a time; this expensive item must have been personally crafted by you at every step of the crafting process, and cannot have a market value greater than one-third the wealth appropriate for a character of your ECL (it also cannot have a market value greater than 200000 gp pre-epic). Every other item you own cannot individually cost more than 1000 gp; bundles of ammunition count as a single item for this purpose. Enlightened Ones are encouraged to seek out a Vow Of Poverty that properly rewards their dedication to proving how much better they are than everyone else, but such a Vow is not necessary.

Fourth Commandment

Thou shalt not rely upon the aid of those less enlightened than thee. With the sole exception of spells that restore HP, you cannot be a willing target of a harmless spell cast on you by anybody who does not have at least as many Enlightened One levels as you do.

The following Enlightened One class features continue their linear progression into epic play:
Wisdom SAD
Ki Strike
Speed Of Plot
Maneuvers Known progression
Maneuvers Readied progression
Stances Known progression
Spells Known progression
Leaping To Conclusions
Perceive Without Senses
Jerk Of All Trades I
Charles Atlas Superpowers
Jerk Of All Trades II
Ultimate Technique


Beyond the continued advancement of these abilities (the linear progression of which you should be able to figure out without being explicitly told), you also gain an Epic Bonus Feat every four levels after 20th (24th, 28th, 32nd, and so forth).

JoshuaZ
2017-11-21, 01:10 PM
I'm not actually sure this is T1. It is clearly deeply broken and will be in many contexts, but a functionally limited spell list is going to severely restrict how many ways they can break the game. The key of being T1 is that they can choose how to break it.

Also, what is the intended point of this class?

AvatarVecna
2017-11-21, 01:33 PM
I'm not actually sure this is T1. It is clearly deeply broken and will be in many contexts, but a functionally limited spell list is going to severely restrict how many ways they can break the game. The key of being T1 is that they can choose how to break it.

Also, what is the intended point of this class?

Jerk Of All Trades, particularly III, would be doing a lot of the heavyweight tier-lifting. Having upgraded bonus feat, maneuvers known, and spells known limits isn't really enough to pull it up above T3, but having no limits on what can be taken with those feats/maneuvers/spells known besides level (and being able to rechoose them frequently through the day) makes it more. Admittedly, I'm not sure that's it T1 either, just because it's access to spells above lvl 6 is - while versatile - extremely limited use per day. Honestly if the class bonus to Wisdom was removed, this class would probably be significantly less broken just because of how much stuff is based on Wis.

This class exists because I was discussing Miko with somebody on Skype and got the idea for "Leaping To Conclusions" and "Immunity: Falling" as abilities for a joke high-tier monk. I can't even say it has as much of a point as a parody class, it's just an exercise in "how broken and powerful and versatile can I make a class while still getting replies like 'I don't think this deserves to be called T1'", so as far as I'm concerned it's been a rousing success so far. :smallbiggrin:

noob
2017-11-21, 01:49 PM
I think he did not read that this class have the ability to cast any ninth level spell one time per day.
It is only one time per day but you can cast Any level 9 spell.
I mean you could cast ice assassin or whatever op spell you want and you do not need to know which op spell you need.
eg: you cast ice assassin on yourself 4 times and then you are like a regular wizard in high level spells per day.

JoshuaZ
2017-11-21, 03:00 PM
Jerk Of All Trades, particularly III, would be doing a lot of the heavyweight tier-lifting. Having upgraded bonus feat, maneuvers known, and spells known limits isn't really enough to pull it up above T3, but having no limits on what can be taken with those feats/maneuvers/spells known besides level (and being able to rechoose them frequently through the day) makes it more. Admittedly, I'm not sure that's it T1 either, just because it's access to spells above lvl 6 is - while versatile - extremely limited use per day. Honestly if the class bonus to Wisdom was removed, this class would probably be significantly less broken just because of how much stuff is based on Wis.

This class exists because I was discussing Miko with somebody on Skype and got the idea for "Leaping To Conclusions" and "Immunity: Falling" as abilities for a joke high-tier monk. I can't even say it has as much of a point as a parody class, it's just an exercise in "how broken and powerful and versatile can I make a class while still getting replies like 'I don't think this deserves to be called T1'", so as far as I'm concerned it's been a rousing success so far. :smallbiggrin:

Oh, I didn't read the Jerk of All Trades bit carefully. Yeah, this is probably actually then T0 from being able to cast any 9th level spell once daily.

Lazymancer
2017-11-21, 03:12 PM
I can't even say it has as much of a point as a parody class, it's just an exercise in "how broken and powerful and versatile can I make a class while still getting replies like 'I don't think this deserves to be called T1'", so as far as I'm concerned it's been a rousing success so far. :smallbiggrin:
*hint* if T1 is not about power, then you can have d20 for hit points and +2 BAB ever level.

AvatarVecna
2017-11-21, 03:27 PM
*hint* if T1 is not about power, then you can have d20 for hit points and +2 BAB ever level.

I've seen classes do both of those things. Really, this class would probably be the same tier if you gave them a perfect chassis or a perfectly awful chassis. :smalltongue:

Heck, this wpuld probably be vaguely balanced if we took put the scaling Wisdom bonus.