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Thread: Dragon Born - Campaign Setting

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    Jjeinn-tae's Avatar

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    Default Re: Dragon Born - Campaign Setting

    I feel like getting into classes right now. Dragon Born will have some modifications/additions to every base class, and like Eberron, has some of it's own. I'm going to start with ones that would fit other settings too.

    Martial Classes

    Archer
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+0|+2|+0|Point Blank Shot, Weapon Group
    2|+2|+0|+3|+0|Fast Movement, Weapon Focus(any bow or crossbow)
    3|+3|+1|+3|+1|Archer's Mark, Called Shot
    4|+4|+1|+4|+1|Precise Shot
    5|+5|+1|+4|+1|Archer's Strike +1d6
    6|+6/+1|+2|+5|+2|Manyshot, Archer's Knack
    7|+7/+2|+2|+5|+2|
    8|+8/+3|+2|+6|+2|Rapid Shot
    9|+9/+4|+3|+6|+3|Archer's Strike +2d6
    10|+10/+5|+3|+7|+3|Shot on the Run
    11|+11/+6/+1|+3|+7|+3|
    12|+12/+7/+2|+4|+8|+4|Greater Manyshot, Greater Archer's Knack
    13|+13/+8/+3|+4|+8|+4|Archer's Strike +3d6
    14|+14/+9/+4|+4|+9|+4|Improved Precise Shot
    15|+15/+10/+5|+5|+9|+5|
    16|+16/+11/+6/+1|+5|+10|+5|Improved Far Shot
    17|+17/+12/+7/+2|+5|+10|+5|Archer's Strike +4d6
    18|+18/+13/+8/+3|+6|+11|+6|Improved Shot On The Run
    19|+19/+14/+9/+4|+6|+11|+6|
    20|+20/+15/+10/+5|+6|+12|+6|Split the Arrow, Archer's Strike +5d6[/table]

    HD: d8
    Skills: 3 + Int Modifier. Class Skills: Climb, Craft(Bowyer/Fletcher), Intimidate, Jump, Listen, Perform(Weapon Drill), Spot, Swim, Use Rope.
    Proficiencies: All Archery weapons, Javelins, Spears, Short Swords, Daggers, Hand Axes, Battle Axes, Bucklers, and Light Armor.
    Starting Currency: 6d4 x 10
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    Bonus Feats: At various levels, the Archer gains feats related to archery as bonus feats. If the Archer already has the feat, he may replace it with any feat that he meets the prerequisites for.

    Point Blank Shot: At first level, the Archer gets Point Blank Shot as a bonus feat.

    Weapon Group: Archers add only archery weapons to their weapon group. An archer's weapon group consists of every archery weapon that he has weapon focus in. A character only has one weapon group, all weapons added to a character's weapon group from any source are placed in the same weapon group.

    Fast Movement: At second level, the Archer gains Fast Movement, increasing is move speed by 10 ft.

    Weapon Focus: At second level, the Archer gains Weapon Focus with any bow or crossbow as a bonus feat, placing it in the Archer's weapon group.

    Archer's Mark(ex): At third level, the Archer may mark a creature it is currently in combat with that it can see as a free action. The Archer get's a bonus to spot and listen checks relating to the marked creature by half the archer's class level, rounding down. The attack penalties for Called Shots on the marked creature are halved.

    The archer may only mark one creature at a time, and may only change marks when the creature has ceased combat with the Archer's group, whether through peaceful means, retreat on either side, or death.

    Called Shot(ex): At third level, the Archer may, as a full round action, take a Called Shot. Called Shots are when the archer, through means of skill, targets specific portions of the opponent's body or clothing for effect, and/or rebounds the arrow/bolt off other things on its way to its target.

    Making a Called Shot invokes penalties on your attack roll, and if you intend to rebound, any normal penalties to the attack (due to range or size of the target) are doubled. Called Shot may be used once a day at level three, and increases every odd level up to 19, and again at 20.

    An archer may only call shots with ranged weapons within his weapon group.

    {table=head]Action|Attack Penalty|Effect
    Rebound off a smooth, sturdy wall (per wall)|-4
    Rebound off a rough, sturdy wall (per wall)|-6
    Rebound off a smooth wall that the arrow could get stuck in (like wood, per wall)|-6
    Rebound off a rough wall that the arrow could get stuck in (like wood, per wall)|-8

    Target head of a creature|-10|If the creature's brain is located in the head, double critical threat range. Targets touch AC if the creature is not wearing a helmet, or has an effect similar to a helmet (like in mage armor)
    Target arm of creature|-5|Provides a penalty to the creature's attacks with that arm equal to 1/4 your Archer level, minimum -1.
    target leg of a creature|-5|Provides a penalty to creature's base move speed, equal to 5 feet for every 4 levels of archer you have, minimum of 5 feet. If the target's speed is lowered to 0 feet, the creature falls prone if it fails a balance check DC 15 + 1 per 4 archer levels you have.
    Target wing of a creature|-5(-10 if creature is using it's wings to fly)|same as targeting the leg of a creature, except dealing with flying. If it is currently flying, it must make a balance check each time it is hit in the wing, or fall, being able to attempt to catch itself the next round. A creature does not fall from wing shots if it is not currently flying.
    Target hand of a creature|-10|target must make a fortitude save with a DC equal to the damage done, if they fail, they drop anything held in that hand. Creatures with no constitution score automatically save.

    If you cannot see the target clearly (whether from total cover, or concealment)|Double all penalties[/table]

    The DM may determine that a certain shot is impossible, like rebounding an arrow off a paper wall, or trying to completely reverse the direction of a bolt in a soft wooden wall.

    Penalties to creatures for hitting a specific part of their body do not stack for targeting the same body part, but if the creature has more than one of that body part, each may be targeted for the same effect. For example, a level 5 Archer targeting the right leg of a goblin will reduce the goblin's speed by 5 feet, if the archer then targeted the goblin's left leg next turn, the goblin would loose another 5 feet of speed, but targeting the right leg again instead would result in no bonus beyond damage. These penalties last until the creature receives a healing spell of any sort, or gets healed with a DC of 15.

    Precise Shot: At fourth level, the Archer gains the Precise Shot feat as a bonus feat.

    Archer's Strike: At fifth level, the Archer gains the ability to reflexively target vital areas in their opponents. If a foe is at least 30ft away from the archer, he deals additional precision damage damage on a successful attack. Archer's strike improves at every other odd level after 5 until 17, and again at 20, topping out at +5d6.

    Creatures immune to critical hits are immune to extra damage from Archer's Strike. If an archer fires more than one arrow with a single attack (such as through manyshot) Archer's Strike only applies to one arrow.

    Archer's strike may only be used with ranged weapons within the Archer's weapon group.

    Manyshot At level six, the Archer gains the Manyshot feat as a bonus feat.

    Archer's Knack: The Archer may use the manyshot feat in a full attack, taking penalties for each attack made firing multiple arrows. For example, if an Archer were to fire two arrows on each of his four attacks, he would take a -16 penalty to all attack rolls that round. If he were to, instead, fire four arrows on the first attack, (7 arrows in all instead of 8) he would take a -8 to all attack rolls that round. Manyshot may additionally be used in conjunction with Rapid Shot.

    Further, while the Archer uses a bow or crossbow within his weapon group, is counted as having the Far Shot feat, and the Rapid Reload Feat.

    At Level 12, Archer's Knack improves to Greater Archer's Knack. Greater Manyshot may be used in conjunction with a full attack or rapid shot. In addition, the penalties for using either Manyshot feat on a Marked target are halved.

    Rapid Shot: At eigth level, the Archer gains Rapid Shot as a bonus feat.

    Shot On The Run: At tenth level, the Archer gains Shot On The Run as a bonus feat.

    Greater Manyshot: At level twelve the Archer gains Greater Manyshot as a bonus feat.

    Improved Precise Shot At level fourteen, the Archer gains Improved Precise Shot as a bonus feat.

    Improved Far Shot: at level sixteen, the Archer may double the range increment of a bow or crossbow he has weapon focus in, (or any if he has Far Shot normally) instead of only 1 1/2 range (as if the weapon were a throwing weapon).

    Improved Shot On The Run: at level eighteen, the Archer may take a five-foot step in between each attack in a full attack. He may not move more than half his speed from his starting position using this ability.

    Split The Arrow(ex): At twentieth level, the Archer gains Split The Arrow. Split The Arrow has three effects, none of which may be used in conjunction with each other.

    If an Archer scores a critical hit with a bow or crossbow in which he has weapon focus with, he may immediately follow it up with another attack from the same weapon at the same attack bonus (provided it can be reloaded in time). This ability cannot be used in conjunction with either Manyshot feat.

    If an Archer hit an enemy with at least one shot in the previous turn, and the enemy has not moved to another square in the meantime, he may take a full round action to line up another shot, firing through the previous arrow. This attack, if it hits, is counted as a critical hit on any solid creature, even if they are normally immune to critical hits.

    If when an Archer is using Manyshot (but not Greater Manyshot) on his mark, if the Archer criticals, or the target takes Archer's Strike Damage, it takes this additional damage for each arrow (only roll for critical damage and Archer's Strike damage once per attack roll).

    Split the Arrow may only be used by Archery weapons within the archer's weapon group.

    Fighter
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0|Bonus Feat, Weapon Group, Specialization
    2|+2|+3|+0|+0|Bonus Feat
    3|+3|+3|+1|+1|Advanced Skill
    4|+4|+4|+1|+1|Bonus Feat
    5|+5|+4|+1|+1|Expanded Weapon Group
    6|+6/+1|+5|+2|+2|Bonus Feat
    7|+7/+2|+5|+2|+2|Advanced Skill
    8|+8/+3|+6|+2|+2|Bonus Feat
    9|+9/+4|+6|+3|+3|Expanded Weapon Group
    10|+10/+5|+7|+3|+3|Bonus Feat
    11|+11/+6/+1|+7|+3|+3|Advanced Skill
    12|+12/+7/+2|+8|+4|+4|Bonus Feat
    13|+13/+8/+3|+8|+4|+4|Expanded Weapon Group
    14|+14/+9/+4|+9|+4|+4|Bonus Feat
    15|+15/+10/+5|+9|+5|+5|Advanced Skill
    16|+16/+11/+6/+1|+10|+5|+5|Bonus Feat
    17|+17/+12/+7/+2|+10|+5|+5|Expanded Weapon Group
    18|+18/+13/+8/+3|+11|+6|+6|Bonus Feat
    19|+19/+14/+9/+4|+11|+6|+6|Advanced Skill
    20|+20/+15/+10/+5|+12|+6|+6|Art of War, Bonus Feat[/table]

    HD: d10
    Skills:3 + Int Modifier. Class Skills: Climb, Intimidate, Jump, Knowledge(Tactics) Listen, Perform(Weapon Drill), Spot, Swim, Use Rope.
    Proficiencies: All Simple and Martial Weapons, All Armor and Shields (Including Tower Shields) and 1 Extra Weapon of Any Type.
    Starting Currency: 6d6 x 10
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    Bonus Feats:At first, and every even level, the fighter gets gets any [Fighter] feat she qualifies for as a bonus feat.

    Weapon Group: At first level, the fighter starts with 3 + her int modifier weapons in her weapon group. These weapons must be weapons the fighter is proficient in. A character only has one weapon group, all weapons added to a character's weapon group from any source are placed in the same weapon group.

    Specialization: There are many types of fighters, about as many as there are fighters in fact. At first level, the fighter specializes in a form of combat that she will advance through her career. Each specialization gives benefits based on character level, adds at least one class skill to the fighter's list, that will remain a class skill regardless of class she is currently advancing, and may allow her to pick additional fighter Advanced Skills or Feats.

    Specializations:
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    Agile:
    Skills: Balance, Bluff, Move Silently
    Benefits: The fighter's Reflex save advances to a "good" save, increasing at the rate that her fort save does when she takes fighter levels. She gains Weapon Finesse as a bonus feat at Fighter level 1. If the fighter has a class that gives an ability that grants precision damage (Such as a rogue's Sneak Attack, or an Archer's Strike) she adds half of her fighter levels to that class when determining her precision damage.

    Brute:
    Skills: Intimidate, Jump (yes these are normally on the fighter list, this just makes them class skills for all your classes)
    Benefits: The Fighter receives Power Attack as a bonus feat at Fighter level 1. She may make a special attack directed at her opponent's armor against her target's touch AC as a Full-Round action. If successful, if it breaks the durability of the armor, it becomes less effective granting it's wearer a -1 to its armor bonus for every point of strength modifier the fighter has. If she used a blunt weapon with this attack, the target must also make a DC 10 + 1/2 the fighter's level.

    Instict
    Skills: Handle Animal, Survival
    Benefits: The Fighter's Will save advances to a "good" save, increasing at the rate that her fort save does when she takes fighter levels. The fighter receives an "Insight Pool" equal to 1/4 her fighter level + her Wisdom Modifier. She may spread Insight Bonuses to various areas, which they remain locked to for an hour, after an hour the insight bonuses remain distributed until she wishes to redistribute them again. Each point from her Insight Pool may add a +1 Insight Bonus to all rolls in the next hour dealing with wherever she applied her bonus. The bonuses may be applied to Attack Rolls, Damage Rolls, Rolls dealing with a specific save, or rolls dealing with a specific skill, and may all be applied to the same area should the fighter wish to do so.

    Juggernaut
    Skills: Balance
    Benefits: The fighter receives Damage Reduction equal to half her fighter level + 1. This damage reduction is not bypassed by any form of physical damage. The fighter counts as stable (and should she already count as stable, her bonuses count twice).

    Mage-Slayer
    Skills: Knowledge(Arcana), Spellcraft
    Benefits: The fighter receives Spell Resistance equal to 10 + half her fighter levels. If the fighter has a spellcasting class, she must make a caster level check equal to her own Spell Resistance if her effective caster level is not greater than or equal to her Spell Resistance - 10.

    Skilled
    Skills: Disable Device, Open Lock
    Benefits: The fighter gains 6 + Intelligence Modifier skill points every level. The fighter may count 1 + Intelligence Modifier skills from other classes she has levels in as fighter class skills. The fighter receives Combat Expertise as a Bonus Feat.


    Advanced Skill: At 3rd level, and every 4 levels thereafter (7th, 11th etc.) the Fighter gains an Advanced Skill. Advanced Skills are similar to feats in that they have prerequisites, and can provide many bonuses, from additional options in combat, to passive bonuses.

    Advanced Skills:
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    Indomitable
    Prerequisites: Juggernaut Fighter level 7+, Con 13+
    Benefits: The fighter has become an unmovable bastion of defense. Her DR increases to 1 for every Fighter level +1 instead of 1, replacing her previous fighter damage reduction.

    In addition, she receives a bonus of +1 per every 2 fighter levels to all opposed trip, bullrush, overrun and any other rolls to prevent being moved against her will.

    Powerful Blows
    Prerequisites: Brute Fighter, Str 15+, Cleave, BAB 6+
    Benefits: Any time you may make a cleave attack, you may make two attacks at the same attack bonus. These attacks may be on the same, or different targets.

    Savage
    Prerequisites: Brute Fighter, Str 13+, Ability to Rage or similar ability
    Benefits: The fighter's class levels stack with her rage-granting class for the purposes of determining uses per day, and 1/2 her fighter levels count for the purpose of determining the effect of her rage-like ability.

    Sleight of Hand
    Prerequisites:Agile Fighter, Dex 13+, Bluff 4 ranks, Weapon Finesse
    Benefits: While using weapon finesse, you may twirl your weapon during a full attack action at the cost of one attack. This allows you to make a feint during the full attack, which all of your attacks that round benefit against.


    Expanded Weapon Group: At 5th level, and every 4 levels thereafter (9th, 13ths, etc.) The fighter may add an additional weapon to her weapon group, granting proficiency if she is not already proficient.

    Art of War: At 20th level, the fighter has mastered the art of war. Any bonuses she receives to attack or damage rolls are doubled, including but not limited to enhancement bonus, strength bonus, and insight bonus.

    Monk
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+2|+2|Stunning Fist, Flurry of Blows (1, -2), Unarmed Strike, AC Bonus, Slow Fall, Weapon Group, Path Choice and Skill
    2|+2|+3|+3|+3|Bonus Feat, Evasion
    3|+3|+3|+3|+3|Bonus Feat, Speed Bonus, Still Mind
    4|+4|+4|+4|+4|Ki Strike(Initiate)
    5|+5|+4|+4|+4|Purity of Body, Flurry of Blows(1, -1)
    6|+6/+1|+5|+5|+5|Bonus Feat, Path Skill
    7|+7/+2|+5|+5|+5|Bonus Feat, Wholeness of Body, Flurry of Blows(2, -1)
    8|+8/+3|+6|+6|+6|Improved Evasion, Uncanny Dodge
    9|+9/+4|+6|+6|+6|Ki Strike(Adept)
    10|+10/+5|+7|+7|+7|Ki Sight, flurry of blows(2)
    11|+11/+6/+1|+7|+7|+7|Bonus Feat, Path Skill
    12|+12/+7/+2|+8|+8|+8|Bonus Feat, Abundant Step
    13|+13/+8/+3|+8|+8|+8|Confusing Movements, Diamond Soul
    14|+14/+9/+4|+9|+9|+9|Quivering Palm, Ki Strike(Master), Flurry of Blows(3)
    15|+15/+10/+5|+9|+9|+9|Empty Body, Tongue of Song and Moon
    16|+16/+11/+6/+1|+10|+10|+10|Bonus Feat, Path Skill
    17|+17/+12/+7/+2|+10|+10|+10|Bonus Feat, Timeless Body, Path Step
    18|+18/+13/+8/+3|+11|+11|+11|Ki Embodiment, Path Shroud
    19|+19/+14/+9/+4|+11|+11|+11|Path Grandmaster, Ki Strike(Grandmaster)
    20|+20/+15/+10/+5|+12|+12|+12|Perfect Self[/table]

    HD: d8
    Skills: 6 + Int Modifier. Class Skills: Autohypnosis, Balance, Climb, Concentration, Diplomacy, Escape Artist, Heal, Hide, Jump, Knowledge(arcana), Knowledge(Philosophy), Knowledge(Psionics), Knowledge(Religion), Listen, Move Silently, Perform, Psicraft, Sleight of Hand, Spellcraft, Swim, Tumble
    Proficiencies: All Simple Weapons, Kukri, Sap, Kama, Nunchaku, Sai, Shiangham, Shuriken
    Starting Currency: 3d4 x10
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    Bonus Feats: At many levels (every other even level, and the following level) the monk may take a bonus feat that is on the Monk feat list. The monk must qualify for the feat before taking it, but some feats have lesser or alternate requirements for monks.

    Stunning Fist(ex): A monk receives the Stunning Fist Feat at first level as a bonus feat, regardless of whether he qualifies for it.

    Flurry of Blows(ex): At first level a monk gains an extra attack, at a -2 penalty for all attacks made while flurrying. A monk may flurry as either a full round action (effectively getting extra attacks during a full attack) or as a standard action, getting a single attack, plus any that the flurry grants.

    A monk may only flurry with special monk weapons (kata) This list is more or less static, though a monk's path may add weapons to available kata, as well as some feats. A basic monk's list of kata are the following weapons: Unarmed Strike (and any weapon that counts as an unarmed strike) Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, Wrist Blades, and Improvised Weapons.

    Flurry of Blows improves as the monk gains levels, at fifth level, and again at tenth level, the penalties for using Flurry of Blows decrease by 1, disappearing entirely at level ten. At seventh and again at fourteenth level, the monk gains an extra attack in flurries.

    The bonus attacks from the Weapon Specialization line may be used in conjunction with flurry of blows (with their usual restrictions).

    The first extra attack in a flurry is at the monk's highest Base Attack Bonus, with each successive extra attack at a -5 penalty from the previous as normal iterative attacks. Each blow within a flurry can be changed between kata that the monk has ready to use. No attack is offhand within a flurry, all attacks receiving the monk's full strength modifier. A weapon wielded in two hands receives 1 1/2 the monk's strength modifier, even if it is a double weapon (as the monk uses leverage).

    Unarmed Strike(ex): A monk receives Weapon Focus(Unarmed Strike), and Improved Unarmed Strike as bonus feats. A monk may deal lethal or non-lethal damage with an unarmed strike at the monk's option. A monk's unarmed strikes count as natural or manufactured, whichever grants the monk the most benefit for an individual effect.

    A monk's damage with his unarmed strike increases at this rate:

    {table=head]Level|Small|Medium|Large
    1st-3rd|1d4|1d6|1d8
    4th-7th|1d6|1d8|2d6
    8th-11th|1d8|1d10|2d8
    12th-15th|1d10|2d6|3d6
    16th-19th|2d6|2d8|3d8
    20th|2d8|2d10|4d6[/table]

    AC Bonus(ex): A Monk receives his wisdom modifier as an insight bonus to his AC. At fifth level, and every 5 levels afterward (10, 15, 20) a Monk gains a +1 deflection bonus to AC.

    Slow Fall(ex): For every monk level, a monk may treat any fall as if it were 5 feet less. If the monk is along a wall, he may treat the fall as 10ft less per monk level. Two Adjacent walls further increase this to 15 feet per monk level. Two walls in which a monk can brace himself against, or a object that he can grip around (such as a pillar or tapestry, provided they'll support the monk's weight) allow the monk to fall any distance safely.

    Weapon Group: Any kata is added to the monk's universal weapon group. Even if a monk has weapons in his weapon group from other sources, he may only flurry with kata.

    Path: There are several paths available to monks, these paths are a set of traditions followed by monks. Each path has it's own code of conduct, which, if violated, the monk must make amends to their grand-masters for further instruction, preventing the learning of any other abilities related to the path. In addition, each path has a selection of it's own kata, and have various abilities to learn. At first, sixth, eleventh, and sixteenth level, the monk learns a path skill. At seventeenth the monk learns their path's shroud, and eighteenth they learn their path's step, and at nineteenth, they become a grandmaster of their path.


    Some of the paths are:

    Autumn, Daimar, Kurzu, Mazikan, Moon, Sun, and Zentahr. These will be fleshed out, but not yet.

    Evasion(ex): Standard

    Speed Bonus(ex): Standard

    Still Mind(ex): The monk receives a +2 bonus to saves against Mind-Affecting Effects and psionic powers (but not spells).

    Ki Strike: At fourth level, the monk receives the ability to imbue his unarmed strikes with ki, bypassing damage reduction. He may imbue his fists with one component based on how powerful his Ki Strike is.

    Initiate(ex): Silver, Cold Iron, Magic
    Adept(ex): Adamantine, Law, Alignment
    Master(su): Fire, Cold, Acid, Electricity
    Grandmaster(ex): Epic

    In addition, each level of Ki Strike beyond initiate grants other bonuses.

    Adept: The monk's unarmed strikes are treated as force effects when striking ethereal or incorporeal creatures.
    Master: The monk may imbue his fists with two qualities that he has access to.
    Grandmaster: The monk reflexively knows what he needs to attune his unarmed strike as for most effect. Additionally, he may imbue his ki into any weapon within his weapon group as his unarmed strike.

    Switching qualities of ki strike is a swift action.

    Purity of Body(ex): At 5th level, the monk has achieved such a mastery of his body that he becomes immune to all diseases and poison, both magical and mundane.

    Wholeness of Body(ex): Beginning at 7th level, the monk has learned to seal their wounds through sheer willpower. The monk may heal himself a number of wounds equal to his (monk level, + wisdom) times three as a free action. This total healing may be split through several uses in one day.

    Improved Evasion(ex): Standard.

    Uncanny Dodge(ex): Standard.

    Ki Sight(ex): At 10th level, the monk has become so in-tune with the ki of himself and others that his perception of it has become a literal sixth-sense. This grants the monk a special form of blindsight.

    The monk's special blindsight has a range of 10ft per monk level, this sight is not blocked by solid objects such as walls. This negates all penalties of blindness within this distance, except for dealing with non-living creatures and objects. A monk cannot read, or see that large rock in front of him with ki-sight.

    Creatures tend to have a very noticeable ki, allowing them to be seen through ki sight regardless of normal visibility, thus a monk can attack invisible creatures and creatures in darkness as if they were perfectly visible. Corporeal Undead and Constructs do not register in ki sight, thus you may not use it against them.


    Monk Paths:
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    Path of Autumn:
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    Benefits: All thrown weapons are added into you list of Kata, and thus into your weapon group. Any weapon that can be either thrown or melee (particularly if you take Improvised Throwing) only the thrown use of this weapon counts as kata unless it is on the list through other means.

    Skills:
    Thrown Sneak Attack: A Path of Autumn Monk may take Thrown sneak attack as any of his path skills. A monk has a sneak attack of +1d6 per four monk levels with any thrown weapon, following the normal stipulations of sneak attack. The Monk's thrown sneak attack stacks with any applicable precision damage the monk may add to the attack through any other source.

    Improvised Throwing: The Monk gains Throw Anything as a bonus feat, whether he qualifies or not. A thrown weapon part of the monk's kata normally may still be used in a flurry of blows while thrown. Any opponent you have dealt damage to in melee this round may not make an attack of opportunity against you for throwing a weapon at another target. This path skill may be taken as any of an Autumn Monk's class skills.

    Deflect Arrows: Taken as any of an Autumn Monk's path skills, Deflect Arrows grants the feat Deflect Arrows as a bonus feat, regardless of whether the monk qualifies. In addition to the normal bonuses of the feat, should the monk take a total defense action, the monk may deflect as many projectiles as attacks he has in a (non-flurry) full attack before his next action.

    Falling Leaf: Any time a monk deflects a projectile, he may make an attack of opportunity against the originator of that attack with a ranged weapon, provided the attacker is within range. If the monk's hands are open, he may use the deflected projectile in this attack if it was a thrown weapon. Falling Leaf may be taken as a Path skill from monk level 6 on. The autumn monk requires at least the feat Deflect Arrows to attain this skill.

    Last edited by Jjeinn-tae; 2010-12-20 at 08:11 PM.
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?