ed
12-29-2006, 01:51 PM
given that the responses (http://forum.criticalfumble.net/showthread.php?t=656) thus far seem to indicate that this would be of some interest, i present my variant monk.
ed
game rule information:
alignment: any lawful
hit dice: d8
class skills: balance (dex), climb (str), concentration (con), craft (int), diplomacy (cha), escape artist (dex), heal (wis), hide (dex), jump (str), knowledge (all) (int), listen (wis), move silently (dex), perform (cha), profession (wis), sense motive (wis), sleight of hand (dex), speak language (n/a), spot (wis), swim (str), and tumble (dex).
class features:
all of the following are class features of the monk.
weapon and armor proficiency: monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham and sling.
monks are not proficient with any armor or shields.
aura of order (ex): the power of a monk’s aura of law (see the detect law spell) is equal to her monk level. at 11th level, a monk's unarmed attacks are treated as lawful weapons for purposes of overcoming damage resistance. at 14th level, a monk's fists, feet and other unarmed attacks are treated as axiomatic weapons. an axiomatic weapon is lawfully aligned and infused with the power of law. it makes the weapon law-aligned and thus bypasses the corresponding damage reduction. it deals an extra 2d6 points of damage against all of chaotic alignment.
flurry of blows (ex): a monk gains the benefit of the two-weapon fighting feat, regardless of whether he or she meets the prerequisites for that feat but only when using either unarmed attacks or monk weapons. due to extensive practice and training, a monk may use the following weapons along with the flurry of blows class feature: club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai and siangham. a monk receives a +2 bonus on such attacks but only when fighting two-handed as described above. at 8th level, a monk gains the benefit of the improved two-weapon fighting feat under the same terms. at 15th level, a monk gains the benefit of the greater two-weapon fighting feat, again under the same terms.
greater grapple (ex): a monk's size is treated as one size class larger than his or her actual size when grappling, so that a gnome or halfling monk is treated as a medium-sized creature, while other pc races are treated as large creatures. at 4th level and every 4 levels thereafter (4th, 8th, 12th, 16th and 20th), a monk's size is considered one size category larger again, so that an 8th level gnome or halfling monk is considered large when grappling.
greater unarmed strike (ex): a monk is always treated as armed and thus does not provoke attacks of opportunity when making unarmed attacks. a monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. in addition, a monk's unarmed attacks inflict lethal damage as a shortsword of the monk's size. beginning at 4th level and every four levels thereafter (8th, 12th, 16th and 20th), the monk's unarmed attack damage improves by one step (e.g., 1d3 becomes 1d4; 1d4 becomes 1d6; 1d6, 1d8; 1d8, 1d10; 1d10, 2d6; 2d6, 2d8 and 2d8, 2d10. at 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
insightful defense (ex): when unarmored and unencumbered, the monk adds her wisdom bonus (if any) to her ac. in addition, a monk gains a +1 bonus to ac at 5th level. this bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
these bonuses to ac apply even against touch attacks or when the monk is flat-footed. she loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
path of enlightenment (ex): at 2nd level, a monk must select a course of study that he or she will pursue in the quest for self-perfection and select the class feature associated with the desired path. at 3rd, 8th, 17th and 20th levels, a monk may continue along the same path or pursue a different path instead, as different truths become more relevant.
[paths of enlightenment will follow in the next post: it's too long]
meditation (ex): beginning at 3rd level, on a successful concentration check (dc: 15), a monk may spend half the usual amount of time for his or her race in rest but receive the benefits of a full night's rest. this class feature does not affect the ability to regain spell slots. the check must be made at the beginning of any rest period to enter meditation. if interrupted, the monk receives no benefit.
enhance ability (ex): at 4th level, after making a concentration check (dc: 15) as a full-round action, a monk may use his or her wisdom score in place of another ability score for any single attack roll or skill check. the attack roll or skill check must occur within a number of rounds equal to his or her wisdom modifier +1 (min: 1). a monk may do this a number of times per day equal to half his or her monk levels.
uncanny dodge (ex): starting at 4th level, a monk can react to danger before her senses would normally allow her to do so. she retains her dexterity bonus to ac (if any) even if she is caught flat-footed or struck by an invisible attacker. however, she still loses her dexterity bonus to ac if immobilized.
if a monk already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
light of foot (ex): at 6th level, a monk receives a bonus to all climb, jump and tumble checks equal to half his or her current monk levels.
enhance ability, improved (ex): as enhance ability, above, but requires a standard action to make the concentration check.
improved uncanny dodge (ex): a monk of 9th level or higher can no longer be flanked.
if a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
enhance ability, greater (ex): as enhance ability, above, but requires a move action to make the concentration check
ed
game rule information:
alignment: any lawful
hit dice: d8
class skills: balance (dex), climb (str), concentration (con), craft (int), diplomacy (cha), escape artist (dex), heal (wis), hide (dex), jump (str), knowledge (all) (int), listen (wis), move silently (dex), perform (cha), profession (wis), sense motive (wis), sleight of hand (dex), speak language (n/a), spot (wis), swim (str), and tumble (dex).
class features:
all of the following are class features of the monk.
weapon and armor proficiency: monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham and sling.
monks are not proficient with any armor or shields.
aura of order (ex): the power of a monk’s aura of law (see the detect law spell) is equal to her monk level. at 11th level, a monk's unarmed attacks are treated as lawful weapons for purposes of overcoming damage resistance. at 14th level, a monk's fists, feet and other unarmed attacks are treated as axiomatic weapons. an axiomatic weapon is lawfully aligned and infused with the power of law. it makes the weapon law-aligned and thus bypasses the corresponding damage reduction. it deals an extra 2d6 points of damage against all of chaotic alignment.
flurry of blows (ex): a monk gains the benefit of the two-weapon fighting feat, regardless of whether he or she meets the prerequisites for that feat but only when using either unarmed attacks or monk weapons. due to extensive practice and training, a monk may use the following weapons along with the flurry of blows class feature: club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai and siangham. a monk receives a +2 bonus on such attacks but only when fighting two-handed as described above. at 8th level, a monk gains the benefit of the improved two-weapon fighting feat under the same terms. at 15th level, a monk gains the benefit of the greater two-weapon fighting feat, again under the same terms.
greater grapple (ex): a monk's size is treated as one size class larger than his or her actual size when grappling, so that a gnome or halfling monk is treated as a medium-sized creature, while other pc races are treated as large creatures. at 4th level and every 4 levels thereafter (4th, 8th, 12th, 16th and 20th), a monk's size is considered one size category larger again, so that an 8th level gnome or halfling monk is considered large when grappling.
greater unarmed strike (ex): a monk is always treated as armed and thus does not provoke attacks of opportunity when making unarmed attacks. a monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. in addition, a monk's unarmed attacks inflict lethal damage as a shortsword of the monk's size. beginning at 4th level and every four levels thereafter (8th, 12th, 16th and 20th), the monk's unarmed attack damage improves by one step (e.g., 1d3 becomes 1d4; 1d4 becomes 1d6; 1d6, 1d8; 1d8, 1d10; 1d10, 2d6; 2d6, 2d8 and 2d8, 2d10. at 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
insightful defense (ex): when unarmored and unencumbered, the monk adds her wisdom bonus (if any) to her ac. in addition, a monk gains a +1 bonus to ac at 5th level. this bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
these bonuses to ac apply even against touch attacks or when the monk is flat-footed. she loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
path of enlightenment (ex): at 2nd level, a monk must select a course of study that he or she will pursue in the quest for self-perfection and select the class feature associated with the desired path. at 3rd, 8th, 17th and 20th levels, a monk may continue along the same path or pursue a different path instead, as different truths become more relevant.
[paths of enlightenment will follow in the next post: it's too long]
meditation (ex): beginning at 3rd level, on a successful concentration check (dc: 15), a monk may spend half the usual amount of time for his or her race in rest but receive the benefits of a full night's rest. this class feature does not affect the ability to regain spell slots. the check must be made at the beginning of any rest period to enter meditation. if interrupted, the monk receives no benefit.
enhance ability (ex): at 4th level, after making a concentration check (dc: 15) as a full-round action, a monk may use his or her wisdom score in place of another ability score for any single attack roll or skill check. the attack roll or skill check must occur within a number of rounds equal to his or her wisdom modifier +1 (min: 1). a monk may do this a number of times per day equal to half his or her monk levels.
uncanny dodge (ex): starting at 4th level, a monk can react to danger before her senses would normally allow her to do so. she retains her dexterity bonus to ac (if any) even if she is caught flat-footed or struck by an invisible attacker. however, she still loses her dexterity bonus to ac if immobilized.
if a monk already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
light of foot (ex): at 6th level, a monk receives a bonus to all climb, jump and tumble checks equal to half his or her current monk levels.
enhance ability, improved (ex): as enhance ability, above, but requires a standard action to make the concentration check.
improved uncanny dodge (ex): a monk of 9th level or higher can no longer be flanked.
if a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
enhance ability, greater (ex): as enhance ability, above, but requires a move action to make the concentration check