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DrakebloodIV
2009-05-29, 01:21 AM
HD- d8

Skill Points- 4+int(x4 at 1st level)

Weapon Proficiencies- Bo staff, Jutte, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

{table=head] Level | BaB | F | R | W | Class Abilities | Unarmed Damage
1st | +1 | 2 | 2 | 2 | Flurry of Blows 1, Warriors stance | 1d6
2nd | +2 | 3 | 3 | 3 | Fist of the Heavens | 1d6
3rd | +3 | 3 | 3 | 3 | | 1d6
4th | +4 | 4 | 4 | 4 | Warriors stance, Fist of the Heavens | 1d8
5th | +5 | 4 | 4 | 4 | Flurry of Blows 2 | 1d8
6th | +6/+1 | 5 | 5 | 5 | Fist of the Heavens | 1d8
7th | +7/+2 | 5 | 5 | 5 | Warriors stance | 1d10
8th | +8/+3 | 6 | 6 | 6 | Fist of the Heavens | 1d10
9th | +9/+4 | 6 | 6 | 6 | Flurry of Blows 3 |1d10
10th | +10/+5 | 7 | 7 | 7 | Warriors stance, Fist of the Heavens | 2d6
11th | +11/+6/+1 | 7 | 7 | 7 | |2d6
12th | +12/+7/+2 | 8 | 8 | 8 | Fist of the Heavens | 2d6
13th | +13/+8/+3 | 8 | 8 | 8 | Flurry of Blows 4, Warriors stance | 2d6
14th | +14/+9/+4 | 9 | 9 | 9 | Fist of the Heavens | 2d8
15th | +15/+10/+5 | 9 | 9 | 9 | | 2d8
16th | +16/+11/+6/+1 | 10 | 10 | 10 | Warriors stance, Fist of the Heavens | 2d8
17th | +17/+12/+7/+2 | 10 | 10 | 10 | Flurry of Blows 5 | 2d10
18th | +18/+13/+8/+3 | 11 | 11 | 11 | Fist of the Heavens | 2d10
19th | +19/+14/+9/+4 | 12 | 12 | 12 | Warriors stance | 2d10
20th | +20/+15/+10/+5 | 12 | 12 | 12 | Fist of the Heavens | 2d10 + Wis
[/table]

Class Abilities-

Fist of the Heavens Moves-

All Fist of the Heavens attacks are full round actions that do not provoke attacks of oppourtunity. An attack must be made and hit on every target of the move.

Great Reap-
All bow before your powerful sweeps. As a full round action you may force all opponents within reach to make a DC (10+Class level+Dex mod) Ref save or fall prone and take 1d10 damage.

Solarplexis-
A powerful fist to the center of the ribs throws an enemy back and crushes their ribs. When this attack hits, it knocks back an opponent 5ft/level and forces the target to make a DC (10+Class level+Str mod) Fortitude save or become Fatigued. At level ten this becomes Exhausted. If thrown into a wall, the target takes 1d6 damage for ten feet still to travel.

Working on this now, if you can think of any that are cool, feel free to say them.


Warriors Stances-

Stoic stance-
Leaping stance-
Wall stance-
Beast stance-

Working on this now, if you can think of any that are cool, feel free to say them.


Flurry of Blows-
A monk may add a number of attacks per round equal to their number of Flurry of Blows. When they do this, they suffer a -3 penalty when they use the maximum, -2 when they use one less, and so on.

Special monk weapons-

Jutte- A Jutte is a form of Masterwork Daggar designed to catch swords and other bladed weapons. A monk wielding a Jutte may treat his unarmed damage as one size larger. Also, when using the FotH move Catch weapon against a bladed weapon (Swords, spears, axes) , a monk may immediately make a disarm and sunder check. Both receive a +4 bonus and ignore size penalties.