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Merk
2009-11-06, 12:59 PM
Hey all,

This is an attempt to redesign the monk. It's loosely based off of the clans from Oriental Adventures, with the addition of a clan called "Shadow". This is a work in progress, but please let me know what you think.

Clan Monk

Game Rule Information
Abilities: Wisdom governs a monk's martial and mystical abilities. Dexterity aids the monk in quick strikes and dodging, and Constitution gives a monk greater stability in combat.
Alignment: Any (See Text)
Hit Die: d8

Class Skills

The Clan Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int Mod) x 4
Skill Points at Each Additional Level: 4 + Int Mod

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Sublime Style, Discipline Path, Domain Power I

2nd|
+2|
+0|
+3|
+3|Evasion

3rd|
+3|
+1|
+3|
+3|Domain Power II

4th|
+4|
+1|
+4|
+4|Discipline I

5th|
+5|
+1|
+4|
+4|Domain Power III

6th|
+6/+1|
+2|
+5|
+5|Ki Strike (Magic)

7th|
+7/+2|
+2|
+5|
+5|Domain Power IV

8th|
+8/+3|
+2|
+6|
+6|Discipline II

9th|
+9/+4|
+3|
+6|
+6|Domain Power V

10th|
+10/+5|
+3|
+7|
+7|Ki Strike (Aligned)

11th|
+11/+6/+1|
+3|
+7|
+7|Domain Power VI

12th|
+12/+7/+2|
+4|
+8|
+8|Discipline III

13th|
+13/+8/+3|
+4|
+8|
+8|Domain Power VII

14th|
+14/+9/+4|
+4|
+9|
+9|

15th|
+15/+10/+5|
+5|
+9|
+9|Domain Power VIII

16th|
+16/+11/+6/+1|
+5|
+10|
+10|Discipline IV

17th|
+17/+12/+7/+2|
+5|
+10|
+10|Domain Power IX

18th|
+18/+13/+8/+3|
+6|
+11|
+11|

19th|
+19/+14/+9/+4|
+6|
+11|
+11|Ki Strike (Adamantine)

20th|
+20/+15/+10/+5|
+6|
+12|
+12|Discipline V[/table]

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

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus and Evasion ability.

AC Bonus (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.

Sublime Style

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. A monk adds her Wisdom bonus, instead of her strength bonus, to attack and damage rolls with her unarmed strike or monk weapons.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

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.

A monk deals 1d6 unarmed damage at 1st level, 1d8 at 4th level, 1d10 at 8th level, 2d6 at 12th level, 2d8 at 16th level, and 2d10 at 20th level.

Discipline Path

At 1st level, a monk dedicates herself to the martial arts of her clan. She must conform to the alignment requirements of that clan in order to join it. Her clan determines which discipline abilities she will learn later. She may not change her discipline after choosing it at first level. A monk also gains a bonus feat cased depending on his clan (regardless of whether or not he meets any prerequisites), and gains a +2 bonus to the associated skill (if necessary, the skill is added to the monk's list of class skills). Finally, each clan has an associated cleric domain, which the monk uses to access her Domain Power.

Crab Clan
Alignment: Any Lawful
Domain: Water
Skill: Profession (Sailor)
Bonus Feat: Endurance

Crane Clan
Alignment: Any Chaotic
Domain: Air
Skill: Climb
Bonus Feat: Deflect Arrows

Dragon Clan
Alignment: Any Lawful
Domain: Luck
Skill: Use Magic Device
Bonus Feat: Draconic Heritage

Lion Clan
Alignment: Any Good
Domain: Strength
Skill: Jump
Bonus Feat: Power Attack

Phoenix Clan
Alignment: Any Good
Domain: Sun
Skill: Knowledge (Arcana)
Bonus Feat: Improved Initiative

Scorpion Clan
Alignment: Any Evil
Domain: Fire
Skill: Intimidate
Bonus Feat: Scorpion's Resolve

Unicorn Clan
Alignment: Any Chaotic
Domain: Protection
Skill: Survival
Bonus Feat: Augmented Healing

Shadow Clan
Alignment: Any Evil
Domain: Darkness
Skill: Move Silently
Bonus Feat: Tomb-Tainted Soul

Domain Power

A monk has limited access to divine spells granted through her clan studies. At 1st level, a monk can use the first level spell of his clan's domain as a spell-like ability as a cleric of his HD, once per day. At every two levels thereafter, the monk gains access to the next level spell in the domain, also usable once per day. The DC for a monk's spells is 10 + 1/2 HD + Wisdom modifier. A monk does not gain any other abilities associated with the domain (like the strength enhancement of the Strength domain).

Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Ki Strike (Su)

At 6th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful, chaotic, good, or evil weapons for the purpose of dealing damage to creatures with damage reduction (the alignment of the weapon depends on a monk's clan). At 19th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Discipline

At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th), the Clan Monk gains powers from the martial style of his clan. All abilities granted by the Discipline are Extraordinary unless otherwise noted.

Crab Clan

4th Level Discipline

A Crab Monk gains a +4 bonus to Swim checks and can always choose to take 10 on Swim checks, even under pressure. He also gains Water Mastery, as a Water Elemental (+1 to attack and damage rolls if both he and his opponent are touching water), but does not receive the -4 penalty for either target touching ground.

8th Level Discipline

A Crab Monk gains Mettle at 8th level.

12th Level Discipline

A Crab Monk gains +3 Natural Armor and DR 2/- at 12th level.

16th Level Discipline

A Crab Monk gains +6 Natural Armor and DR 4/- at 16th level. (Does not stack with previous natural armor and damage reduction)

20th Level Discipline

A Crab Monk gains +9 Natural Armor and DR 6/- at 20th level. (Does not stack with previous natural armor and damage reduction). In addition, he gains Control Water as a spell-like ability as a Druid of his monk level 3/day.

Crane Clan

4th Level Discipline

A Crane Monk gains proficiency with the Shortbow and Longbow, and gains Zen Archery as a bonus feat.

8th Level Discipline

A Crane Monk can use Feather Fall as a spell-like ability 3/day as a Sorceror of his level.

12th Level Discipline

A Crane Monk at 12th level may Deflect a number of arrows per round equal to his Wis Mod.

16th Level Discipline

A Crane Monk gains a natural fly speed of 60 ft. at 16th level.

20th Level Discipline

A Crane Monk can cast Control Winds as a spell-like ability as a Druid of her level 3/day.

Dragon Clan

4th Level Discipline

A Dragon Monk may expend the use of one Domain Power to add the level of the sacrificed spell-like ability to add it as Caster Level when she uses a Magic Device.

8th Level Discipline

A Dragon Monk may let out a frightening roar 3/day. All enemies in earshot must make a will save (DC 10 + 1/2 HD + Wis Mod) or be shaken for 1d4 rounds.

12th Level Discipline

A Dragon Monk gains Spell Resistance equal to her monk level + 10.

16th Level Discipline

A Dragon Monk gains a breath weapon, doing 5d6 fire damage (Reflex save half DC = 10 + 1/2 HD + Wis Mod). After using it, the Dragon Monk cannot use it for 1d4 rounds.

20th Level Discipline

A Dragon Monk can Dispel Magic with a melee touch attack or unarmed strike at-will as a Sorceror of her monk level.

Lion Clan

4th Level Discipline

A Lion Monk gains the ability to Rage 1/day as a barbarian of her level. The rage lasts for 3 + Wis Mod rounds. A Lion Monk's Rage adds +2 to attack and damage rolls with melee attacks.

8th Level Discipline

A Lion Monk gains the ability to Pounce -- she can charge and make a full attack, but doing so leaves her exhausted for 1d3 rounds afterwards. Her Rage also increases to 2/day.

12th Level Discipline

A Lion Monk gains the benefit of the Cleave feat at 12th level, regardless of whether she meets the prerequisites. Her Rage also increases to 3/day.

16th Level Discipline

A Lion Monk gains a permanent +2 bonus to Strength at 16th level. Her Rage also increases to 4/day.

20th Level Discipline

A Lion Monk is no longer tired after pounces, charges, or rages at 20th level. Her Rage increases to 5/day.

Phoenix Clan

4th Level Discipline

A Phoenix Monk gains Bardic Knowledge as a class feature, but uses his Wis Mod instead of his Int Mod.

8th Level Discipline

A Phoenix Monk gains Improved Evasion at 8th level.

12th Level Discipline

A Phoenix Monk gains Improved Uncanny Dodge as a barbarian of his level.

16th Level Discipline

A Phoenix Monk can cast Resurrection as a Cleric of his level 1/week as a spell-like ability.

20th Level Discipline

A Phoenix Monk is immune to surprise at 20th level. He is considered to be constantly under the ward of a Foresight spell as cast by a Cleric of his level. This is a supernatural ability.

Scorpion Clan

4th Level Discipline

A Scorpion Monk gains Sneak Attack +1d6 at 4th level, and also gains Poison Use and Immunity to Poison at 4th level.

8th Level Discipline

A Scorpion Monk may make a Death Attack as an assassin of her level. She must study her opponent for at least 3 rounds. Her sneak attack also increases to +2d6.

12th Level Discipline

A Scorpion Monk gains natural venom at 12th level. She can spend a standard action to imbue her fists with a contact-based poison that does 1d6 damage to any one ability score. If she succeeds at a melee touch attack or a normal unarmed strike, the opponent must make a Fortitude save DC = 10 + 1/2 Monk's HD + Wis Mod or take the ability damage. Her sneak attack also increases to +3d6.

16th Level Discipline

A Scorpion Monk gains Fire Resistance 10 at 16th level. Her sneak attack also increases to +4d6.

20th Level Discipline

A Scorpion Monk's poison increases to 2d6 ability damage, and sneak attack increases to +5d6.

Unicorn Clan

4th Level Discipline

A Unicorn Monk gains Lay on Hands as a Paladin of her level. This is a supernatural ability. She may heal up to her monk level x Wis Mod number of hit points per day. She may also use this as a touch attack to harm undead creatures.

8th Level Discipline

A Unicorn Monk gains an animal companion as a Druid of her level - 5.

12th Level Discipline

A Unicorn Monk is constantly surrounded by a Magic Circle effect. Depending on the Monk's alignment, this is either against Evil, Good, or Lawful. This is a supernatural ability.

16th Level Discipline

A Unicorn Monk is immune to ability damage and drain and level drain at 16th level.

20th Level Discipline

A Unicorn Monk gains Regeneration 5/Negative Energy at 20th level.

Shadow Clan

4th Level Discipline

A Shadow Monk can cast Blur as a spell-like ability as a Sorceror of her level 3/day at 4th level.

8th Level Discipline

A Shadow Monk gains Improved Evasion at 8th level.

12th Level Discipline

A Shadow Monk can Hide in Plain Sight at 12th level.

16th Level Discipline

A Shadow Monk's unarmed critical hit deals 1d4 negative levels in addition to normal damage at 16th level.

20th Level Discipline

A Shadow Monk at 20th level becomes Incorporeal. This is a supernatural ability.

Ex-Monks

A Monk who willingly strays from the alignment of her clan may not continue to level as a monk and loses all of her clan-granted abilities (Domain Powers and Disciplines) but otherwise retains all of the special abilities of a monk (Unarmed damage, etc.). She regains her abilities and advancement potential if she atones for her violations.