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View Full Version : Radiant Monk [3.5] [PEACH] Re-posted--New Feature



Temotei
2009-12-05, 01:21 AM
This is the fluff. I just want a review of the new feature, but if you want to read it, it's here.
Radiant Monk
The radiant monk is a harbinger of light and destroyer of darkness. They use their powers of the sun and light to save and protect lives, restore the sick to health, and ultimately, bring their foes down, whether a physical being or not. Powers of the darkness beware--the radiant monks are here, and they're not much for conversation.
Adventures: The radiant monk adventures in the name of good and rightness. Sometimes, a deity will call upon a radiant monk to complete a quest for the upper-being. They follow these callings to the lettering, will fight until the death, and will perform any acts of sacrifice to get the job done. Radiant monks are often known as a serious lot, but sometimes there is one who will bring enthusiasm and cheer to a group.
Characteristics: The power of the light guides the radiant monk, and grants abilities allowing them to heal, protect themselves and others, and defeat their enemies with brilliant power. One of the main abilities of the radiant monk is to fight unarmed.
Another power is bringing bright light to bear, striking open-palmed against an opponent. It's said that powerful radiant monks can blind foes with this ability. Many capabilities of the radiant monk deal with light, especially from the sun.
There have been tales telling of the radiant monk's most potent ability. It's said that if they had the heart (or lack thereof), they could burn a whole village down within minutes. The flames are supposed to be blindingly bright, flaring strongly and often, vanquishing foes within seconds.
Alignment: The radiant monk is a creature of good. One could fight for the freedom of a people; another just doing what they can to bring the light to people and their lives.
Religion: Pelor is the patron deity of most radiant monks. Other deities are Heironeous, for those with a lawful bent, Ehlonna for nature-loving radiant monks and elves, Moradin for the dwarves, and Kord, for the combat-loving ones--the ones that like to crush faces (half-orcs).
Background: Radiant monks come from a variety of backgrounds. One may be from a monastery, trained in the knowledge of light and the use of it. Another may be from a farmstead in the country, who learned to spar as a young child, and grew to love the sun and its power; but learned to respect it as well. Wherever a radiant monk is from, they all serve a common purpose--to work, fight, and protect the world for good.
Races: Humans answer the calling of the radiant monk often, following the path of the light. Elves often already follow the ways of the radiant monk, being a goodly race, and a nature-loving one at that, causing an inherent love of the sun. Half-elves often go this course as well, feeling the same as humans or elves...or perhaps both. Sometimes dwarves will come into the mix, but this is more uncommon. They would usually rather stay underground, close to the stone. The other races are rare to see as radiant monks.
Other Classes: Radiant monks naturally like paladins, because of their strong moral fiber, and in the knowledge that they, too, feel the light within them. Good monks are similar to them in many ways, and radiant monks will often be eager to travel with these unarmed masters. Clerics often show great synergy with the radiant monk; especially the good clerics. They're able to shield and heal allies, and they often follow the light as well. Good rangers sometimes match up with the radiant monks, and feel a bit of kinship, although it's a thin line. Barbarians are viewed by the radiant monks in a neutral way. They're a wonderful way to get some chaos into a fight--sometimes, just what they need. Wizards and sorcerers are viewed neutrally as well. They can be useful, and often create even more chaos than the barbarian can, but they sometimes just can't get out of their books, or in the case of the sorcerer, their egos. Bards are viewed as good companions by the radiant monk. They provide entertainment, and in combat, will help the radiant monk to be able to better perform--just what they want. Rogues are often viewed at first as untrustworthy, but this may simply be because of the stereotypical shadow-following one.
Role: The radiant monk is able to perform admirably in straightforward combat, with the help of special abilities. They are particularly good at banishing darkness and those sensitive to the light, but against a radiant monk, any enemy ought to be afraid.

This has the hit die, alignment restriction, abilities, and skills.
GAME RULE INFORMATION
Radiant monks have the following game statistics.
Abilities: Strength improves the radiant monk’s unarmed fighting capabilities. Constitution is needed to stay alive on the front lines. Wisdom is important for the radiant monk’s special abilities.
Alignment: Any good.
Hit Die: d10.

Class Skills
The radiant monk’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

RADIANT MONK
{table=head]Level|Base Attack Bonusaaaaaaaa|Fort Save|Ref Save|Will Save|Special|Dawn's Renewal|Fervor

1st|
+1|
+2|
+2|
+2|Unarmed strike, radiant palm, bonus feat|0|3

2nd|
+2|
+3|
+3|
+3|Aura of good, bonus feat|1|6

3rd|
+3|
+3|
+3|
+3|Radiant palm (sensitivity), exalted blaze|2|9

4th|
+4|
+4|
+4|
+4|Revealing light, ki strike (magic)|4|12

5th|
+5|
+4|
+4|
+4|Purity of body, repelling radiance|6|15

6th|
+6/+1|
+5|
+5|
+5|Low-light vision, evasion, bonus feat|8|20

7th|
+7/+2|
+5|
+5|
+5|Brilliant shield 1/day|10|24

8th|
+8/+3|
+6|
+6|
+6|Mettle, searching light|12|27

9th|
+9/+4|
+6|
+6|
+6|Radiant palm (blind)|14|30

10th|
+10/+5|
+7|
+7|
+7|Banishing radiance, ki strike (good)|16|33

11th|
+11/+6/+1|
+7|
+7|
+7|Brilliant shield 2/day, bonus feat|18|39

12th|
+12/+7/+2|
+8|
+8|
+8|Improved dawn's renewal|20|44

13th|
+13/+8/+3|
+8|
+8|
+8|Purge 1/day|22|48

14th|
+14/+9/+4|
+9|
+9|
+9|Sol ardor|24|51

15th|
+15/+10/+5|
+9|
+9|
+9|Brilliant shield 3/day, purge 2/day|26|54

16th|
+16/+11/+6/+1|
+10|
+10|
+10|Scouring light, ki strike (adamantine)|28|61

17th|
+17/+12/+7/+2|
+10|
+10|
+10|Tongue of the sun and moon, purge 3/day|30|67

18th|
+18/+13/+8/+3|
+11|
+11|
+11|Perfect purification 3/week|32|72

19th|
+19/+14/+9/+4|
+11|
+11|
+11|Resplendent shield, purge 4/day|34|76

20th|
+20/+15/+10/+5|
+12|
+12|
+12|Dawn breaking|35|80[/table]

These are the class features, all in the spoiler until fervor, the new feature. I will then put the abilities that don't involve fervor at all in spoilers.

Class Features
All of the following are class features of the radiant monk.
Weapon and Armor Proficiency: A radiant monk is proficient with the gauntlet, club, shortbow, falchion, crossbow (light or heavy), kukri, and shuriken. Radiant monks are proficient with all armor, but no shields. When using a shield, the radiant monk is unable to properly strike unarmed, and will lose all extra damage on unarmed attacks and will not be able to use radiant palm, brilliant shield, resplendent shield, and ki strike is inactive.
Dawn’s Renewal (Ex): A radiant monk has the ability to heal them and their allies with the power of the sun coursing through their veins. The radiant monk can focus this power through their hands, into a touch as a standard action. They add Wis modifier x 3 to the total pool of hit points available to heal with. At 12th level, this improves to Wis modifier x 5. The daily allotment for curing can be split up among several separate uses. Additionally, a radiant monk can use this power to deal damage to undead. This requires a successful melee touch attack, and doesn't provoke attacks of opportunity. The amount of points spent is chosen after successfully touching an undead creature.
Fervor (Ex): The radiant monk's fiery soul powers the radiant palm, exalted blaze, revealing light, and scouring light abilities.
Unarmed Strike: See the monk’s ability of the same name on page 41 of the PHB.
Radiant Palm (Ex): Fueled by their fervor, the radiant monk is able to punch open-palmed while infusing their hand with supernatural light, so bright and hot that it sears the skin and damages the eyes. A radiant palm attack adds a radiant monk’s Wisdom modifier to damage, and forces an opponent to make a Fortitude saving throw (DC 10 + ˝ character level + Wis modifier) or be dazzled for 1d4 rounds + 1 round for every three radiant monk levels. At 9th level, the radiant monk can cause blindness instead of dazzling. At 3rd level, this improves to be more effective against undead. Add 1d6 + class levels damage, 1 extra round of dazzling or blinding, and 1 DC to the saving throw. Creatures sensitive to light are dazzled or blinded one extra round. Any feat that improves stunning fist also improves radiant palm. This ability may be used as long as there is an open hand to punch forward with, and the radiant monk has at least 3 fervor points remaining.
Bonus Feat: At 1st level, a radiant monk may choose a feat from Rapid Stunning, Roundabout Kick, Zen Archery, and Toughness. At 2nd level, a radiant monk may choose a feat from Clever Wrestling, Close-Quarters Fighting, Brutal Throw, Power Throw, and Toughness. At 6th level, they can choose a feat from Blind Fight, Point Blank Shot, Quick Draw, Heavy Handed1, and Toughness. At 11th level, the feat choices are Fists of Iron, Flying Kick, Snap Kick, and Improved Toughness. The radiant monk may choose any of these feats without meeting the prerequisites when choosing a bonus feat.
Aura of Good (Ex): See the paladin’s ability of the same name on page 44 of the PHB.
Exalted Blaze (Su): At 3rd level, a radiant monk is able to concentrate the light and fires of the sun into a thin beam. Outside of combat, this may be used to start a fire, or burn through thin walls, for example. In combat, a radiant monk can make a ranged touch attack against an enemy within 60 ft. for damage equal to 1d4 x the amount of fervor points spent + Wis modifier. Half the damage is fire damage; the other half is sacred damage. A successful Reflex saving throw of DC 10 + class levels + Wis modifier reduces damage by half. Undead and creatures sensitive to light, including those that have light blindness, take an additional 1d4 damage. The attack is a standard action.
Revealing Light (Sp): At 4th level, the radiant monk may use Light 3 + Wis modifier/day, with a caster level equal to their radiant monk levels. Two fervor points may be used to allow a 30 ft. range. In addition, the radiant monk gets a +2 insight bonus on Sense Motive checks.
Ki Strike (Su): As the monk’s ability of the same name on page 41 of the PHB, but instead of ki strike (lawful) at 10th level, the radiant monk receives ki strike (good).
Purity of Body (Ex): See the monk’s ability of the same name on page 41 of the PHB.
Repelling Radiance (Su): At 5th level, the radiant monk is better able to repel darkness with an aura of light. A radiant monk may negate the effects of any darkness spells and abilities within 30 feet of them. In addition, if any darkness spells or abilities come into effect within this range, they are immediately negated. Any evil undead creatures within the range of the aura at the end of the round take 1d4 - 1 damage (minimum 1), and are pushed back 5 + class levels (rounded to the nearest multiple of five) feet, at the radiant monk's option, unless they make a successful Will saving throw of DC 10 + class levels + Wis modifier. Activating the aura is a swift action. The aura lasts for 3 + class levels rounds, and can be used Wis modifier times per day (minimum 1).
Low-light Vision: At 6th level, the radiant monk gains low-light vision, as an elf’s racial trait. If a radiant monk has low-light vision already from another source, sight extends to triple a human’s.
Evasion (Ex): See the monk’s ability of the same name on page 41 of the PHB.
Brilliant Shield (Sp): At 7th level, the radiant monk is able to conjure a shield of light as a swift action 1/day. It can be created to protect anyone within a range of 30 ft. At 11th and 15th levels, the daily limit increases by one additional use per day. It sheds light as a torch, blocks all 1st through 3rd level necromancy spells, and provides a +4 shield bonus to AC. This ability may also be used to counter darkness within range of the light, but lowers the duration by 1 round/spell level. It lasts 3 + class levels rounds.
Mettle (Ex): At 8th level, a radiant monk draws power from the light, allowing a Fortitude or Will saving throw against spells that can be reduced in effectiveness by an ordinary Fortitude or Will saving throw. This ability, however, allows the radiant monk to avoid all damage and negative effects from such spells.
Searching Light (Sp): At 8th level, a radiant monk may use Light at will, and can create it within a range of 30 ft. In addition, the radiant monk gets a +3 insight bonus on Sense Motive checks. This does not stack with revealing light.
Banishing Radiance (Su): At 10th level, the radiant monk is able to keep creatures of darkness at a disadvantage with an aura of light. Any creature within 30 feet of the radiant monk who is made of, or otherwise infused with darkness, or hiding in any way takes a -6 penalty on hide checks, -2 on attack rolls, and -2 AC. Darkness-infused creatures are also pushed back 5 ft. at the end of the radiant monk’s turn each round, at the user's option, unless they make a successful Will saving throw of DC 10 + class levels + Wis modifier. Activating the aura is a swift action. The aura lasts for 3 + class levels rounds, and can be used Wis modifier times per day (minimum 1).
Purge (Su): At 13th level, a radiant monk is able to call upon the rejuvenating powers of the sun to cleanse the body by touch. Once per day, the radiant monk can remove fatigue or poison from themselves or a willing ally. If the target was exhausted, they are now fatigued. At 15th, 17th, and 19th levels, the daily limit increases by one additional use per day. Using this ability is a standard action.
Sol Ardor (Ex): At 14th level, a radiant monk gains spell resistance equal to their radiant monk level + 10. As well, a radiant monk is immune to all diseases, including magical ones.
Scouring Light (Sp): At 16th level, a radiant monk may use Locate Creature for 5 fervor points, with a caster level equal to their radiant monk levels. When the radiant monk turns and senses the right direction, light grows within them, and is released through the eyes, shedding light equal to that of a candle. In addition, the radiant monk gets a +4 bonus on Sense Motive checks. This does not stack with searching light.
Tongue of the Sun and Moon (Ex): See the monk’s ability of the same name on page 42 of the PHB.
Perfect Purification (Su): At 18th level, the radiant monk has the ability to completely cleanse the bodies of all allies within range 3/week. Any fatigued ally is restored to normal status as if they had 8 hours of complete rest. This does not restore spellcasters’ spell slots. If any allies are exhausted, they become fatigued instead. Perfect purification also removes disease and poison. Using this ability is a standard action.
Resplendent Shield (Sp): At 19th level, the radiant monk is able to conjure a shield 3/day, similar to brilliant shield, but with several advantages over it. First, it blocks all spells with the Light descriptor. Secondly, it provides a +6 shield bonus to AC. Thirdly, the range increases by an additional 10 feet, for a total of 60 ft. Finally, any physical attacks against the shield cause a bright flare to spark on the surface, causing the attacker to be blinded for 1d4 rounds, and all enemies within 10 ft. of the shield to be dazzled for 1d4 rounds, unless they succeed on a Fortitude saving throw of DC 10 + class levels + Wis modifier. Undead and creatures sensitive to light, including those that have light blindness, are affected even more negatively, being blinded or dazzled for an additional round. The shield lasts for 3 + class levels rounds.
Dawn Breaking (Su): At 20th level, a radiant monk is able to release pent up energy in one move, resulting in a holy inferno. White flames spew from all around the radiant monk, avoiding allies and the radiant monk, but damaging enemies badly whenever possible. At the beginning of each round, if any enemies are within 15 feet of the radiant monk, they take 10d6 damage. As well, all enemies within 30 ft. are blinded. A successful Fortitude saving throw of DC 10 + class levels + Wis modifier reduces damage by half, and nullifies the blindness. Enemies sensitive to light, including those with light blindness, take an additional 5d6 damage and are blinded one extra round, and undead take double damage. All darkness within 60 ft. is dispelled because of the intense light emanating from the flares. The radiant monk also receives a sacred bonus of +4 Wisdom and 10 fire resistance while using dawn breaking. Activation takes a standard action to prepare themselves, and to avoid damaging allies. The user must also make a concentration check of DC 10 + 1/round dawn breaking is active each round to maintain the fires (DC 11 for the second round, DC 12 for the third round, etc.). This ability can be used once per day, and lasts 3 + Wis modifier rounds.

Epic Levels
At 21st level, the radiant monk's unarmed attacks are able to bypass epic damage reduction. At every 5 levels higher than 20, the radiant monk gains a bonus feat to choose from the monk's epic feat list, except replace Self-Concealment, Epic Speed, Improved Combat Reflexes, Infinite Deflection, and Reflect Arrows with Permanent Emanation, Holy Strike, Devastating Critical, Combat Archery, Uncanny Accuracy, and Improved Exalted Blaze2. Also, dawn's renewal increases by 2 points per level past 20th, and fervor increases by 4 per level past 20th.

Ex-Radiant Monks
A radiant monk who ceases to be good loses all radiant monk abilities, except weapon and armor proficiencies, unarmed strike, bonus feats, and evasion.


1: The Heavy Handed feat was created by deuxhero, and is now named Strong Style, to show that unarmed attacks can get the benefit without being a fist attack. This version is slightly modified for balance reasons.

Heavy Handed (Strong Style) [Fighter]
Prerequisites: Natural weapon or Improved Unarmed Strike.
Benefit: Your unarmed strike or a single type of natural weapon is affected by Strength and Power Attack as if you were using a one-handed weapon. Your strike still counts as a light weapon for all other (including weapon finesse and two weapon fighting) purposes.

2: The Improved Exalted Blaze epic feat is my own creation.

Improved Exalted Blaze [Epic]
Prerequisites: Wis 21, exalted blaze
Benefit: Exalted blaze now has a range of 120 ft. Damage is increased to the amount of fervor points spent x 1d6 + Wis modifier. Finally, the Reflex saving throw's DC is increased by 1.


I'm thinking of giving some more uses to fervor, like maybe repelling radiance. Tell me what you think.

Solaris
2009-12-05, 06:07 AM
What's the caster level on Revealing Light? Class level?

Still my favorite Shiny Monk. Could you elucidate the new features as opposed to the old, for those of us too lazy to trawl for the other version (unless the feats listed at the bottom are it)?

Temotei
2009-12-05, 04:38 PM
Sure. The new feature that no one has seen or commented on is "fervor." The feats at the bottom are also new for everyone except Delandel and maybe -Baldur-. I've also edited the part on ex-radiant monks, and changed the heavy-handed feat. I'll edit in the caster level for revealing light. It'll be class level. A few other abilities have been edited, but nothing too huge, other than dawn's renewal, with the addition of fervor.

Solaris
2009-12-05, 05:46 PM
>> Sadly, I think that fervor was the first thing I noticed. My brain does funny things when I'm up way too late. Its basic premise is to take the strain off of the dawn's renewal ability and provide a separate pool for the other abilities, yes?

Temotei
2009-12-05, 06:18 PM
Yes. It was suggested that I separate the two uses, so I have done so. Bibliomancer might be happy to see this, too, as I know he wanted a point-based system with dawn's renewal for many abilities.

Temotei
2009-12-07, 05:20 PM
I really could use help on this. I've had no comments on the balance of fervor, and I'm still unsure. :smallredface: I've put all of the information you don't need to review the new ability in spoilers, for ease.

Please?

Fortuna
2009-12-08, 12:47 AM
Wow. This looks awesome. I can't see anything wrong with fervor off the top of my head, and this really is how monks should be: awesome, with many juicy abilities. I may see if I can find an excuse to play one in a while.

Temotei
2009-12-08, 05:32 PM
Wow. This looks awesome. I can't see anything wrong with fervor off the top of my head, and this really is how monks should be: awesome, with many juicy abilities. I may see if I can find an excuse to play one in a while.

Thanks much. :smallsmile: I appreciate that.

Any other critique would be great as well. I'm always accepting.