Hawkflight
2011-07-23, 01:10 PM
Hello everyone. I'm a fan of cheesy martial arts style characters, but I've always found the Monk lacking, and I was never happy with the Unarmed Swordsage. Therefore, I decided to try my hand at making my own ToB-style monk. Please review and PEACH!
Table: Sublime Monk
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Class Features|
Flurry of Blows Attack Bonus|
Maneuvers Known|
Maneuvers Readied|
Stances Known|
Unarmed Damage|
AC Bonus
1st|
+0|
+2|
+2|
+2|Quick to Act +1, AC Bonus, Unarmed Strike, Flurry of Blows|
-2/-2|
6|
4|
1|
1d6|
+0
2nd|
+1|
+3|
+3|
+3|Uncanny Dodge|
-1/-1|
7|
4|
2|
1d6|
+0
3rd|
+2|
+3|
+3|
+3|Martial Training, Fast Movement +10 ft.|
+0/+0|
8|
5|
2|
1d6|
+0
4th|
+3|
+4|
+4|
+4|Abundant Leap, Cliffhanger|
+1/+1|
9|
5|
2|
1d8|
+1
5th|
+3|
+4|
+4|
+4|Improved Uncanny Dodge, Quick to Act +2|
+2/+2|
10|
6|
3|
1d8|
+1
6th|
+4|
+5|
+5|
+5||
+3/+3|
11|
6|
3|
1d8|
+1
7th|
+5|
+5|
+5|
+5|Sense Magic|
+4/+4|
12|
6|
3|
1d8|
+1
8th|
+6|
+6|
+6|
+6|Fast Movement +20 ft.|
+5/+5/+0|
13|
7|
3|
1d10|
+2
9th|
+6|
+6|
+6|
+6|Evasion|
+6/+6/+1|
14|
7|
4|
1d10|
+2
10th|
+7|
+7|
+7|
+7|Quick to Act +3|
+7/+7/+2|
15|
8|
4|
1d10|
+2
11th|
+8|
+7|
+7|
+7|Greater Flurry of Blows|
+8/+8/+8/+3|
16|
8|
4|
1d10|
+2
12th|
+9|
+8|
+8|
+8|Leap of the Clouds|
+9/+9/+9/+4|
17|
8|
4|
2d6|
+3
13th|
+9|
+8|
+8|
+8|Fast Movement +30 ft.|
+9/+9/+9/+4|
18|
9|
4|
2d6|
+3
14th|
+10|
+9|
+9|
+9||
+10/+10/+10/+5|
19|
9|
5|
2d6|
+3
15th|
+11|
+9|
+9|
+9|Quick to Act +4|
+11/+11/+11/+6/+1|
20|
10|
5|
2d6|
+3
16th|
+12|
+10|
+10|
+10||
+12/+12/+12/+7/+2|
21|
10|
5|
2d8|
+4
17th|
+12|
+10|
+10|
+10|Improved Evasion|
+12/+12/+12/+7/+2|
22|
10|
5|
2d8|
+4
18th|
+13|
+11|
+11|
+11|Fast Movement +40 ft.|
+13/+13/+13/+8/+3|
23|
11|
5|
2d8|
+4
19th|
+14|
+11|
+11|
+11|Mystic Foresight|
+14/+14/+14/+9/+4|
24|
11|
5|
2d8|
+4
20th|
+15|
+12|
+12|
+12|Perfect Self, Quick to Act +5|
+15/+15/+15/+10/+5|
25|
12|
6|
2d10|
+5[/table]
Hit Die: d8
The Sublime Monk's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiency: Sublime Monks are proficient with all simple weapons, as well as with special Monk weapons (namely the bolas, kama, katana (bastard sword), naginata (glaive), nunchaku, sai, shuriken, siangham, sling, and wakizashi (short sword)). Sublime Monks are not proficient with any armor or shields.
Maneuvers: A Sublime Monk gains the maneuvers and stances known/readied of a Swordsage, with the Swordsage's recovery method. The disciplines available to her are Circling Vulture (http://www.giantitp.com/forums/showthread.php?t=183826#post10181158), Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614), Desert Wind, Setting Sun, Stone Dragon, and Tiger Claw.
AC Bonus (Ex): A Sublime Monk may add her Wisdom modifier plus 1/4 her level as a bonus to her AC as long as she wears light or no armor, is unencumbered, and does not use a shield. This bonus applies even against touch attacks and when flat-footed. However, she loses this bonus when when she is immobilized or helpless.
Unarmed Strike: At 1st level, a Sublime Monk gains Improved Unarmed Strike as a bonus feat. A Sublime 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.
Usually a Sublime 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 also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy when performing an attack or a full attack action, or as part of a charge. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus columns on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons, although she may use them interchangeably as desired. When flurrying with a weapon, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls, whether she wields a weapon in one or both hands.
A monk with the Combat Reflexes feat can declare a flurry of blows when taking an attack of opportunity.
Greater Flurry: When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Quick to Act (Ex): A Sublime Monk gains a +1 bonus on initiative checks. This bonus increases by 1 at 5th level, then again every 5 levels thereafter.
Uncanny Dodge (Ex): At 2nd level, a Sublime Monk 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 (see below) instead.
Martial Training: At 3rd level, a monk may choose be counted as one size category larger for the purposes of all contested combat maneuvers, such as bull rush, disarm, grapple, overrun, sunder, or trip checks, if it would be advantageous to her. In addition, she no longer threatens attacks of opportunity when making such maneuvers.
Fast Movement (Ex): A Sublime Monk’s land speed is faster than normal for her race by +10 feet. This benefit applies only when she is wearing light or no armor, is unencumbered, and does not use a shield. This bonus increase by +10 at 8th level, then again every 5 levels thereafter.
Abundant Leap (Ex): At 4th level, a monk's ability to jump is unbounded by her height. In addition, the DC for any jump check she makes is halved.
Cliffhanger (Ex): At 4th level, a monk within arm's reach of a wall or other vertical surface can use it to stop herself from falling. When using this ability, she may cease falling, then make a climb check to climb up or down as per normal.
Improved Uncanny Dodge (Ex): At 5th level and higher, a Sublime Monk can no longer be flanked. This defense denies a rogue the ability to sneak attack the monk by flanking her, unless the attacker has at least four more rogue levels than the target has monk levels. 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 level a rogue must be to flank the character.
Sense Magic (Su): At 7th level, a Sublime Monk can spend 10 minutes focusing upon an item such as a weapon or a suit of armor. If she succeeds on a level check (DC 10 + the caster level of the item), she can identify the properties of that item, including its enhancement bonus and any special abilities. This ability does not reveal the properties of artifact or legacy weapons, though it does indicate that such items are immensely powerful.
Evasion (Ex): At 9th level or higher if a Sublime 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.
Leap of the Clouds (Ex): At 12th level, the DC for any jump check the monk makes is divided by 5.
Improved Evasion (Ex): At 17th level, a Sublime Monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Timeless Body (Ex): Upon attaining 17th level, a Sublime Monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Mystic Foresight: At 19th level, a monk achieves a supernatural state of awareness, reacting to danger before it happens. She continuously gains the benefits of the Foresight spell upon her person at all times.
Perfect Self (Ex): At 20th level, a Sublime Monk becomes a magical creature and her type changes to outsider. When targeted by spells and magical effects that consider her type, she may choose whether to be considered an outsider or a member of her former type, whichever is most advantageous. Additionally, the monk gains damage reduction 15/epic. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Table: Sublime Monk
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Class Features|
Flurry of Blows Attack Bonus|
Maneuvers Known|
Maneuvers Readied|
Stances Known|
Unarmed Damage|
AC Bonus
1st|
+0|
+2|
+2|
+2|Quick to Act +1, AC Bonus, Unarmed Strike, Flurry of Blows|
-2/-2|
6|
4|
1|
1d6|
+0
2nd|
+1|
+3|
+3|
+3|Uncanny Dodge|
-1/-1|
7|
4|
2|
1d6|
+0
3rd|
+2|
+3|
+3|
+3|Martial Training, Fast Movement +10 ft.|
+0/+0|
8|
5|
2|
1d6|
+0
4th|
+3|
+4|
+4|
+4|Abundant Leap, Cliffhanger|
+1/+1|
9|
5|
2|
1d8|
+1
5th|
+3|
+4|
+4|
+4|Improved Uncanny Dodge, Quick to Act +2|
+2/+2|
10|
6|
3|
1d8|
+1
6th|
+4|
+5|
+5|
+5||
+3/+3|
11|
6|
3|
1d8|
+1
7th|
+5|
+5|
+5|
+5|Sense Magic|
+4/+4|
12|
6|
3|
1d8|
+1
8th|
+6|
+6|
+6|
+6|Fast Movement +20 ft.|
+5/+5/+0|
13|
7|
3|
1d10|
+2
9th|
+6|
+6|
+6|
+6|Evasion|
+6/+6/+1|
14|
7|
4|
1d10|
+2
10th|
+7|
+7|
+7|
+7|Quick to Act +3|
+7/+7/+2|
15|
8|
4|
1d10|
+2
11th|
+8|
+7|
+7|
+7|Greater Flurry of Blows|
+8/+8/+8/+3|
16|
8|
4|
1d10|
+2
12th|
+9|
+8|
+8|
+8|Leap of the Clouds|
+9/+9/+9/+4|
17|
8|
4|
2d6|
+3
13th|
+9|
+8|
+8|
+8|Fast Movement +30 ft.|
+9/+9/+9/+4|
18|
9|
4|
2d6|
+3
14th|
+10|
+9|
+9|
+9||
+10/+10/+10/+5|
19|
9|
5|
2d6|
+3
15th|
+11|
+9|
+9|
+9|Quick to Act +4|
+11/+11/+11/+6/+1|
20|
10|
5|
2d6|
+3
16th|
+12|
+10|
+10|
+10||
+12/+12/+12/+7/+2|
21|
10|
5|
2d8|
+4
17th|
+12|
+10|
+10|
+10|Improved Evasion|
+12/+12/+12/+7/+2|
22|
10|
5|
2d8|
+4
18th|
+13|
+11|
+11|
+11|Fast Movement +40 ft.|
+13/+13/+13/+8/+3|
23|
11|
5|
2d8|
+4
19th|
+14|
+11|
+11|
+11|Mystic Foresight|
+14/+14/+14/+9/+4|
24|
11|
5|
2d8|
+4
20th|
+15|
+12|
+12|
+12|Perfect Self, Quick to Act +5|
+15/+15/+15/+10/+5|
25|
12|
6|
2d10|
+5[/table]
Hit Die: d8
The Sublime Monk's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiency: Sublime Monks are proficient with all simple weapons, as well as with special Monk weapons (namely the bolas, kama, katana (bastard sword), naginata (glaive), nunchaku, sai, shuriken, siangham, sling, and wakizashi (short sword)). Sublime Monks are not proficient with any armor or shields.
Maneuvers: A Sublime Monk gains the maneuvers and stances known/readied of a Swordsage, with the Swordsage's recovery method. The disciplines available to her are Circling Vulture (http://www.giantitp.com/forums/showthread.php?t=183826#post10181158), Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614), Desert Wind, Setting Sun, Stone Dragon, and Tiger Claw.
AC Bonus (Ex): A Sublime Monk may add her Wisdom modifier plus 1/4 her level as a bonus to her AC as long as she wears light or no armor, is unencumbered, and does not use a shield. This bonus applies even against touch attacks and when flat-footed. However, she loses this bonus when when she is immobilized or helpless.
Unarmed Strike: At 1st level, a Sublime Monk gains Improved Unarmed Strike as a bonus feat. A Sublime 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.
Usually a Sublime 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 also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy when performing an attack or a full attack action, or as part of a charge. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus columns on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons, although she may use them interchangeably as desired. When flurrying with a weapon, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls, whether she wields a weapon in one or both hands.
A monk with the Combat Reflexes feat can declare a flurry of blows when taking an attack of opportunity.
Greater Flurry: When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Quick to Act (Ex): A Sublime Monk gains a +1 bonus on initiative checks. This bonus increases by 1 at 5th level, then again every 5 levels thereafter.
Uncanny Dodge (Ex): At 2nd level, a Sublime Monk 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 (see below) instead.
Martial Training: At 3rd level, a monk may choose be counted as one size category larger for the purposes of all contested combat maneuvers, such as bull rush, disarm, grapple, overrun, sunder, or trip checks, if it would be advantageous to her. In addition, she no longer threatens attacks of opportunity when making such maneuvers.
Fast Movement (Ex): A Sublime Monk’s land speed is faster than normal for her race by +10 feet. This benefit applies only when she is wearing light or no armor, is unencumbered, and does not use a shield. This bonus increase by +10 at 8th level, then again every 5 levels thereafter.
Abundant Leap (Ex): At 4th level, a monk's ability to jump is unbounded by her height. In addition, the DC for any jump check she makes is halved.
Cliffhanger (Ex): At 4th level, a monk within arm's reach of a wall or other vertical surface can use it to stop herself from falling. When using this ability, she may cease falling, then make a climb check to climb up or down as per normal.
Improved Uncanny Dodge (Ex): At 5th level and higher, a Sublime Monk can no longer be flanked. This defense denies a rogue the ability to sneak attack the monk by flanking her, unless the attacker has at least four more rogue levels than the target has monk levels. 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 level a rogue must be to flank the character.
Sense Magic (Su): At 7th level, a Sublime Monk can spend 10 minutes focusing upon an item such as a weapon or a suit of armor. If she succeeds on a level check (DC 10 + the caster level of the item), she can identify the properties of that item, including its enhancement bonus and any special abilities. This ability does not reveal the properties of artifact or legacy weapons, though it does indicate that such items are immensely powerful.
Evasion (Ex): At 9th level or higher if a Sublime 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.
Leap of the Clouds (Ex): At 12th level, the DC for any jump check the monk makes is divided by 5.
Improved Evasion (Ex): At 17th level, a Sublime Monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Timeless Body (Ex): Upon attaining 17th level, a Sublime Monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Mystic Foresight: At 19th level, a monk achieves a supernatural state of awareness, reacting to danger before it happens. She continuously gains the benefits of the Foresight spell upon her person at all times.
Perfect Self (Ex): At 20th level, a Sublime Monk becomes a magical creature and her type changes to outsider. When targeted by spells and magical effects that consider her type, she may choose whether to be considered an outsider or a member of her former type, whichever is most advantageous. Additionally, the monk gains damage reduction 15/epic. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.