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View Full Version : The Monk: A Reimagining [3.5 Base Class] (Complete! PEACH plz!)



Ziegander
2011-09-21, 07:20 AM
The Monk


http://img.booru.org/Grognard//images/2/223d6cae4f260c3f0df830468b2f30faacbd7e09.jpg

Alignment: Any
HD: 1d10

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

1st|+0|
+2|
+2|
+2|AC Bonus, Improved Unarmed Strike, Ascetic's Path

2nd|+1|
+3|
+3|
+3|Enlightenment

3rd|+2|
+3|
+3|
+3|Path's First Step

4th|+3|
+4|
+4|
+4|Ki Strike (Soul)

5th|+3|
+4|
+4|
+4|Enlightenment

6th|+4|
+5|
+5|
+5|Path's Second Step

7th|+5|
+5|
+5|
+5|Ki Power

8th|+6/+1|
+6|
+6|
+6|Enlightenment

9th|+6/+1|
+6|
+6|
+6|Path's Third Step

10th|+7/+2|
+7|
+7|
+7|Ki Strike (Metal)

11th|+8/+3|
+7|
+7|
+7|Enlightenment

12th|+9/+4|
+8|
+8|
+8|Path's Fourth Step

13th|+9/+4|
+8|
+8|
+8|Greater Ki Power

14th|+10/+5|
+9|
+9|
+9|Enlightenment

15th|+11/+6/+1|
+9|
+9|
+9|Path's Fifth Step

16th|+12/+7/+2|
+10|
+10|
+10|Ki Strike (Supreme)

17th|+12/+7/+2|
+10|
+10|
+10|Enlightenment

18th|+13/+8/+3|
+11|
+11|
+11|Path's Final Step

19th|+14/+9/+4|
+11|
+11|
+11|Mighty Ki Power

20th|+15/+10/+5|
+12|
+12|
+12|Enlightenment, Perfect Harmony[/table]

Class Skills (6 + Int): Balance, Climb, Concentration, Craft, Handle Animal, Jump, Knowledge (Local), Knowledge (Nature), Listen, Profession, Ride, Sense Motive, Spot, Survival, and Swim (but see Paths).

Weapon & Armor Proficiency
A Monk is proficient with all simple weapons and with the Flail, Greatclub, Handaxe, Kama, Light Hammer, Longbow, Net, Nunchaku, Sai, Shortbow, Throwing Axe, Trident, and Whip. Monks are not proficient with any armors or shields. See also Ancestral Path for more information.

AC Bonus
In addition to his dexterity, a Monk may add any other ability score modifier of his choice to AC, + 1 per 4 Monk levels, as a divine bonus. This choice is made at 1st level and cannot be changed thereafter. This divine bonus applies even if the Monk is flat-footed, helpless, or unconscious and acts as a deflection bonus that stacks with other deflection bonuses. He loses this bonus only if he wears armor/shield he is not proficient with, or if he has fewer Monk levels than levels of any other base class.

Improved Unarmed Strike
A Monk begins play with the Improved Unarmed Strike feat and retains its benefits even if he doesn't meet the prerequisites. Furthermore, his Unarmed Strikes deal damage as though he were two size categories larger than normal.

A Monk may make unarmed strikes even with both of his hands full, and there is no such thing as an off-hand unarmed strike for the Monk allowing him to add his full strength bonus to all unarmed strikes. Normally his unarmed strikes deal lethal damage but he freely may choose to do nonlethal damage at no penalty.

A Monk's unarmed strikes are considered both manufactured weapons and natural weapons for the purposes of spells or effects that interact with weapons, and further, his unarmed strikes are considered masterwork weapons. This grants him a +1 bonus to attack rolls with unarmed strikes and allows him to spend resources getting them enchanted.

A Monk may add unarmed strikes to a full attack routine as a secondary natural attack in a number equal to half the iterative attacks granted him by base attack bonus (rounded up). For example, a 6th level Monk, Str 18, armed with a +1 trident may use the full attack action to make two attacks, one with the trident at +9 and one with his unarmed strike at +4 (including masterwork attack bonus).

Ascetic's Path
The bulk of the Monk's power is derived from the life he has chosen and from the purpose he has accepted for himself. Monks set themselves apart from the materialistic nature of the world for many reasons, but a few Paths stand out. At first level, a Monk must choose which Path he will walk down from among Ancestral, Holy, Mentalist, Sorcerous, or Sublime. Each of these Paths offers unique benefits and has six Steps, and at the levels indicated in the table above, the Monk obtains special powers depending on his chosen path (outlined below).

ANCESTRAL PATH

http://fc06.deviantart.net/fs49/f/2009/210/a/4/Demon_Hunter_by_JasonEngle.jpg

A Monk who walks the ancestral path pays constant tribute to the spirits of those that have come before him and is in possession of a powerful relic. Drawing on the power of these spirits and his relic, the Monk is able to demonstrate to his foes that he has not forgotten the old ways and that they are strong. To utilize this Path you require access to the supplements, Weapons of LegacyTM and Magic of IncarnumTM.

Add Bluff, Diplomacy, Disguise, Gather Information, Knowledge (History), Knowledge (Nobility & Royalty), and Speak Language to your list of class skills. Furthermore you gain 1 additional skill point per level.

You possess an Item of Legacy, enjoying privileged powers with it beyond normal wielders of such items, and gain power over Incarnum. The item, typically a weapon, is of masterwork quality, and when performing the legacy rituals for it you do not pay the GP costs and gain the Least, Lesser, and Greater Legacy Feats as bonus feats. You gain proficiency in your item if it is a weapon, armor, or shield with which you are not proficient.

Ignore the Wielder Requirements of your Item of Legacy as well as any of the personal costs associated with your Item of Legacy. The saving throw DC for any ability of your Item of Legacy which requires a saving throw is always 10 +1/2 your Monk level + your Constitution modifier. You may take Legacy feats without needing to meet their prerequisites.

Despite his many advantages over traditional Legacy wielders, rather than unlocking his item's powers via character level, the powers of the Monk's Item of Legacy can only be unlocked via Monk class levels.

You also begin play with the ability to shape a single soulmeld per day, though you do not yet possess an essentia pool or any chakra binds. At 2nd level, 4th level and every three levels thereafter you may shape an additional soulmeld per day (up to 8 at 20th level). Choose your soulmelds from the Ancestral list of soulmelds given below (you may not shape soulmelds that interfere with your alignment).

Ancestral Soulmelds

CROWN
Beast Tamer Circlet, Diadem of Purelight, Enigma Helm, Frost Helm, Hunter's Circlet, Necrocarnum Circlet, Shedu Crown, Soulspark Familiar, Threefold Mask of the Chimera

FEET
Acrobat Boots, Airstep Sandals, Cerulean Sandals, Totem Avatar, Urskan Greaves, Worg Pelt

HANDS
Bloodtalons, Bloodwar Gauntlets, Gloves of the Poisoned Soul, Lucky Dice, Sighting Gloves, Sphinx Claws, Worg Pelt

ARMS
Armguards of Disruption, Bloodwar Gauntlets, Bluesteel Bracers, Girallon Arms, Lammasu Mantle, Lifebond Vestments, Mauling Gauntlets, Necrocarnum Touch, Riding Bracers, Sailor's Bracers, Totem Avatar

BROW
Basilisk Mask, Great Raptor Mask, Keeneye Lenses, Krenshar Mask, Silvertongue Mask, Soulspark Familiar, Truthseeker Goggles, Unicorn Horn

SHOULDERS
Adamant Pauldrons, Lammasu Mantle, Pauldrons of Health, Pegasus Cloak, Shadow Mantle, Therapeutic Mantle, Totem Avatar, Wind Cloak

THROAT
Apparition Ribbon, Gorgon Mask, Necrocarnum Mantle, Silvertongue Mask, Soulspark Familiar, Winter Mask

WAIST
Flame Cincture, Lamia Belt, Manticore Belt, Necrocarnum Shroud, Necrocarnum Vestments, Phoenix Belt, Strongheart, Vest, Vitality Belt, Wormtail Belt

HEART
Blink Shirt, Lifebond Vestments, Necrocarnum Vestments, Shedu Crown, Strongheart Vest, Totem Avatar


Path's First Step (3rd Level)
You unlock your Totem chakra bind, you may activate 1 chakra bind, and:

Choose one Least Legacy ability from Ability Menu A in the Founding Legacies section of Weapons of Legacy, page 188. Your item gains the chosen ability. Additionally you gain 1 point of essentia and an additional point every level hereafter except 6th, 9th, 12th, 15th, and 18th (13 points at 20th level).

Path's Second Step (6th Level)
You unlock the Crown, and Feet chakra binds and you gain the following class feature.

Legacy Strike (Ex): Whenever you hit a creature with an attack, for 1 round increase the save DCs of spell-like abilities of your Item of Legacy against that creature by 2. Whenever a creature fails its saving throw against a spell-like ability of your Item of Legacy, for 1 round you gain a +2 bonus to attack rolls against that creature.

Path's Third Step (9th Level)
You unlock the Brow and Hands chakra binds, you may activate 2 chakra binds and you gain the following class feature.

Phantom Threat (Su): Once per encounter, as a swift action, you can manifest an ancestor spirit within your Item of Legacy providing you the benefits of flanking against a creature for up to 5 rounds.

Path's Fourth Step (12th level)
You unlock the Arms and Shoulders chakra binds and you gain the following class feature.

Rend Spirit (Su): At-will, as a full round action that provokes attacks of opportunity, while you manifest an ancestral spirit with the above ability, you can cause the manifestation to suddenly become more real as both of you attack your flanked foe. If your attack hits it deals an additional 8 Wisdom damage.

Path's Fifth Step (15th level)
You unlock the Throat and Waist chakra binds, you may activate 3 chakra binds, and you gain the following class feature.

Spirit Guide (Su): You can call an ancestral spirit from the Item of Legacy to serve you as a guide, appearing as a white mote of light, and communicating with you telepathically advice, tactical assistance, and otherworldly perception. This has the effect of granting you Blindsight out to 100ft and True Seeing out to 30ft.

Path's Final Step (18th level)
You unlock your Heart chakra bind and you gain the following class feature.

Spirit Warrior (Su): Once per day, as a standard action you can call your ancestral spirit to battle alongside you for the duration manifesting the spirit's physical form it had in life*. This manifestation lasts 1 hour, after which time, or if the manifestation is slain, the spirit returns to the normal guide form. While the spirit is manifested in this form you do not benefit from the your Spirit Guide feature nor may you use your Phantom Threat or Ancestral Menace features, however, if both you and the Spirit Warrior hit a creature with an attack during a round that creature is dealt an additional 8 Wisdom damage.

*Spirit Warrior CR 18+

Alignment: As Monk, Medium Incorporeal Undead Humanoid
Init: (Always acts just after the Monk); Senses - Blindsight 100ft, True Seeing 30ft
AC: As Monk
HP: 1/2 Monk hp (rounded down)
Immune - Undead traits
Saves - As Monk
Speed - 50ft land/50ft fly (perfect maneuverability)
Base Atk +18 (or higher), Grapple +24 (or higher)
Abilities - Str 22, Dex 22, Con -, Int 14, Wis 16, Cha 10
Feats - Blind-Fight, Combat Focus, Combat Stability, Combat Defense, Combat Vigor, Combat Awareness, Combat Strike, Dodge

Spirit Warrior possess a single martial weapon and a single exotic weapon of the Monk's choice, chosen upon gaining 18th level. These weapons possess the ghost touch property and overcome damage reduction as the Monk does. For every Monk level above 18th the Spirit Warrior's base attack bonus increases by 1. For every 3 Monk levels above 18th the Spirit Warrior gains a new feat. For every four Monk levels above 18th the Spirit Warrior gains a +1 inherent bonus to a single ability score.



HOLY PATH

http://fc06.deviantart.net/fs46/i/2009/210/b/9/Oracle_by_JasonEngle.jpg

A Monk who walks the Holy Path has been called on a religious journey. He has devoted himself to deity and through his piety has been rewarded with divine power. Trusting in the righteousness of his cause, the Monk steps into the chaos of the world hoping to kindle the flame of his godly patron in the hearts of the people.

Add Diplomacy, Heal, Knowledge (Religion), Knowledge (Planes), and Spellcraft to your list of class skills.

You gain the ability to cast a small number of spells from the Holy Path spell list given below. Additionally, because you worship a deity, you are granted the choice of a single Domain by that deity, gaining its granted power and adding its spells to your spell list. Your alignment must be within one step from the deity's whom you worship.

You have a caster level equal to your Monk level. You know every spell on your spell list, but you must prepare them ahead of time as a Cleric would. In order to prepare and cast a spell you must have a Wisdom score of at least 10 + spell level. The saving throw for spells you cast is 10 + spell level + Wisdom modifier, and you gain bonus spell slots per day for a high Wisdom score. You may not prepare or cast spells which interfere with your alignment. Like a Cleric, you use the holy symbol that is associated with your deity as the focus for your spells and to turn undead.

Holy Path Spells


Spells Per Day
{table=head]Level|1st|2nd|3rd|4th|5th
1.|0+1*|
2.|0+1|
3.|0+1|
4.|0+1|
5.|1+1|0+1|
6.|1+1|0+1|
7.|1+1|1+1|
8.|1+1|1+1|
9.|2+1|1+1|0+1|
10.|2+1|2+1|1+1|
11.|2+1|2+1|1+1|
12.|2+1|2+1|1+1|
13.|3+1|3+1|2+1|0+1|
14.|3+1|3+1|2+1|1+1|
15.|3+1|3+1|3+1|2+1|
16.|3+1|3+1|3+1|2+1|
17.|4+1|4+1|3+1|3+1|1+1
18.|4+1|4+1|4+1|3+1|2+1
19.|4+1|4+1|4+1|4+1|3+1
20.|4+1|4+1|4+1|4+1|4+1[/table]

*Domain spell slot

1ST LEVEL
Aid, align weapon, augury, calm emotions, close wounds1, command, cure light wounds*, enthrall, magic vestment/weapon, make whole, prayer, protection from alignment, remove paralysis, resist energy, searing light, sending, sanctuary, status, zone of truth.

2ND LEVEL
Bear's endurance, bull's strength, consecrate2, cure moderate wounds*, daylight, gentle repose, lesser restoration, invisibility purge, neutralize poison, protection from energy, shatter, shield other, spiritual weapon, tongues.

3RD LEVEL
Create food and water, cure serious wounds*, dispel magic, disrupting weapon, greater magic vestment/weapon, helping hand3, magic circle against alignment, remove curse, remove disease, restoration, shout4, speak with dead, water walk.

4TH LEVEL
Commune, control water, cure critical wounds*, death ward, dimensional anchor, dismissal, flame strike, freedom of movement, greater command, hallow, lesser planar ally, mass cure moderate wounds*, panacea.

5TH LEVEL
Atonement, blade barrier, break enchantment, greater dispel magic, heroes' feast, mass cure serious wounds*, regenerate, revivify, spell resistance, stone to flesh, true seeing, undead to death.

*Spells of the Cure and Inflict line have a range of Medium (100ft +10ft/level) rather than Touch. When either is used to restore hit points the spells use d12s but when used to deal damage they use d8s. The Mass versions have a range of Long (400ft +40ft/level) rather than Short and omit the phrase "no two of which may be more than 30ft apart" from the target entry.
1 - Close Wounds restores 1d8 hit points +1 per caster level.
2 - Consecrate and Desecrate respectively deal 1d6 positive or negative energy damage to undead in the area at the start of each round. The area of each spell is 20ft per caster level.
3 - Helping Hand also includes the effects of Spectral Hand.
4 - Shout CAN penetrate a silence spell or effect, in fact Shout dispels and counters Silence. A successful save against Shout negates the deafness but does not halve the damage.


Path's First Step (3rd Level)
Turn Undead (Su): You gain the ability to Turn Undead like a good Cleric a number of times per day equal to 3 + your Charisma modifier.

Path's Second Step (6th Level)
Divine Patron (Su): As a standard action you may call on your deity to grant you patronage, manifesting a mote of white flame to aid you and your allies. This divine patron symbolizes your service to the deity and is an extension of the god's power. You may only be granted divine patrons for a total number of rounds per day equal to your Monk level, and as you gain levels you may call more powerful patrons. At 6th level you may call the Patron of Healing.

Patrons called with this ability have a fly speed of 30ft and may be beckoned to move as a free action on your turn. They are insubstantial and transparent allowing creatures to move through them and do not block line of sight. These patrons cannot attack or be attacked. They are not undead, nor are they subject to dispel magic or treated as summoned creatures. A called patron remains as long as you have available rounds for the day, until you dismiss it (free action), or until some other special condition given in the patron's description. You may only benefit from the service of one patron at a time, calling a new one dismisses the existing one.

PATRON OF HEALING
A Patron of Healing has a maximum amount of healing power equal to 10 times your Monk level. Any creature you designate as an ally upon calling the patron that is adjacent to it may spend a standard action to transfer a portion of its healing power into itself, up to twice the creature's total HD at a time, regaining that many hit points. Once the Patron of Healing has used all of its healing ability it dissipates and cannot be summoned again.

Path's Third Step (9th Level)
You may call the Patron of Combat.

PATRON OF COMBAT
Whenever a creature you designate as an ally upon calling the Patron of Combat (including yourself) is adjacent to the patron that creature is filled with holy fervor granting it a +1 sacred (or profane) bonus to attack and damage rolls per four Monk levels, treating its attacks as aligned as your Ki Strike ability for the purposes of overcoming damage reduction, and adding the Anarchic, Axiomatic, Holy, or Unholy enhancement to any weapons it wields as appropriate to your alignment.

Path's Fourth Step (12th Level)
You may call the Patron of Zeal.

PATRON OF ZEAL
The Patron of Zeal automatically occupies your space and does not move from there until dismissed or until your rounds are up. While the Patron of Zeal shares your space you gain DR 10/--, you benefit from the Diehard feat, and you ignore difficult terrain. Creatures you designate as foes upon calling the patron suffer a penalty to AC and saves equal to -1 per four Monk levels whenever they are adjacent to you.

Path's Fifth Step (15th Level)
You may call the Patron of the Fallen.

PATRON OF THE FALLEN
While a creature you designate as an ally upon calling the Patron of the Fallen (including yourself) is adjacent to the patron, it grants Regeneration to those creatures equal to your Monk level though lost limbs instantly reattach themselves at the beginning of their turns. Energy damage of any kind deals lethal damage. If at the start of a creature's turn it is Dead, has been dead no more than 1 round, and is within 10ft of the patron, then the patron will revive that creature, if it wishes, bringing it to 1 hit point, though the creature loses a level in the process. The patron can only attempt to revive one creature per round. Once it has revived a number of creatures equal to 1 per four Monk levels, the patron dissipates and cannot be summoned again.

Path's Final Step (18th Level)
You may call the Patron of Vengeance.

PATRON OF VENGEANCE
Whenever a creature you designate as a foe upon calling the Patron of Vengeance comes within 10ft of it that creature must make a Fort saving throw and a Will saving throw (both DC 10 + 1/2 Monk level + your highest ability modifier). A failed Fort save causes the creature to fall prone as the ground shakes in the patron's path. A failed Will save causes the creature to be Frightened as long as the patron remains but only while the patron is within 60ft. When the patron enters the space of a foe, that foe is dealt 16d6 damage, 4d6 of which is cold, 4d6 of which is electricity, 4d6 of which is fire, and 4d6 of which is raw divine power (Reflex halves, DC as above).


MENTALIST PATH

A Monk who walks the Mentalist Path pushes the capabilities of his mind and imagination to the limits unlocking latent psychic potential. Through strenuous meditation, concentration, and sheer force of will, the Monk is able to control the faculties of his body, see into the future, and even alter reality to a limited extent. To use this Path you must have access to the Complete Psionic supplement.

Add Appraise, Autohypnosis, Decipher Script, Knowledge (Any), Psicraft, and Search to your list of class skills.

You gain a number of Power Points equal to that of Psychic Warrior (though you start with 1 PP, have 2 PP at 2nd level, and the rest progresses as normal) and the ability to manifest powers from the Mentalist Path power list given below. You begin play with the Combat Manifestation feat, access to a single Mantle, and knowledge of a single 1st level psionic power. You do not gain the mantle power. Every level after 1st you learn an additional power. You may manifest 2nd level powers at 5th level, 3rd level powers at 9th, 4th level powers at 13th, and 5th level powers at 17th.

In order to manifest a power you know you must have an Intelligence score of at least 10 + power level. You have a manifester level equal to your Monk level. The saving throw for powers you manifest is 10 + power level + Intelligence modifier, and you gain bonus power points per day for a high Intelligence score.

Mentalist Path Powers

1ST LEVEL
Burst, Catfall, Chameleon, Conceal Thoughts, Detect Psionics, Distract, Empty Mind, Inertial Armor1, Metaphysical Weapon2, Precognition, Stomp, Thicken Skin3, Vigor

2ND LEVEL
Body Adjustment4, Danger Sense5, Detect Hostile Intent, Hustle, Painful Strike, Prowess, Lion's Charge, Scent, Sustenance, Thought Shield

3RD LEVEL
Dimension Slide, Energy Adaptation5, Escape Detection, Evade Burst5, Keen Edge, Mind Trap, Steadfast Perception5, Ubiquitous Vision

4TH LEVEL
Adapt Body5, Dimension Door, Greater Precognition5, Immovability, Restoration5, Second Chance5, Trace Teleport, Weapon of Energy6

5TH LEVEL
Divert Teleport5, Fate of One5, Hypercognition5, Incarnate, Iron Body5, Personal Mind Blank5, Shatter Mind Blank, Tower of Iron Will7

1 - Inertial Armor lasts 1 min/level and grants either a +4 armor bonus to AC and Touch AC, or a +1 enhancement bonus to your worn armor, whichever you prefer. By spending 4 additional power points you may increase the duration to 1 hour/level. For every 2 additional power points you spend, the armor bonus increases by +1. For every 4 additional power points you spend, the enhancement bonus increases by +1.

2 - Metaphysical Weapon functions normally or as Call Weaponry as desired. The Call Weaponry effect can be extended to 1 hour/level as can the standard Metaphysical Weapon effect.

3 - Thicken Skin grants a bonus to Natural Armor rather than the normal enhancement bonus as well as DR 2/adamantine for every +1 Natural Armor granted by the power.

4 - Body Adjustment restores your choice of either 1d12 hit points or removes 1d2 points of ability damage or drain when you manifest it and for each time you augment it. You may also augment it, spending an additional 6 power points, to manifest it as a swift action.

5 - This power costs a number of power points as appropriate to its new power level.

6 - Weapon of Energy lasts for 1 min/level and for every 3 additional power points you spend the damage dealt on a normal hit increases by 1d6 and the extra damage dealt on a critical hit increases by 1d10. By spending an additional 4 power points you may manifest it as a swift action.

7 - Tower of Iron Will only affects you and allies in the area and may be augmented, increasing the area in which allies are affected by 10ft per additional point spent.


Path's First Step (3rd Level)
Psychic Aura (Su): As Divine Mind, except that the radius is 5ft per Monk level and you gain the improvements to the speed and number of auras as given below. When you switch auras you may change any or all of them and project as many or as few as you are able.

Path's Second Step (6th Level)
You gain access to a second mantle of your choice (but do not gain the mantle power). You may switch auras as a full round action.

Path's Third Step (9th Level)
You are able to have two auras active at a time.

Path's Fourth Step (12th Level)
You gain access to a third mantle of your choice (but do not gain the mantle power). You may switch auras as a standard action.

Path's Fifth Step (15th Level)
You are able to have three auras active at a time.

Path's Final Step (18th Level)
You may switch auras as a swift action and gain the following class feature.

Shed Body (Su): As Psion Uncarnate (SRD), 5/day.


SORCEROUS PATH

http://th01.deviantart.net/fs9/PRE/i/2006/028/f/2/RO___Fury_of_Monk_by_nasrul_ds3.jpg

Walkers of the Sorcerous Path scour their foes with elemental spells, learning to channel arcane power through melee attacks and combine magical arts with combat skill.

Add Bluff, Diplomacy, Intimidate, Knowledge (Arcane), Knowledge (Dungeoneering), Perform, and Spellcraft to your list of class skills.

You gain the Combat Casting feat as a bonus feat and the ability to cast a small number of arcane spells from the Sorcerous Path spell list given below.

In order to cast a spell you know you must have a Charisma score of at least 10 + spell level. You have a caster level equal to your Monk level. You know every spell on your spell list, and cast them spontaneously the way a Sorcerer would. The saving throw for spells you cast is 10 + spell level + Charisma modifier, and you gain bonus spell slots per day for a high Charisma.

Sorcerous Path Spells

Spells Per Day
{table=head]Lvl|1st|2nd|3rd|4th|5th
1.|1|
2.|2|
3.|2|
4.|3|
5.|3|0|
6.|3|1|
7.|4|2|
8.|4|2|
9.|4|3|0|
10.|5|3|1|
11.|5|4|2|
12.|5|4|2|
13.|6|5|3|1|
14.|6|5|3|2|
15.|6|6|4|2|
16.|7|6|4|3|
17.|7|6|5|3|2
18.|7|7|5|4|3
19.|8|7|6|4|4
20.|8|7|6|5|5[/table]

1st Level: Aid, align weapon, arcane sight, benign transposition, blade of blood*, command, cloud of knives*, energy sphere(2), enlarge person, grease, gust of wind, magic vestment/weapon, obscuring mist, protection from X, ray of exhaustion, reduce person, resist energy, sanctuary, true strike, whelming blast*, whispering wind.

2nd Level: Augury, bear's endurance, bull's strength, cat's grace, cone of cold, darkness/daylight, electric vengeance*, energy ray(3), fireball, fog cloud, glitterdust, lightning bolt, make whole, meteoric strike*, protection from arrows, protection from energy, regroup*, scare, shield other, spiritual weapon, shatter.

3rd Level: Chain Lightning, create food and water, dimension step*, dispel magic, energy vulnerability*, fear, fire shield, fly, greater magic vestment/weapon, haste, magic circle against X, prismatic mist*, shout(4), sleet storm(5), wall of fire, wind wall, stinking cloud, thunder field*, vampiric touch.

4th Level: Black tentacles, condemnation*, death ward, delayed blast fireball(6), dimensional anchor, greater arcane sight, interposing hand, resilient sphere, righteous might, scrying, solid fog, sonic shield*, spell resistance, stifle spell*, stoneskin, wall of ice.

5th Level: Acid fog, blade barrier, break enchantment, disintegrate, forceful hand, freezing sphere, greater command, greater electric vengeance*, ice storm(7), mage's sword, power word blind, telekinesis, wall of force, waves of exhaustion.

*Player's Handbook 2


Path's First Step (3rd Level)
Spell Channeling (Ex): You have mastered the ability of combining of melee competence with magical power. As a standard action you may cast a spell and deliver it through a single melee attack without provoking attacks of opportunity. The spell must have a casting time of 1 standard action or less, and regardless of the number of targets it could normally be assigned the spell must target only one creature. Personal spells or spells with an area effect may not be Channeled.

Make a melee attack roll at your highest attack bonus. If the attack misses the spell is cast but is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the cast spell as if you had succeeded on any attack rolls or spell penetration checks as the spell would normally require. The target of the attack is permitted any saving throws the spell would ordinarily allow.

Spells that generate multiple touches, or rays, charge your weapon for multiple attacks. Each time you attack with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While your weapon remains charged in this way if you choose to cast another spell with this ability any charges currently held in your weapon are lost.

Path's Second Step (6th Level)
Resistance (Ex): Energy Resistance to all types of energy damage equal your Monk level.

Quick Cast (Ex): Cast a spell as a swift action 1/day (+1/six levels).

Path's Third Step (9th Level)
Sense Magic (Su): (As Swordsage, Tome of Battle, page 16), with the added benefit that you can also use Detect Magic at-will as a spell-like ability.

Path's Fourth Step (12th Level)
Arcane Fury (Ex): Whenever you make an attack you may sacrifice a spell slot of any level as a free action to gain a +2 bonus to the attack roll and deal additional damage with that attack equal to 1d8 per level of the sacrificed spell slot.

Path's Fifth Step (15th Level)
Channeling Wrath (Ex): When you use the Channel Spell ability you may make a full attack rather than a single melee attack as a full-round action. If you do any foes struck by your attacks that round suffer the effects of the cast spell.

Path's Final Step (18th Level)
Greater Arcane Fury (Ex): When you use Arcane Fury the bonuses increase to +4 to attack rolls and 1d10 additional damage.


SUBLIME PATH

http://th01.deviantart.net/fs44/PRE/i/2009/125/0/7/The_Monk___Dragon_375_cover_by_RalphHorsley.jpg

A walker of the Sublime Path masters deadly martial arts, seeking perfection of the body and spirit through dedicated study of form and function.

Add Escape Artist, Hide, Intimidate, Knowledge (History), Knowledge (Engineering), Martial Lore, Move Silently, and Tumble to your list of class skills.

You gain the Vital Recovery feat as a bonus feat and the ability to initiate martial maneuvers drawn from the disciplines presented in the Tome of Battle. You learn and ready as many maneuvers as a Warblade, but you ready them in the way that a Crusader does, having the maneuvers granted to you. Your recovery is also as the Crusader's. You learns stances as a Swordsage. Your available disciplines are Desert Wind, Diamond Mind, Shadow Hand, Stone Dragon and Tiger Claw. Your initiator level equals your class level. When you initiate a maneuver that requires a saving throw, rather than the standard formula, the saving throw is 10 + 1/2 Monk level + your Strength modifier.

You qualify to take the Extra Granted Maneuver feat like a Crusader.

Path's First Step (3rd Level)
Zealous Surge (Ex): As Crusader.

Path's Second Step (6th Level)
Uncanny Dodge (Ex): As Barbarian.

Path's Third Step (9th Level)
Resounding Blows (Ex): Add your Strength modifier to critical confirmation rolls; deal an extra amount of damage with critical hits equal to 1d6/point of your Strength modifier.

Path's Fourth Step (12th Level)
Improved Uncanny Dodge (Ex): As Barbarian.

Path's Fifth Step (15th Level)
Blowback (Ex): When you score a critical hit you may push the struck foe away from you a number of 5ft squares equal to your Strength modifier times the critical multiplier of your weapon (Fort halves distance).

Path's Final Step (18th Level)
Stance Mastery (Ex): As Warblade.


Enlightenment
At 2nd level, and at every three levels thereafter, a Monk chooses an ability from the list below, ever striving closer to harmonizing his body, mind, and soul:


Fast Movement +10ft (Ex) (may be chosen multiple times, stacks)
+1 inherent bonus to any ability score (may be chosen multiple times, stacks up to 5 times per ability)
Fighter Bonus Feat (must meet prerequisites; may be chosen multiple times)
Flawless Stride (Ex) (As Scout)
Evasion (Ex)
Improved Evasion (Ex) (Requires Evasion & Flawless Stride)
Mettle (Ex) (As Hexblade)
Improved Mettle (Ex) (Requires Mettle & Immunity to [Any])
Trap Sense +2 (Ex) (As Rogue; may be chosen multiple times, stacks)
Immunity to Fear (Ex)
Immunity to Charms (Ex)
Immunity to Compulsions (Ex)
Immunity to Poisons (Ex) (including magical poisons; Requires Mettle & Immunity to Diseases)
Immunity to Diseases (Ex) (including magical diseases; Requires Mettle)
Immunity to Paralysis (Ex)
Freedom of Movement (Su) (Requires Fast Movement +10ft, Flawless Stride, Trap Sense +2, & Immunity to Paralysis; constant effect as the spell)
Spell Resistance (or Power Resistance) 10 + 1/2 Monk level (Su) (may allow any spells/powers and effects to automatically penetrate without spending an action; may be chosen multiple times, each time beyond the first increases existing SR/PR by 5)
Abundant Step (Su) (usable once every 5 minutes; Requires Evasion, Flawless Stride, & Improved Evasion)
Empty Body (Su) (Requires Evasion, Flawless Stride, Improved Evasion, & Abundant Step)


Ki Strike
Starting at 4th level, a Monk's attacks become infused with his Ki, such that whenever he attacks with any weapon that weapon is considered magic and aligned with both aspects of his alignment for the purposes of overcoming damage reduction (a True Neutral Monk may choose a single alignment at the start of each day to apply to his attacks).

At 10th level, a Monk's Ki suffuses his weapons with a superlative hardness and metallic quality such that whenever he attacks with any weapon he overcomes all damage reduction based on a special material like Silver or Adamantine.

At 16th level, a Monk's Ki becomes a thing of legend allowing his attacks with any weapon to overcome all damage reduction including Epic damage reduction.

This is a supernatural ability.

Ki Power
Starting at 7th level, a Monk learns to exalt himself with his inner power, enhancing his abilities when he most needs it. Unleashing his Ki Power requires at least 1 entire round of uninterrupted Concentration, but the Monk may take longer if he wishes. This ordinarily provokes attacks of opportunity, but see below. After his Ki Power has been unleashed he gains a +1 sacred (or profane) bonus to attacks and save DCs per four class levels and a sacred (or profane) bonus to all damage rolls equal to his class level. These bonuses persist for 1 minute per round spent unleashing the Ki Power (to a max of 1 minute per class level, can be abandoned prematurely). Once this effect wears off the Monk becomes fatigued and flat-footed for twice the number of rounds he spent unleashed (1 minute = 10 rounds).

At 13th level, the first time each encounter you unleash your Ki Power it doesn't provoke attacks of opportunity and it deals 1d6 force damage per two Monk levels to hostile creatures within 5ft per four class levels (Reflex halves, DC 10 + 1/2 Monk level + highest ability modifier), and each creature within 5ft per two class levels must succeed on a Will save at the same DC to avoid being Shaken for the duration of your Ki Power.

At 19th level, when a creature fails its saving throw against your Ki Power, if it failed its Reflex save it's hurled up to 10ft away from you into the nearest open space (if there is one) and knocked prone. If it failed its Will save it's Frightened rather than Shaken but only while you are within 100ft (beyond that it is Shaken as normal). Further, hostile creatures that end their turns adjacent to you or grappling with you are dealt 1d6 force damage per two Monk levels.

This is a supernatural ability.

Perfect Harmony (Ex): At 20th level, a Monk become an Outsider (Native) native to all planes of the multiverse, becomes immune to the rigors of aging, and gains DR 10/Epic and Magic as well as a +4 untyped bonus to all ability scores.

Ziegander
2011-09-21, 07:48 AM
Just wanted to reserve a single post just in case (perhaps for additional paths, ACFs, or for feats). I hope you enjoy! I'll try to get the Paths up later today, I'm super, super tired, but they are already written (for the most part).

EDIT: 5/5 Paths are up!!!

Ziegander
2011-09-21, 09:52 PM
It's finally done! Let me know what you think!

Yitzi
2011-09-21, 10:06 PM
Looks pretty good, although the spell resistance option for Enlightenment isn't really such a good choice (since you need to take it 3/4 of the time in order to make it scale with the spells that will get thrown at you); I'd advise making it give +6 or even +9 extra each time it's taken, but cap it at either 10+class level (for "average" SR) or 15+class level (if you want the monk to be able to get really good SR.) Also, you should probably provide a way to boost it corresponding to each stacking manner of boosting CL that the monk's enemies are likely to have available.

The one really big flaw with it is that many of the paths are not playable without access to more books than the standard monk requires, limiting the games in which it can be used and the players that can use it.

Ziegander
2011-09-21, 10:22 PM
the spell resistance option for Enlightenment isn't really such a good choice (since you need to take it 3/4 of the time in order to make it scale with the spells that will get thrown at you); I'd advise making it give +6 or even +9 extra each time it's taken, but cap it at either 10+class level (for "average" SR) or 15+class level (if you want the monk to be able to get really good SR.)

I agree that the SR is poor right now. I can't think of a good way to scale it... 5+class level, with +5 per choice beyond the first is too little at low level, 10+class level, +3 per choice beyond the first? Might that be acceptable?


Also, you should probably provide a way to boost it corresponding to each stacking manner of boosting CL that the monk's enemies are likely to have available.

I'm not seeing what you mean.


The one really big flaw with it is that many of the paths are not playable without access to more books than the standard monk requires, limiting the games in which it can be used and the players that can use it.

The only ones that this is an issue for are the Ancestral Path and the Sublime Path. Holy, Mentalist, and Sorcerous can all be played straight from the SRD (well, once I edit in the description of Sense Magic, that is).

Right. I was having a hard time coming up with something to make the Mentalist Path worthwhile... so I basically just gestalted the Divine Mind. I suppose I should try to be a bit less lazy, eh?

NeoSeraphi
2011-09-21, 10:27 PM
I like this class. It looks really good, like something I'd want to play, though all divine classes need to discuss the divine focus component (does the holy path monk have one? Is it the same as the cleric, or does he get a unique divine focus like the druid's holly branch?)

I believe you should take the psion's discipline route and grant class skills based on the monk's chosen path (I don't think a holy path monk should have Martial Lore as a class skill, and I don't think a mentalist monk should get Spellcraft)

Also, why does the mentalist monk not get Psicraft as a class skill? Just seems a little weird. Plus, you offer spell resistance as an enlightenment option, but not power resistance? Seems a little strange...

Ziegander
2011-09-21, 10:30 PM
I like this class. It looks really good, like something I'd want to play, though all divine classes need to discuss the divine focus component (does the holy path monk have one? Is it the same as the cleric, or does he get a unique divine focus like the druid's holly branch?)

I believe you should take the psion's discipline route and grant class skills based on the monk's chosen path (I don't think a holy path monk should have Martial Lore as a class skill, and I don't think a mentalist monk should get Spellcraft)

Also, why does the mentalist monk not get Psicraft as a class skill? Just seems a little weird. Plus, you offer spell resistance as an enlightenment option, but not power resistance? Seems a little strange...

All valid points, thank you.

I will attempt to address the divine focus issue.

I will take your advice and have the class skills tied more closely to the Paths themselves.

I had meant to go back and make the option SR/PR, but the thought had slipped my mind, thank you.

Steward
2011-09-21, 10:33 PM
I don't know enough to really evaluate this class, but I really like the flavor. It retains the spirit of what I think the original game writers intended for the class, but actually makes it enjoyable and customizable.

NeoSeraphi
2011-09-21, 10:39 PM
All valid points, thank you.

I will attempt to address the divine focus issue.

I will take your advice and have the class skills tied more closely to the Paths themselves.

I had meant to go back and make the option SR/PR, but the thought had slipped my mind, thank you.

No problem. It's what I'm here for, King of Fighter Fixes(TM) Ziegander

Demidos
2011-09-21, 11:13 PM
It still says Paladin under some of the Holy path patrons.:smallbiggrin:

Ziegander
2011-09-21, 11:17 PM
It still says Paladin under some of the Holy path patrons.:smallbiggrin:

Weeeiiiirrrrd.

I have no idea what you're talking about. :smallredface:

Ziegander
2011-09-22, 11:53 AM
Expanded the Improved Unarmed Strike section, detailing all of the advantages of the Monk's unarmed strikes over normal characters, including masterwork strikes, nonlethal damage, and even a spiritual successor to flurry of blows. It's nifty stuff!

EDIT: Also fixed the Ancestral Path so it actually works. Gave it a concrete number of chakras active, a special list of soulmelds, access to the totem chakra as well as the wild empathy feature. The ancestral path is essentially a soulborn with a free legacy item, some bennies, and a sprinkle of totemist.

YouLostMe
2011-09-22, 01:08 PM
Have I ever mentioned that I love you, Ziegander?

Ziegander
2011-09-22, 01:17 PM
Have I ever mentioned that I love you, Ziegander?

Ha! I don't think so?

Anyway, currently I'm looking for pictures to represent Monks of each path that I can slot into the spoilers, but it's harder than I'd have imagined! Any help would be most appreciated.

YouLostMe
2011-09-24, 02:46 PM
Ummm... Sorcerous: http://nasrul-ds3.deviantart.com/art/RO-Fury-of-Monk-28019869?q=boost%3Apopular%20in%3Adigitalart%20mon k&qo=29

And then I found another picture but don't know where it would go: http://ralphhorsley.deviantart.com/art/The-Monk-Dragon-375-cover-121508929?q=boost%3Apopular%20in%3Atraditional%20m onk&qo=4

EDIT: And more pictures! These are all the Jason Engle monk-looking pics I found on Deviantart:
http://jasonengle.deviantart.com/gallery/?offset=120#/d267w40
http://jasonengle.deviantart.com/art/Duelist-14400592?q=gallery%3Ajasonengle%2F22036303&qo=33
http://jasonengle.deviantart.com/art/Dreamfall-14401021?q=gallery%3Ajasonengle%2F22036303&qo=39
http://jasonengle.deviantart.com/art/Adept-15265240?q=gallery%3Ajasonengle%2F22036303&qo=46
http://jasonengle.deviantart.com/art/Confrontation-19248520?q=gallery%3Ajasonengle%2F22036303&qo=61
http://jasonengle.deviantart.com/art/Doji-Reju-22135357?q=gallery%3Ajasonengle%2F22036303&qo=70

nonsi
2011-09-24, 03:42 PM
Out of curiosity, what's the thought behind Trap Sense being a prereq for Freedom of Movement ?

NeoSeraphi
2011-09-24, 07:17 PM
You make no mention of a Holy Path monk's alignment vs his deity's alignment. Can lawful good Holy Monks worship and receive spells from Lolth?

You didn't add in the part about a Holy Path monk's divine focus. As a divine focus is necessary to turn undead (you have to present the focus itself to the undead), you should really make a mention about what a monk's divine focus is.

You gave no minimum Wisdom (or other, if you want to have a MAD caster) score for knowing a spell. (Generally, it's 10+spell level). You also did not give monks bonus spells per day for a high ability score. This is also missing from the sorcerous and mentalist monk paths.

I like that Ancestral Monks get Speak Language as a class skill. It's a nice touch, flavorful.

I would personally make a note in the Sublime Path that a sublime monk qualifies for the Extra Granted Maneuver feat (Tome of Battle).

Otherwise the class looks great! Way to go Ziegander.

Ziegander
2011-09-24, 11:50 PM
You make no mention of a Holy Path monk's alignment vs his deity's alignment. Can lawful good Holy Monks worship and receive spells from Lolth?

Fixed.


You didn't add in the part about a Holy Path monk's divine focus. As a divine focus is necessary to turn undead (you have to present the focus itself to the undead), you should really make a mention about what a monk's divine focus is.

Done.


You gave no minimum Wisdom (or other, if you want to have a MAD caster) score for knowing a spell. (Generally, it's 10+spell level). You also did not give monks bonus spells per day for a high ability score. This is also missing from the sorcerous and mentalist monk paths.

Check, double check, triple check.


I would personally make a note in the Sublime Path that a sublime monk qualifies for the Extra Granted Maneuver feat (Tome of Battle).

Check.


Otherwise the class looks great! Way to go Ziegander.

Thanks a lot!

@YouLostMe: Those are all amazing! The Sorcerous Monk picture is perfect! I love all the other ones as well, but I'll need to think about where to put them. Thank you!

NeoSeraphi
2011-09-25, 12:22 AM
Your deity must be within one step from the deity's whom you worship.

I think that first "deity" is supposed to be "alignment". :smallsmile:

Sorry for the nitpicks, but I know you take your homebrewing just as seriously as I do, and I prefer to have mine perfect.

Ziegander
2011-09-25, 12:45 AM
I think that first "deity" is supposed to be "alignment". :smallsmile:

Yes. That. <_< :smallredface:

gkathellar
2011-09-26, 08:57 AM
This is pretty much completely great. I love the implementation for the AC bonus, even if it is really attractive as a level-dip for strength-based fighters.

My only complaint is about weapon proficiencies just give them martial weapons. I know there's a long legacy of the monk class being a specialist in stupid Japanese peasant weapons, but an enormous statistical majority of martial arts have some kind of sword or long-knife curriculum. Break the mold and let them wield proper blades without wasting a feat or multiclassing out or being *hiss* an elf.

NeoSeraphi
2011-09-26, 11:14 AM
This is pretty much completely great. I love the implementation for the AC bonus, even if it is really attractive as a level-dip for strength-based fighters.



It's not. He added a clause saying you lose the AC bonus if you have more levels of any other base class, so if you dip, you don't get the AC bonus.

Coidzor
2011-10-03, 08:38 PM
Trap Sense+2? That just reeks of being put in there as a pre-requisite for Freedom of Movement. I'd recommend striking it from the list and choosing another pre-req for that Enlightenment ability. Then again, 11th level isn't too bad for freedom of movement as a constant ability in comparison with the opportunity cost of giving up on grabbing things like mettle or evasion sooner rather than later.

Mr.Bookworm
2011-10-03, 10:42 PM
Being completely and totally honest/blunt here, I do like the basic concept and many of the ideas presented, but I don't like the way you implemented them. Specific problems I see:


Improved Unarmed Strike
A Monk begins play with the Improved Unarmed Strike feat and retains its benefits even if he doesn't meet the prerequisites. Furthermore, his Unarmed Strikes deal damage as though he were one size category larger than normal.

Combined with the ability to use unarmed strikes with weapons in a full-attack, I take it you don't want Monks to be going unarmed? That's 1d4, which is unimpressive at 1st level, let alone 19 levels later.


ANCESTRAL PATH

You also gain the Wild Empathy feature, as a Druid of your level.

What's the point of this? Wild Empathy doesn't fit in at all with the fluff presented.


You possess an Item of Legacy, enjoying privileged powers with it beyond normal wielders of such items, and gain power over Incarnum. The item, typically a weapon, is of masterwork quality, and when performing the legacy rituals for it you do not pay the GP costs and gain the Least, Lesser, and Greater Legacy Feats as bonus feats. You gain proficiency in your item if it is a weapon, armor, or shield with which you are not proficient.

Ignore the Wielder Requirements of your Item of Legacy as well as any of the personal costs associated with your Item of Legacy. The saving throw DC for any ability of your Item of Legacy which requires a saving throw is always 10 +1/2 your Monk level + your Constitution modifier. You may take Legacy feats without needing to meet their prerequisites.

Sooooo, Monk 1 is the best dip ever? A Weapon of Legacy that you take no penalties for is incredibly good, and this doesn't require you to take any more Monk levels to keep getting the benefits.



Path's First Step (3rd Level)
You unlock your Totem chakra bind, you may activate 1 chakra bind, and:

Wait, what? Why is the Monk getting the Totemist's unique class features, now? This is stepping on some major toes. I get the feeling with this plus Wild Empathy that you were aiming for some sort of wilderness-feeling, but that doesn't come across the way you present the stuff.


Choose one Least Legacy ability from Ability Menu A in the Founding Legacies section of Weapons of Legacy, page 188. Your item gains the chosen ability. Additionally you gain 1 point of essentia and an additional point every level hereafter except 6th, 9th, 12th, 15th, and 18th (13 points at 20th level).

Wait, so does your WoL get additional abilities, or is the intention that you need to keep progressing in Monk to progress your WoL. The first I would look extremely warily at, the second means it needs clarification.


Phantom Threat (Su): Once per encounter, as a swift action, you can manifest an ancestor spirit within your Item of Legacy providing you the benefits of flanking against a creature for up to 5 rounds.

This needs clarification that it doesn't actually summon anything, since this confused me the first time I read it (idiot-proofing ahoy!).


Rend Spirit (Su): At-will, as a full round action that provokes attacks of opportunity, while you manifest an ancestral spirit with the above ability, you can cause the manifestation to suddenly become more real as both of you attack your flanked foe. If your attack hits it deals an additional 8 Wisdom damage.

I'm positive that this is meant to be a single attack, not 8 Wis damage tacked onto every full attack, but again, idiot-proofing. Explicit wording would be nice.


Blindsight out to 100ft and True Seeing out to 30ft.

Constant True Seeing is quite good. Eh. On the balance of things, it's probably fine.


HOLY PATH

*Spells of the Cure and Inflict line have a range of Medium (100ft +10ft/level) rather than Touch. When either is used to restore hit points the spells use d12s but when used to deal damage they use d8s. The Mass versions have a range of Long (400ft +40ft/level) rather than Short and omit the phrase "no two of which may be more than 30ft apart" from the target entry.
1 - Close Wounds restores 1d8 hit points +1 per caster level.
2 - Consecrate and Desecrate respectively deal 1d6 positive or negative energy damage to undead in the area at the start of each round. The area of each spell is 20ft per caster level.
3 - Helping Hand also includes the effects of Spectral Hand.
4 - Shout CAN penetrate a silence spell or effect, in fact Shout dispels and counters Silence. A successful save against Shout negates the deafness but does not halve the damage.

This is a bunch of house-rules tacked onto a class. It doesn't matter if they're they're sensible house-rules or not, that is not a good thing to do unless presented as part of a more overarching system change.


PATRON OF HEALING
A Patron of Healing has a maximum amount of healing power equal to 10 times your Monk level. Any creature you designate as an ally upon calling the patron that is adjacent to it may spend a standard action to transfer a portion of its healing power into itself, up to twice the creature's total HD at a time, regaining that many hit points. Once the Patron of Healing has used all of its healing ability it dissipates and cannot be summoned again.

This has a lot more healing "potential" than every other ability in the game at this level, but the standard action required and healing cap on it render this ability almost completely pointless.

Also by RAW, the Patron goes away and you can never summon it again, ever, which I'm guessing was not the intent.


PATRON OF COMBAT
Whenever a creature you designate as an ally upon calling the Patron of Combat (including yourself) is adjacent to the patron that creature is filled with holy fervor granting it a +1 sacred (or profane) bonus to attack and damage rolls per four Monk levels, treating its attacks as aligned as your Ki Strike ability for the purposes of overcoming damage reduction, and adding the Anarchic, Axiomatic, Holy, or Unholy enhancement to any weapons it wields as appropriate to your alignment.

"Designate as an ally" needs to be just "an ally". Plop this next to an enemy diametrically opposed to you at 9th level, say "Hello my fine friend", presto, 2 negative levels.

Speaking of which, this screws over certain Monks and encourages you to play a Monk at one of the extremes, because, hey, free +2 weapon enhancements (which I'm not sure you should be handing out at 9th level, anyway). A neutral Monk gets precisely jack.

Also again, idiot-proofing. "...as appropriate to your alignment" is a phrase that is going to confuse someone out there, and it only takes a few extra words to spell out what bonuses you get for what alignments.

PATRON OF THE FALLEN

While a creature you designate as an ally upon calling the Patron of the Fallen (including yourself) is adjacent to the patron, it grants Regeneration to those creatures equal to your Monk level though lost limbs instantly reattach themselves at the beginning of their turns.

Regeneration is ridiculously good. Not sure if it's too good. This means "I am not in any actual danger while this ability is up". Even if they somehow bypass Regen 15 (at minimum), you're still just getting knocked out, and unless your DM is a complete and total ******* he's not coup-de-gracing you while you're down.

Danger from martial types that is, given that the energy clause presents spellcasters zero trouble.


Once it has revived a number of creatures equal to 1 per four Monk levels, the patron dissipates and cannot be summoned again.

This is yet another ability where RAW says: You can never ever use this ability again.


PATRON OF VENGEANCE
Whenever a creature you designate as a foe upon calling the Patron of Vengeance comes within 10ft of it that creature must make a Fort saving throw and a Will saving throw (both DC 10 + 1/2 Monk level + your highest ability modifier). A failed Fort save causes the creature to fall prone as the ground shakes in the patron's path. A failed Will save causes the creature to be Frightened as long as the patron remains but only while the patron is within 60ft. When the patron enters the space of a foe, that foe is dealt 16d6 damage, 4d6 of which is cold, 4d6 of which is electricity, 4d6 of which is fire, and 4d6 of which is raw divine power (Reflex halves, DC as above).

So you order it to move into your enemy's square, then out, then back in, etc., for a total of 48d6 damage if your enemy started next to it. There's a clear stupid abuse built right in that needs to be taken out.

Also, free action damage every single turn even without abuse is probably too good. Maybe a swift action to order it to deal damage, and it can deal damage for free if an enemy moves into the square by itself?


MENTALIST PATH
1 - Inertial Armor lasts 1 min/level and grants either a +4 armor bonus to AC and Touch AC, or a +1 enhancement bonus to your worn armor, whichever you prefer. By spending 4 additional power points you may increase the duration to 1 hour/level. For every 2 additional power points you spend, the armor bonus increases by +1. For every 4 additional power points you spend, the enhancement bonus increases by +1.

2 - Metaphysical Weapon functions normally or as Call Weaponry as desired. The Call Weaponry effect can be extended to 1 hour/level as can the standard Metaphysical Weapon effect.

3 - Thicken Skin grants a bonus to Natural Armor rather than the normal enhancement bonus as well as DR 2/adamantine for every +1 Natural Armor granted by the power.

4 - Body Adjustment restores your choice of either 1d12 hit points or removes 1d2 points of ability damage or drain when you manifest it and for each time you augment it. You may also augment it, spending an additional 6 power points, to manifest it as a swift action.

5 - This power costs a number of power points as appropriate to its new power level.

6 - Weapon of Energy lasts for 1 min/level and for every 3 additional power points you spend the damage dealt on a normal hit increases by 1d6 and the extra damage dealt on a critical hit increases by 1d10. By spending an additional 4 power points you may manifest it as a swift action.

7 - Tower of Iron Will only affects you and allies in the area and may be augmented, increasing the area in which allies are affected by 10ft per additional point spent.

Again, a bunch of house-rules shoehorned into a class where they have no business being.


SORCEROUS PATH

Resistance (Ex): Energy Resistance to all types of energy damage equal your Monk level.

Every type? That's ridiculously good. Why not make them pick?


SUBLIME PATH
You gain the Vital Recovery feat as a bonus feat and the ability to initiate martial maneuvers drawn from the disciplines presented in the Tome of Battle. You learn and ready as many maneuvers as a Warblade, but you ready them in the way that a Crusader does, having the maneuvers granted to you. Your recovery is also as the Crusader's. You learns stances as a Swordsage. Your available disciplines are Desert Wind, Diamond Mind, Shadow Hand, Stone Dragon and Tiger Claw. Your initiator level equals your class level. When you initiate a maneuver that requires a saving throw, rather than the standard formula, the saving throw is 10 + 1/2 Monk level + your Strength modifier.

This is flat-out better than other martial initiators. That is not a good thing.


Path's Final Step (18th Level)
Stance Mastery (Ex): As Warblade.

This is ridiculous. Not in the good way. Stance Mastery is the Warblade's 20th level capstone. This gets it two levels earlier.


Improved Mettle (Ex) (Requires Mettle & Immunity to [Any])

This is not actually a thing that exists.


At 16th level, a Monk's Ki becomes a thing of legend allowing his attacks with any weapon to overcome all damage reduction including Epic damage reduction.

Why are you giving epic-piercing 5 levels early?

Ki Power

Starting at 7th level, a Monk learns to exalt himself with his inner power, enhancing his abilities when he most needs it. Unleashing his Ki Power requires at least 1 entire round of uninterrupted Concentration, but the Monk may take longer if he wishes. This ordinarily provokes attacks of opportunity, but see below. After his Ki Power has been unleashed he gains a +1 sacred (or profane) bonus to attacks and save DCs per four class levels and a sacred (or profane) bonus to all damage rolls equal to his class level. These bonuses persist for 1 minute per round spent unleashing the Ki Power (to a max of 1 minute per class level, can be abandoned prematurely). Once this effect wears off the Monk becomes fatigued and flat-footed for twice the number of rounds he spent unleashed (1 minute = 10 rounds).

Hey! It's rage. But better. Flatly better.


Perfect Harmony (Su): At 20th level, a Monk become an Outsider (Native) native to all planes of the multiverse, becomes immune to the rigors of aging, and gains DR 10/Epic and Magic as well as a +4 untyped bonus to all ability scores.

...why the +4 ability bonus? To all scores? Epic damage reduction shouldn't be strictly happening at this level, either. "Native to all planes in the multiverse" is wording that doesn't need to be in there, and I don't know why you put it there.

So in summary: The real problem with this class, in my mind, is that it has "Everything You Can Do, I Can Do Better" syndrome, if that is actually a thing and not just something I made up. Depending on your path, this is a better Totemist, a better Paladin (okay, that's fine), a better Psychic Warrior, a better Duskblade, or a better Crusader/Swordsage/Warblade. This class frequently just flat-out steals class features, which speaks to a systematic copying of design.

Other problems: Every single one of those classes besides the Paladin I mentioned up there are regarded as some of the best-balanced classes in the game. This takes what was already fairly balanced, and just adds a bunch of powerful, unbalancing stuff to it (not even interesting stuff, usually, just flat mechanical bonuses), resulting in a class that I would never allow in my games.

This also means that this class is positively schizophrenic. Some of the Paths could be implemented well, but the Monk had some fairly specific fluff, and this feels a lot less cohesive because the archetype is being stretched into a bunch of different things, and there doesn't feel like a lot of actual class underneath the Paths. I can never get a sense of what this is supposed to look like or be, which I would say is one of the most important things in gaming design (thematic coherency, that is).

cthulhubear
2011-10-08, 07:25 PM
It really isn't. On the Sorcerous path, there aren't that many good spells, the Ansestral path only gets a little bit more incarnum than an soulborn, and a weapon of legacy isn't really that good. Sublime Path is fine, Warblades have the least amount of maneuvers and who wants to have all your maneuvers randomly chosen? Mentalist Path may have more powers, but the powers aren't nearly as good as a Psywarrior, who gets Expansion, Claws of the Beast and etc.

edit: As for the capstone, you should see how much +'s a wizard can get to their ability scores. DR of any kind is horrible. Besides, most level 20 monsters are beginning to get DR epic, and 10 damage being reduced at level 20 will not affect anything except for totemists w/ manticore belt and that's only a maybe.

Yitzi
2011-10-09, 06:38 AM
I agree that the SR is poor right now. I can't think of a good way to scale it... 5+class level, with +5 per choice beyond the first is too little at low level, 10+class level, +3 per choice beyond the first? Might that be acceptable?

The current form (10+1/2 monk level, +5 each extra time) is pretty decent, although still useless unless taken 30% of the time, and near-immunity if taken substantially more than that.


I'm not seeing what you mean.

If wizards can boost CL via items, the monk can boost SR via items. If monks can boost CL via prestige classes, the monk can boost SR via prestige classes, etc.

In other words, make "pile on the CL bonuses to beat any SR" a counterable tactic.