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Ralasha
2013-12-05, 08:01 AM
Wayist Monk (3.5)

This is my attempt to grant the Monk class a bit more versatility. It is based loosely upon Wu Shu, and other Traditional Martial Arts. Mistakes being pointed out, would be appreciated. Points of correction (giving me the correct wording if I am in error) would also be appreciated.

Hit Die: D8

Skills: Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge: All; Taken Separately (Int), Listen (Wis) Perform (Cha), Profession (Wis), Search (Int), Spot (Wis), and Swim (str). Other skills are granted by Chosen Style (see below).
Skill Points: (4 + Intelligence Modifier)x4 at 1st level, and 4 + Intelligence Modifier at each level there after.

{table=header]Level|BAB|FS|RS|WS|Class Features|Zodiac Bonus|Balance Bonus|Unarmed Damage|Unarmored Speed Bonus|Unarmed Enhancement Bonus|Arts Per Day
1|+1|+2|+2|+2|Zodiac, Bonus Feat|+1|-|1d4|+10|0|2
2|+2|+3|+3|+3|Bonus Feat|+1|-|1d4|+10|1|2
3|+3|+3|+3|+3||+1|-|1d6|+10|1|3
4|+4|+4|+4|+4|Heaven and Earth|+1|+1|1d6|+10|2|3
5|+5|+4|+4|+4|Bonus Feat|+2|+1|1d8|+20|2|3
6|+6|+5|+5|+5||+2|+1|1d8|+20|3|4
7|+7|+5|+5|+5||+2|+1|2d4|+20|3|4
8|+8|+6|+6|+6||+2|+2|2d4|+20|4|4
9|+9|+6|+6|+6||+3|+2|2d6|+30|4|5
10|+10|+7|+7|+7|Martial Discipline|+3|+2|2d6|+30|5|5
11|+11|+7|+7|+7||+3|+2|3d4|+30|5|5
12|+12|+8|+8|+8||+3|+3|3d4|+30|6|6
13|+13|+8|+8|+8||+4|+3|4d4|+40|6|7
14|+14|+9|+9|+9||+4|+3|4d4|+40|7|7
15|+15|+9|+9|+9||+4|+3|3d6|+40|7|7
16|+16|+10|+10|+10||+4|+4|3d6|+40|8|8
17|+17|+10|+10|+10||+5|+4|3d8|+50|8|8
18|+18|+11|+11|+11||+5|+4|3d8|+50|9|8
19|+19|+11|+11|+11||+5|+4|4d6|+50|9|9
20|+20|+12|+12|+12||+5|+5|4d6|+50|10|10[/table]

Weapon and Armor Proficiencies: The Wayist is proficient with no armors or shields, but is proficient with the hand axe, kama, punching dagger, quarter staff, sai, shortsword, shuriken, straight sword, throwing axe and throwing knife.

Zodiac: Each wayist monk was born under a certain aspect of the zodiac. Their abilities, and how they advance are determined by their sign.{table]Sign|Skills|Abilities
Ox| Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Ride (Dex), Sense Motive (Wis)|Detect Lies(1), and Diehard(6), Mettle (Fortitude)(12), Tireless(15), Zodiac Bonus to Fortitude Saves. Unarmed Damage: Bludgeoning.

Tiger|Balance (Dex), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Move Silently (Dex), Survival (Wis)|Scent(1), Evasion(6), Improved Evasion(12), Camouflage(15), Zodiac Bonus to Social Skills. Unarmed Damage: Slashing.

Dragon|Balance (Dex), Diplomancy (Cha), Intimidate (Cha), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha)|Detect Magic(1), Reach 10'(6), Mettle (Will(12), Swim Speed (½ base movement(15) Zodiac Bonus to Will Saves. Unarmed Damage Piercing.

Snake|Appraise (Int), Bluff (Cha), Gather Information (Cha), Hide (Dex), Move Silently (Dex), Sense Motive (Wis), Use Rope (Dex)|Blind Sense(1), Uncanny Dodge(6), Improved Uncanny Dodge(12) Burrow Speed equal to ½ base speed(15), Zodiac Bonus to Reflex Saves. Unarmed damage is Piercing.

Monkey|Balance (Dex), Disable Device (Int), Escape Artist (Dex), Open Locks (Dex), Tumble (Dex), Use Magic Device (Cha)|Traps Finding(1), Throw Anything(6), (12), Along the Walls(15), Zodiac Bonus to Disable Device, Open Locks and Use Magic Device. Unarmed Damage is Bludgeoning.[/table]Abilities from above table:Ox:Detect Lies: The Ox is always capable of sensing when someone is not telling the truth. This is an Extraordinary ability.
Diehard: The ox does not lie down. Nor does the Ox style martial artist. The Ox remains standing and able to act normally without penalty until it’s hit points have reached it’s negative constitution modifier, and may remain conscious until it’s negative constitution score. It does not die until it has reached twice it’s constitution score in negative hit points.
Mettle (Fortitude): The Ox is sturdy, and not easily weakened. Whenever a spell or effect would allow a reflex save for a reduced effect, if the ox succeeds it instead has no effect. If a spell or ability would reduce the ox’s physical attributes or levels, the ox is always entitled to a fortitude save. Even if one is not normally permitted.
Tireless: The Ox is immune to Sleep, stun, and dazed conditions. The Ox is immune to Fatigue and Exhaustion.
Tiger:Scent: The Tiger is capable of tracking by scent, and cannot be surprised.
Evasion::Whenever the tiger is entitled to a Reflex Save, if it succeeds the Tiger takes no negative penalties, including hit point loss.
Improved Evasion:: Whenever the Tiger is entitled to a Reflex save if the tiger succeeds it takes no negative penalties, such as hit point loss. In addition, even if the tiger fails such a save, it takes the reduced effect, if any.
Camouflage: Whenever in poorly lit or natural surroundings the tiger may attempt to hide, even while being observed.
Dragon:Detect Magic: The dragon is always aware of any magical auras around it, as though under the effects of the detect magic spell. This is an Extraordinary Ability.
Reach: The dragon is capable of striking at opponents up to 10' away as though striking normally in melee. This ability acts as natural reach, including for the purposes of attacks of opportunity, and determining threatened squares.
Mettle (Will): The Dragon’s mind is not easily unwillingly effected. Whenever a spell or effect would allow a Will save for a reduced effect, if the Dragon succeeds it instead has no effect. If a spell or ability would reduce the dragon’s mental attributes or levels, the dragon is always entitled to a will save. Even if one is not normally permitted.
Swim Speed: The dragon gains a swim speed equal to one half it’s base movement. The dragon is treated as an aquatic creature for the purposes of movement, and attacking while submerged. The dragon is capable of holding it’s breath for a number of rounds equal to four times it’s Wisdom Score.
Snake:Blind Sense: The Snake is aware of even the faintest motion in it's surroundings. It cannot be caught Flatfooted.
Uncanny Dodge: The snake's enemies gain no attack bonuses from flanking. In addition, whenever a snake succeeds on a reflex save against an area effect the snake my choose to move to the effects nearest edge as a free action.
Improved Uncanny Dodge: The snake cannot be flanked. In addition, whenever it succeeds on a reflex save against an area effect the snake my choose to move to a space outside of the area of effect as a free action.Burrow Speed: The snake gains a burrow speed equal to 1/2 it's base movement. The snake cannot suffocate from being buried.
Monkey:Trapfinding: The monkey is a most curious creature. If left untended, one cannot tell what it might get into. It's curious nature in this case, leads to it's ability to find things, that others most often cannot.
Throw Anything: Never anger a monkey, it will not end well. The Monkey is able to use anything, improvised weapon or otherwise, that it can hold in one or two hands as a thrown weapon with a range increment of 20'. The item must not weigh more than the monkey's light load.
???
Along the Walls: Such agile creatures are capable of performing near miraculous acts of agility. The Monkey is capable of moving along any solid surface as though it were the ground. It must still have some means of remaining in place once it stops, such as a climb check (if not on a flat horizontal surface, such as the floor) or it falls, and suffers the consequences.

Unarmed Damage: The fist, the palm, the claw. As opposed to the techniques of brutes that attempt to mimic the abilities of the true masters, a well trained fist is in truth nothing to laugh at. This damage does not scale with character size.

Unarmored speed bonus: While unarmored and carrying a medium or lighter load the Wayist is capable of moving more quickly than most, even many animals.

Bonus Feats: These feats may chosen from any for which the Wayist qualifies.

Unarmed Enhancement Bonus: This number totals the maximum amount of effective enhancement bonus that a Wayist's fists may be enchanted to. At level 2, a Wayists unarmed strikes become +1, at level 4 they become +2, and now qualify for any melee weapon or shield enhancements. Any elemental enhancement must be based upon the Wayist's Discipline. Water = Cold, Fire = Fire, Metal = Acid, Wind = Sonic, Wood = Lightning. Enhancements gained through this class feature may be freely swapped out between levels.

The Balance: All things of Heaven and Earth are described in the form of two energies known as Yin, and Yang. This area shall expound upon the internal alignments of Heaven and Earth within an individual. A Wayist may enter a meditative Trance twice per day in order to alter it's balance. This trance takes 1 minutes to complete, requiring a DC 15 Concentration Check.
Balance:When in balance these forces work in concert, bringing a higher state of understanding, and an increased awareness of one's surroundings, as well as a sense of peace. A Wayist in the state of balance has the following bonuses:Heaven and Earth bonus to all saves, and as energy resistance versus all elements.
Preponderance (Excess) of Yin: When an individual has an over abundance of this element they can be seen to be covered in a light sheen of frost.+Immunity to Fire, and effects or conditions caused by heat. Half damage from negative energy. Weakness vs Cold damage.
Preponderance (Excess) of Yang: The positive energy that drives the universe. An excess of this energy can be both a blessing and a curse. The individual will seem feverish.Double healing from positive energy, immunity to Cold, and conditions or effects caused by cold. Weakness vs Fire damage.
Weakness (Deficiency) of Yin: This may seem similar to untrained eyes, but should not be mistaken. A deficiency of Yin is not always of benefit. Warm to the touch, often clammy, and experiences hot flashes.Heaven and earth bonus as resistance versus Cold damage. Half damage from fire. Weakness versus Lightning.
Weakness (Deficiency) of Yang: A deficiency of the force of life. Often experiences cold flashing, and may feel cool, perhaps almost corpse like to the touch. Heaven and Earth bonus vs Fire damage, half cold damage. Weakness versus Acid.

Discipline: Each individual is born not only when a specific animal is in power, but also during a specific season, when a specific element’s power is at it’s peak: Wood, Fire, Metal, Water, or Wind.

Wayist Arts: The Wayist is perhaps most notable for their sometimes uncanny abilities, which allow them to things many if not most others are incapable of otherwise doing. The many spirits the Wayists are attuned to grant them a list of abilities based upon their Zodiac. The wayist has access to all of their listed abilities according to level, and do not have to prepare them. All Arts are Reflexive, and can be used even when it is not the Wayists turn, unless noted otherwise.
{table=header]Requirements|Ability Name
Ox 1|Knockback
Snake 1|Piercing Strike
Monkey 1|Side Step
Dragon 1|Breath of Dragon
Level 1|Parry Blow
Ox 2|Hammer on Iron
Snake 2|Corrupt Ki
Monkey 2|Vice Like Grip
Dragon 2|False Flight
Level 2|Light as a Feather
Ox 3|Fury of the Bull
Snake 3|Quicker than a Cobra
Monkey 3|Monkey See
Dragon 3|Divine Retribution
Level 3|Knockback
Level 4|Piercing Strike
Level 5|Side Step
Level 6|Hammer on Iron
Level 7|Corrupt Ki
Level 8|Vice Like Grip
Level 9|False Flight
Level 10|Divine Retribution[/table]
Breath of Dragon - The Wayist takes in a breath, and releases a torrent of raw energy in a cone 10 feet long dealing 1d4 damage. Distance improves by 5' per 2 levels, damage improves by 1d4 per 3 levels as a Dragon Wayist. The Wayist may only use this art on it's own turn.

Corrupt Ki - The Wayist strikes an opponent, if the opponent has a Ki pool they loose 1 Ki point per 3 levels this character possesses as a Snake Wayist. If the opponent lacks a Ki Pool they instead take 1 point of Constitution Damage per 5 levels this character possesses as a Snake Wayist.

Divine Retribution - If the Wayist is successfully damaged by a direct attack or spell effect it's opponent takes the same amount of damage.

False Flight - The Wayist gains the ability to glide, without descent, but without the ability to gain height. This ability functions for 1 round per three levels. If the wayist falls from a height that would cause damage, it falls safely up to it's movement distance before calculating damage.

Fury of the Bull - The Wayist makes a special charge attack, rolling as normal for a charge. On a successful charge attack the Wayist, in addition to dealing an additional 1d8 piercing damage, may end the attack in a grapple without an opposed roll. The Wayist may only use this Art on it's turn. The wayist does not need to move in order to perform this action.

Hammer on Iron - The Ox may make an improved Sunder attempt, even if lacking the feat, and does not provoke an attack of opportunity. The character is treated as having twice their natural strength bonus for this effect. The Wayist may only perform this art on it's turn.

Knockback - The Wayist, even at a standstill is capable of striking with enough force to knock an enemy away. Use of this ability counts as a bullrush, but does not require any movement.

Light as a Feather - The Wayist is treated as having no weight for the purposes of what solid surfaces will support it's weight. It may run along the top of snow, extremely thin ice, or even branches. The duration for this ability begins at 1 round, and improves by 1 round every 2 levels. This ability does not grant the Wayist the ability to cross liquids such as water.

Monkey See - Whenever a creature character or NPC within sight of the wayist uses a feat or class feature other than spellcasting the monkey may mimic the feat or ability as though using it at their level in this class. *special: The monkey may only use this ability when it isn't their turn if the target ability used can also be used when it is not the monkey's turn.

Parry Blow - The Wayist knocks aside a single melee or ranged attack. Negating any damage or effects. This Art also effects direct single target spells, such as rays, missiles, or charm person. This art does not effect area effects or multiple target spells or effects.

Piercing Strike - The Wayist strikes an opponent, ignoring armor bonuses to AC.

Quicker than a Cobra - As a full round attack the Wayist may make a number of attacks equal to it's Base Attack Bonus divided by 3 at a consequtive -2 penalty per attack. This a Wayist with a 6 BAB may make 3 attacks at +6, +4, and +2. The Wayist may use this Art only on it's own turn.

Side Step - The Wayist moves with unnatural grace, escaping the attacks of others. Mechanically, the Wayist steps five feet to the side during anothers action. This allows the Wayist to escape line effects, bull rushes, charges or any other actions other than melee attacks or grapple checks.

Vice Like Grip - The Wayist causes damage when in a grapple, this damage is caused by it's extreme crushing grip. The damage is treated as bludgeoning. The damage rolled is 1d4+(1.5 strength bonus, +.5 strength bonus every 4 levels).

zabbarot
2013-12-05, 11:31 AM
Are you planning to finish out the Zodiac? If so I look forward to seeing the rest.

As far as editing goes, you can probably use the standard wording for some of your abilities, unless you want them to work differently. For example, is Tiger's evasion supposed to be the same as the standard Rogue's evasion? The way you have it worded it's an improvement since it reduces the effect of nondamaging spells/effects as well.

Otherwise it looks like you still have a ways to go before you're done. Good luck. It looks pretty good so far.

Ralasha
2013-12-05, 11:35 AM
Are you planning to finish out the Zodiac? If so I look forward to seeing the rest.

As far as editing goes, you can probably use the standard wording for some of your abilities, unless you want them to work differently. For example, is Tiger's evasion supposed to be the same as the standard Rogue's evasion? The way you have it worded it's an improvement since it reduces the effect of nondamaging spells/effects as well.

Otherwise it looks like you still have a ways to go before you're done. Good luck. It looks pretty good so far.

It's supposed to be better, yes. I'm uncertain what to do for the other Zodiac animals, was my original intent. I actually don't have much farther to go really.

Heaven and Earth is actually just the beginning of a serious of ultimate abilities. For instance: energy immunity, true seeing, tongues, immunity to critical hits, etc.

Metal is the perseverant element, will get universal damage reduction and universal energy resistance. Strength to AC.

Wood is the life element, will get fast healing, and ability to regrow limbs. Con to AC.

Water is the adaptive element, will get the ability to go without food, water, air. Wisdom to AC.

Fire is the intellectual element, the 'spark', but here I am going to go off course. Will receive ability to return damage, and probably rage. Int to AC.

Wind will function as the 'speed' element. Will gain extra actions. Reaching a full second turn each round at level 20. Cha to AC.

zabbarot
2013-12-05, 11:37 AM
Fair enough :smalltongue:

JKTrickster
2013-12-05, 12:48 PM
Those aren't the five classical elements though. That would be fire, water, earth, metal, and wood.

Klaatu B. Nikto
2013-12-05, 05:28 PM
Perhaps instead of the Zodiac, you could do the 4 Symbols of China / Chinese constellations plus the center (the fifth).

Azure Dragon of the East (wood)
Vermillion Bird of the South (fire)
White Tiger of the West (metal)
Black Turtle of the North (water)
Yellow Dragon of the Center (earth)

JKTrickster
2013-12-05, 10:34 PM
That would definitely work! :smallbiggrin:

Ralasha
2013-12-05, 10:56 PM
Those aren't the five classical elements though. That would be fire, water, earth, metal, and wood.

I am aware. I am actually avoiding perfectly mirroring Taoist Alchemy.


Perhaps instead of the Zodiac, you could do the 4 Symbols of China / Chinese constellations plus the center (the fifth).

Azure Dragon of the East (wood)
Vermillion Bird of the South (fire)
White Tiger of the West (metal)
Black Turtle of the North (water)
Yellow Dragon of the Center (earth)

This isn't about creating another set of failure monks with specific sets of abilities. It's about creating a series of constituent parts that can be mixed and matched to a limited degree, in order to increase versatility.

Ralasha
2013-12-08, 10:06 PM
Updated with Heaven and Earth, shifted abilities on table (again).

Kazy
2013-12-09, 09:50 AM
I had a too-similar idea a few hours ago. You won't stop me though!
I look forward to this class' completion.:smallbiggrin:

zabbarot
2013-12-09, 12:03 PM
This isn't about creating another set of failure monks with specific sets of abilities. It's about creating a series of constituent parts that can be mixed and matched to a limited degree, in order to increase versatility.

Can the bonuses from Heaven and Earth change from day to day or those set in stone once chosen like the Zodiac bonuses? To be honest, the class isn't really that versatile. Sure it's got a host of options at creation, but once you've made your character it is what it is. You can't choose to be born under a different Zodiac for a day to be better suited for that days encounters. I'm not sure you've reached your goal.

Ralasha
2013-12-11, 05:40 AM
Can the bonuses from Heaven and Earth change from day to day or those set in stone once chosen like the Zodiac bonuses? To be honest, the class isn't really that versatile. Sure it's got a host of options at creation, but once you've made your character it is what it is. You can't choose to be born under a different Zodiac for a day to be better suited for that days encounters. I'm not sure you've reached your goal.

Yes, they can. :smallsmile:

I'm not attempting to make it Tier 1. I'm not certain that that is possible while sticking with the monk archetype.

Modified the 'Balance' ability's description. Working on adding special abilities that scale with level based on Zodiac.

Ralasha
2013-12-17, 10:49 PM
I have begun to fill out the Wayist Arts list.