PDA

View Full Version : D&D 3.x Class [WIP] Monk Ki Powers



AnimeTheCat
2018-09-25, 10:20 AM
Hey all, I created som Ki Powers for Monks to use in 3.5 that should enhance their viability in play. They should gain Ki Points at the same rate as a Psion of Wilder, and should gain Ki Powers at 1st and 2nd level, then every even level thereafter (total of 11 Powers). Below are 20 Powers I came up with that cover many of the bases and increase the versatility of the Monk to, what I think, is a playable level for most, if not all, tables.

Monk Ki Powers
If you are carrying any more than a light load or are wearing armor of any type, you lose the ability to use your Ki Powers.
The number of Ki points you spend on any one power may not exceed your Monk level. Any Prestige class that improves monk abilities, improves your Ki powers as if you had gained another monk level, including the max number of Ki points you may spend on a Ki ability.
There is no limit to the number of Free Action Ki Powers you may activate in any given round. Standard Action or more Ki Powers follow normal rules for actions during your turn.
Augments: any number of augments may be used at any given time, however the same rules apply and the total Ki Point cost of any power may not exceed your Monk Level.


Quick Step
Action: Free Action Duration: Instantaneous
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 1
You may move up to your move speed as a free action.
Augment: For every additional point of Ki you spend, increase the distance of your Quick Step by 5 ft.


Gentle Fist
Action: Free Action Duration: Instantaneous
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 1
Your unarmed strikes are resolved as touch attacks. Only one attack may be augmented in this way.
Augment: For every additional point of Ki you spend, increase the number of attacks that can be augmented by this ability by 1. For example, a level 3 monk that uses this ability may use flurry of blows and 2 points of Ki to resolve both flurry attacks as touch attacks.


Ki Might
Action: Free Action Duration: 1 round + 1 round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 2
Grant yourself a +2 Ki bonus to your Strength Score.
Augment: For every 3 additional point of Ki you spend, increase the bonus granted by Ki Might by 2.


Ki Agility
Action: Free Action Duration: 1 round + 1 round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 2
Grant yourself a +2 Ki bonus to your Dexterity Score.
Augment: For every 3 additional point of Ki you spend, increase the bonus granted by Ki Power by 2.


Ki Endurance
Action: Free Action Duration: 1 round + 1 round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 2
Grant yourself a +2 Ki bonus to your Constitution Score.
Augment: For every 3 additional point of Ki you spend, increase the bonus granted by Ki Power by 2.


Invisible Fist
Action: Full Round Duration: Instantaneous
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 1
As a part of this Full-Round Ki Power you may make as many attacks as you can as determined by Base Attack, Feats, or Class abilities (such as Two Weapon Fighting or Flurry of Blows). These attacks may be made from 10 feet away.
Augment: For each additional Ki point you spend, you may increase the range of your attacks by 5 feet.


Ki Armor
Action: Free Action Duration: 1 round + 1 round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 1
Grant yourself a +4 Ki bonus to your Armor Class. This bonus applies even if you are flat-footed and to touch attacks.
Augment: For every 3 additional point of Ki you spend, increase the bonus granted by Ki Armor by 2.


Light Step
Action: Free Action Duration: 1 round + 1 round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 2
While you are under the influence of the Light Step Ki Power, you may walk across non-solid surfaces as if you were under the effects of a Water Walking spell.
Augment: If 2 additional Ki Points are spent, the duration changes to 1 minute per level.
Augment: If 3 additional Ki Points are spent, the user may walk on air as if under the effects of an Air Walk spell. The two augments may be used in conjunction with each other for a total Ki Point cost of 7 Ki Points.


Ki Double
Action: Standard Action Duration: 1 round + 1 round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 2
You shape your Ki in to 2 projections of yourself as if using a Mirror Image spell.
Augment: For every 2 additional point of Ki you spend, you create an additional Clone.
Augment: For 8 additional points of Ki, you only create 1 projection, but this projection is effectively an exact clone of you and mirrors your precise movements and actions, or can split off entirely and act under your mental direction as if it were a summoned creature. This clone has ½ the number of hit points as you, but is otherwise exactly the same as you. Ki powers that you use also effect the clone, but the clone can’t use Ki powers of its own.
Augment: For 3 additional Ki Points spend, change the duration to 1 minute/level. This means at level 13, a monk could create a single clone for 13 minutes.


Ki Shroud
Action: Standard Action Duration: 1 round + 1 round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 1
When you activate this Ki Power, you are cloaked in a constantly moving shroud of Ki that has the same effect as a Blur spell.
Augment: for 3 additional Ki Points, the duration changes to 1 minute/level.
Augment: For 4 additional Ki Points, the shroud refracts and bends light around you, granting you an invisibility effect. If you attack a creature, the invisibility effect ends, but the blur effect remains until the duration expires.
Augment: For 6 additional Ki Points, you are effected as if by a Greater Invisibility spell.
Augment: For every 1 additional Ki Point spent, increase the % miss chance by 5 to a maximum of 80%. For example, a level 4 Monk that uses 4 Ki Points on this Ki Power is granted a 35% miss chance as opposed to a 20% miss chance for the base cost.


Dispelling Ki
Action: Standard Action Duration: Instantaneous
Range: Touch Saving Throw: N/A
Target: One Spellcaster or Creature Ki Point Cost: 5
By focusing your Ki into your touch, you can deliver an effect similar to a Dispel Magic. As a part of this ability you must succeed on a touch attack against your target. If the touch attack succeeds, you may perform a targeted dispel on an object or creature as the Dispel Magic text describes for targeted dispels, targeting each ongoing effect on the target individually. Alternatively, you may ready an action to use this ability to dispel a spell that targets you. In the event that the spell is an area of effect spell, only you are protected if you successfully dispel the spell’s effect. If you are adjacent to the target casting the spell, you may attempt to dispel the effect before it manifests, thereby thwarting the attempt and causing the spellcaster to use up that spell prepared or spell per day. In either case, you roll 1d20+your monk level to determine success versus the caster level of the spell or effect. Dispelling Ki effects Magic, Psionics, or other similar effects the same way.
Augment: For every 2 additional Ki Points spent, you gain a +1 bonus on the check to dispel.
Augment: If you spend 5 additional Ki Points, you may use this Ki Power as an Immediate Action, allowing you to use it without preparing an action.


Ki Growth
Action: Standard Action Duration: 1 round + 1 round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 1
You increase your size by one level. This Ki Power functions the same as the Enlarge Person Spell.
Augment: For 3 additional Ki Points spent, change the Duration to Minutes/level.
Augment: For every 5 additional Ki Points spent, add another size increase (if you are small, you become large for 5 additional points).
Augment: For 3 additional Ki Points Spent you may use this Ki Power as a Free Action.


Ki Energize
Action: Free Action Duration: 1 round + 1 round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 3
When you use this Ki Power, select an energy type (Fire, Cold, Shock, Sonic, or Acid). For the duration of the power, your melee strikes (or attacks augmented by other Ki Powers) deal 1d6 points of that energy damage.
Augment: For every 2 additional Ki Points spent, increase the damage by 1d6.
Augment: For 3 additional Ki Points, change the duration to Minutes/level.


Ki Quicken
Action: Standard Action Duration: 1 round + 1 round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 3
When you use this Ki Power, you are affected as if under the effects of a Haste spell. This Ki Power does not stack with Haste or any other haste-like ability.
Augment: For 2 additional Ki Points, increase the Duration to Minutes/Level.


Ki Accelerate
Action: Immediate Action Duration: Instantaneous
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 3
When you use this Ki Power, you immediately may make a move action.
Augment: For 5 additional Ki Points, you may make an immediate Standard Action.
Augment: For 10 additional Ki Points, you may make an immediate Full Round Action (or A move and a standard action, or two move actions).


Ki Enhance
Action: Free Action Duration: 1 round + 1 round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 1
You meld your Ki over your weapon to grant you a +1 enhancement bonus to attack and damage rolls. Your attacks are treated as magical for the purposes of overcoming Damage Reduction.
Augment: For every 3 additional Ki Points spent, increase the enhancement bonus by +1 to a maximum of +5 for 12 additional points spent.
Augment: For 2 additional Ki Points spent, pick one of the following; lawful, chaotic, good, evil, silver, slashing, piercing. For the duration of the Ki Power, your attacks are treated as that type in addition to magical for the purposes of overcoming DR. Multiple applications of this augment may be used at the time of using the power, but each must be paid for when the power is initially used. Subsequent applications of the power do not stack, but overwrite each other. For instance, a level 7 monk can use this power to enhance their attacks as if they were +3 attacks for 7 Ki Points, or as if they were +2 and magical and good for 6 Ki Points, or +1 and Magical, Good, Lawful, and Silver all at once for 7 Ki Points.
Augment: For 4 additional Ki Points spent, attacks are treated as Adamantine.
Augment: For 5 additional Ki Points spent, Damage may be treated as either Vile or Exalted. A neutral character may select either one, but may incur an alignment shift if used in excess, or may not dependent upon the DM. A good character may only select Exalted, and an evil character may only select Vile.


Ki Heal
Action: Standard Action Duration: Instantaneous
Range: Touch Saving Throw: N/A
Target: Target Creature Ki Point Cost: 1
When you use this Ki Power, you use your Ki to mend the touched creature’s wounds healing them for 1d8+Monk level damage. This Ki Power is a Supernatural Ability.
Augment: For every 2 additional Ki Points spent, increase the damage healed by 1d8.
Augment: For every 8 additional Ki Points, you may affect every friendly creature within 30 ft. of you.


Ki Resistance
Action: Standard Action Duration: 1 minute + 1 minute/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 1
When you use this Ki Power, choose an energy type (Fire, Cold, Shock, Acid, or Sonic). For the duration of the power you gain resistance 10 to that energy type. Multiple uses of this power can be in effect at the same time, as long as they are for different energy types. For example, you can have Ki Resistance active for Fire and Shock at the same time, but not two uses of Fire at the same time. The effects overlap, not stack.
Augment: For 2 additional Ki Points change the Duration to 10 Minutes/level.
Augment: For every 5 Additional Ki Points spent, you may increase the resistance by 10 points.

Ki Trance
Action: Standard Action Duration: 1 round + 1 Round/level
Range: Personal Saving Throw: N/A
Target: You Ki Point Cost: 1
When you activate Ki Trance, you push all external distractions out of your mind and form a protective barrier of Ki around your head. This has a number of effects. First, you gain a bonus equal to your Monk Level on all Will Saves. Second, your wisdom score gains a +4 Ki Bonus (which will also alter your AC and your Will Saving Throw). Third, you are not detectable by most divinations, as if you were under the influence of a Nondetection spell.
Augment: For 2 additional Ki Points, you may forego the Will save and Wisdom Score bonus to change the duration to Hours/Level.
Augment: For every 4 additional Ki Points spent, you increase the Ki Bonus to your Wisdom Score by +2.

Ki Smash
Action: Standard Action Duration: Instantaneous
Range: Touch Saving Throw: N/A; Reflex for ½ (see Augments)
Target: Target creature or 5 ft square adjacent to you Ki Point Cost: 1
Ki Smash allows you to channel your Ki into your attack to alter the form and method of your attack. When you activate Ki Smash, pick one of the following methods of delivery:
Ki Sunder: When you use Ki Smash to target an item or object, you follow the same rules as a sunder attempt except that if the object is unattended you only have to succeed on a touch attack. This attack roll gets a bonus equal to ½ your Monk Level. When resolving the sunder attempt you bypass an amount of hardness equal to your Monk Level and deal additional damage equal to your Monk Level.
Ground Smash: When you use Ki Smash to smash the ground you create difficult terrain. You may make a number of 5 ft squares difficult terrain equal to your monk level. These squares must be adjacent to each other, but otherwise they may occur in any pattern desired by the user.
Augment: For every 2 additional Ki Points spent, add +1 to your Ki Sunder Attack, Hardness Bypass, and Damage rolls or, for Ground Smash, increase the number of tiles you can make difficult terrain by 1.
Augment: If you spend 5 additional Ki Points, if you are using the Ki Sunder method, you may also deal an amount of damage to a target holding or wearing the object you are attempting to sunder equal to the amount of damage you deal to the object itself. If you are using the Ground Smash method, you deal damage equal to your weapon damage, without weapon enchantments (but including enhancement bonuses), plus your Monk Level to any creature that is caught in an area that you create difficult terrain. A successful reflex save (DC 10+Monk Level+Wisdom Modifier) halves this damage from either application of this augment.

As I think of more, I'll be adding them to the list and expanding on it. So this is your pretty typical off-time work in progress. Critiques are invited, this isn't some magnum opus of work, so be as honest as you wish. I know some powers are better than others, but I think they all have their place.

Also, I know formatting will be an issue. I'll address it once I have more time, but for now I would just like to get this out there so that the greater public can help make it better.