Doberler
2007-10-11, 04:52 AM
This is the first class that I've put up here, and I'd like some input on it. It's primarily a monk class though anyone could be drawn to it.
Master Staffer
"What? You think girls don't know how to hit people with sticks?"
-Tenala M'Davi, Master Staffer
Requirements:
Skills: Jump 8 ranks
Feats: Improved Unarmed Strike, Stunning Fist, Two-Weapon Fighting, Weapon Focus (Quarterstaff)
HD: d8
Class Skills: The Master Staffer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str),
Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge
(arcana/religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis),
Spot (Wis), Swim (Str), and Tumble (Dex).
Master Staffer
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2| Monk Abilities, Skillful Staff
2nd|
+1|
+3|
+3|
+3|Staff Specialization
3rd|
+2|
+3|
+3|
+3|Master Staffer Technique
4th|
+3|
+4|
+4|
+4|Powerful Staff
5th|
+3|
+4|
+4|
+4|Bonus Feat
6th|
+4|
+5|
+5|
+5|Master Staffer Technique
7th|
+5|
+5|
+5|
+5|Leaping Staff
8th|
+6|
+6|
+6|
+6|Bonus Feat
9th|
+6|
+6|
+6|
+6|Master Staffer Technique
10th|
+7|
+7|
+7|
+7|Embed[/table]
Monk Abilities: A Master Staffer’s class levels stack with his monk levels for determining his AC Bonus, Stunning Fist attempts, unarmed strike damage and his unarmored speed bonus
Skillful Staff (Ex): At the 1st level a Master Staffer learns to use his quarterstaff to aid his movement. Anytime he has a quarterstaff in hand, he gains a competence bonus equal to his Master Staffer level on all Balance and Jump checks
Staff Specialization:From the 2nd level onward a Master Staffer is treated as if he had Weapon Specialization (Quarterstaff). Furthermore, he may now take fighter feats as a fighter equal to ½ his monk and Master Staffer levels
Master Staffer TechniqueAt 3rd, 6th and 9th levels a Master Staffer may choose one of the following abilities:
Groin Shot (Ex): As a standard action a Master Staffer may expend two daily uses of his stunning fist ability to attempt a groin shot. This ability is treated as a normal Stunning Fist attempt with the following exceptions; It’s DC is increased by ½ his Master Staffer level, it can affect creatures normally immune to critical hits but only if they have discernable anatomies and are capable of feeling pain. Any creature immune to critical hits gains a +4 bonus on this save. If the target fails its save, it is not stunned, however it immediately falls prone and is sickened for 1d4 rounds.
Pole Thrust (Ex): As a standard action, a Master Staffer may expend one daily use of his stunning fist ability and make a single attack at his highest base attack bonus. If the attack hits, instead of taking damage his opponent is pushed backed a number of feet equal to the damage the attack would have caused. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 2d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Pole Vault (Ex): As a free action, a Master Staffer may expend one daily use of his stunning fist ability and use his staff to vault over an opponent. He makes a jump check including the bonus granted by skillful staffer against a DC of 20. He may then move 10 feet as a 5 foot step. This movement does not provoke an attack of opportunity. Failure by 5 or more indicates that he failed to build enough momentum and lands prone in the square that he started his jump and provokes an attack of opportunity.
Rapid Staff (Ex): As a free action during a flurry of blows attack, a Master Staffer may expend one daily use of his stunning fist ability and gain a competence bonus on attack and damage rolls equal to his Master Staffer level.
Sudden Staff (Ex): When a Master Staffer makes an attack of opportunity against an adjacent foe he may expend one daily use of his stunning fist ability to immediately make a second attack with his staff. He use this ability only once per opponent per round.
Powerful Staff (Ex): Starting at 4th level the Master Staffer does his unarmed attack damage with both ends of his staff, applying his full strength modifier to damage regardless of how it is wielded
Bonus Feats At the 5th and 8th level a Master Staffer gains a bonus feat from the fighter bonus feat list. Feats chosen can only be applied to his quarterstaff. The Master Staffer must also meet all the prerequisites for the feat.
Leaping Staff (Ex): At the 7th level a Master Staffer can make a jump check during a charge action, if he makes the DC to jump to his target, he may add ½ of his check result to his damage. The Master Staffer need only move 10 ft. before attempting the maneuver instead of the standard 20 ft. Should he miss with the attack or fail to clear the distance, he loose his balance and takes damage equal to ½ the check DC and falls prone at the end of his jump.
Embed (Ex): At 10th level, when using a Leaping Staff attack, the Master Staffer may expend three daily uses of his stunning fist ability to embed a creature into the ground. The target must make a fortitude save (DC = 1/2 damage dealt) or sink into the ground 1 foot for every 5 points of damage dealt with this attack. If the ground is made of stone, masonry or other solid substance, the Master Staffer must make a strength check equal to the break DC of the given material.
EDITS AND CHANGES POSTED IN CYAN
Master Staffer
"What? You think girls don't know how to hit people with sticks?"
-Tenala M'Davi, Master Staffer
Requirements:
Skills: Jump 8 ranks
Feats: Improved Unarmed Strike, Stunning Fist, Two-Weapon Fighting, Weapon Focus (Quarterstaff)
HD: d8
Class Skills: The Master Staffer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str),
Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge
(arcana/religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis),
Spot (Wis), Swim (Str), and Tumble (Dex).
Master Staffer
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2| Monk Abilities, Skillful Staff
2nd|
+1|
+3|
+3|
+3|Staff Specialization
3rd|
+2|
+3|
+3|
+3|Master Staffer Technique
4th|
+3|
+4|
+4|
+4|Powerful Staff
5th|
+3|
+4|
+4|
+4|Bonus Feat
6th|
+4|
+5|
+5|
+5|Master Staffer Technique
7th|
+5|
+5|
+5|
+5|Leaping Staff
8th|
+6|
+6|
+6|
+6|Bonus Feat
9th|
+6|
+6|
+6|
+6|Master Staffer Technique
10th|
+7|
+7|
+7|
+7|Embed[/table]
Monk Abilities: A Master Staffer’s class levels stack with his monk levels for determining his AC Bonus, Stunning Fist attempts, unarmed strike damage and his unarmored speed bonus
Skillful Staff (Ex): At the 1st level a Master Staffer learns to use his quarterstaff to aid his movement. Anytime he has a quarterstaff in hand, he gains a competence bonus equal to his Master Staffer level on all Balance and Jump checks
Staff Specialization:From the 2nd level onward a Master Staffer is treated as if he had Weapon Specialization (Quarterstaff). Furthermore, he may now take fighter feats as a fighter equal to ½ his monk and Master Staffer levels
Master Staffer TechniqueAt 3rd, 6th and 9th levels a Master Staffer may choose one of the following abilities:
Groin Shot (Ex): As a standard action a Master Staffer may expend two daily uses of his stunning fist ability to attempt a groin shot. This ability is treated as a normal Stunning Fist attempt with the following exceptions; It’s DC is increased by ½ his Master Staffer level, it can affect creatures normally immune to critical hits but only if they have discernable anatomies and are capable of feeling pain. Any creature immune to critical hits gains a +4 bonus on this save. If the target fails its save, it is not stunned, however it immediately falls prone and is sickened for 1d4 rounds.
Pole Thrust (Ex): As a standard action, a Master Staffer may expend one daily use of his stunning fist ability and make a single attack at his highest base attack bonus. If the attack hits, instead of taking damage his opponent is pushed backed a number of feet equal to the damage the attack would have caused. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 2d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Pole Vault (Ex): As a free action, a Master Staffer may expend one daily use of his stunning fist ability and use his staff to vault over an opponent. He makes a jump check including the bonus granted by skillful staffer against a DC of 20. He may then move 10 feet as a 5 foot step. This movement does not provoke an attack of opportunity. Failure by 5 or more indicates that he failed to build enough momentum and lands prone in the square that he started his jump and provokes an attack of opportunity.
Rapid Staff (Ex): As a free action during a flurry of blows attack, a Master Staffer may expend one daily use of his stunning fist ability and gain a competence bonus on attack and damage rolls equal to his Master Staffer level.
Sudden Staff (Ex): When a Master Staffer makes an attack of opportunity against an adjacent foe he may expend one daily use of his stunning fist ability to immediately make a second attack with his staff. He use this ability only once per opponent per round.
Powerful Staff (Ex): Starting at 4th level the Master Staffer does his unarmed attack damage with both ends of his staff, applying his full strength modifier to damage regardless of how it is wielded
Bonus Feats At the 5th and 8th level a Master Staffer gains a bonus feat from the fighter bonus feat list. Feats chosen can only be applied to his quarterstaff. The Master Staffer must also meet all the prerequisites for the feat.
Leaping Staff (Ex): At the 7th level a Master Staffer can make a jump check during a charge action, if he makes the DC to jump to his target, he may add ½ of his check result to his damage. The Master Staffer need only move 10 ft. before attempting the maneuver instead of the standard 20 ft. Should he miss with the attack or fail to clear the distance, he loose his balance and takes damage equal to ½ the check DC and falls prone at the end of his jump.
Embed (Ex): At 10th level, when using a Leaping Staff attack, the Master Staffer may expend three daily uses of his stunning fist ability to embed a creature into the ground. The target must make a fortitude save (DC = 1/2 damage dealt) or sink into the ground 1 foot for every 5 points of damage dealt with this attack. If the ground is made of stone, masonry or other solid substance, the Master Staffer must make a strength check equal to the break DC of the given material.
EDITS AND CHANGES POSTED IN CYAN