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Bugbear in the Playground
Join Date: Jul 2006
Location: | Water Tribe, South Pole |
Gender: 
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Re: [Avatar d20 Project] Warrior Base Classes
The Monk
Spoiler
.....Dotted across the landscape are monasteries--small, walled cloisters inhabited by monks who pursue personal perfection through physical and mental training. Training themselves to be able warriors even when unarmed and dressed in peasants' clothes, monks may often walk unnoticed around a town's populace, serving as protectors of the farmers and other people residing near their training halls. Benign masters often train the residents of their monasteries to hold life dear and to ensure the safety of those around them. Other masters train their students so they can be the best and gain fame from the tournament victories their prodigies earn, while some monasteries serve as training grounds for elite forces of assassins, thieves, or spies.
.....In any case, monks train to perfect their own skills and power, not being dependent on specific equipment and always ready for when combat is necessary. As such, monks rarely care overmuch for material wealth, but will go to great lengths to further their skills and refine their respective arts.
Adventures - A monk often approaches an adventure as if it were a personal test. While not prone to showing off, this type of monk is willing to try her skills against whatever obstacles confront her in order to perfect her art. Others travel the countryside, defeating any opponent foolish enough to accept her challenge in order to prove herself as the greatest warrior around. Still others are employed as mercenaries or special forces by governments and organizations tied to their monasteries and are assigned specific missions to infiltrate, steal, spy, or assassinate.
Characteristics - The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword. The extent and variations of this ability is largely dependent on the art that individual monks learn at their monasteries, whose fighting styles vary widely depending on the intended uses of the art.
.....A monk's training also includes refinement of perception and mobility, and monks gain an instinctive awareness of opposition that she is not consciously aware of, and the ability to avoid attacks with frustrating regularity. While some monks attribute these abilities to an inner force, known as ki, others say that it is all a matter of physical training. In any case, monks are capable of feats that no other warriors have a chance of achieving.
Background - A monk typically trains in a monastery. Most monks were children when they joined the monastery, as many masters take in orphaned children or accept them from families that can't afford to feed or care for them. Life in a monastery is so focused that by the time a monk sets off on her own, she seldom feels any connection to her former family or village.
.....In larger cities, master monks have set up martial art schools to teach the interested and worthy. At times, there may be rival schools within a city that compete for the interest of prospective students through highly publicized bouts and tournaments.
.....A monk may feel a deep connection to her monastery or school, to the master who taught her, to the clan whose art she practices, or all of these. Some monks, however, claim none of these ties and simply follow their own path of personal development.
.....Monks often recognize each other as separate from the rest of the populace and can hold a deep respect for each other regardless of which art they practice. Others, however, hold contempt for the martial arts of others and fight to prove their art superior to all others at every turn.
Other Classes - Monks sometimes seem distant because they often have neither motivation nor skills in common with members of other classes, or because they have been accustomed to the strict training of their monasteries and are unused to being among people that do not share that singular passion.
Role - The best role for a monk depends largely on her style, which can vary from constantly mobile opportunistic attackers as is common with the Cobra Strike discipline, to rock-solid counter-attackers from the Denying Stance. In any case, monks are often glass cannons that must gauge the amount of punishment they take very carefully.
Abilities - Wisdom powers the monk's AC bonus and save DCs for offensive techniques. Dexterity is a vital ability for most monks in order to balance the lack of armor and give bonuses to useful skills. Strength is a necessity for offense-oriented monks that wish to deal significant damage. Constitution helps to balance out the relatively low hit die that monks have as a warrior class.
Hit Die - d8
Class Skills
The monk’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), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill points at 1st Level: (4 + Intelligence modifier) x 4.
Skill points at Each Additional Level: 4 + Intelligence modifier.
The Monk
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Stances Known |
|---|
| 1st | +1 | +2 | +2 | +0 | Enhanced Strike, Combat technique, Style Training | 1 | | 2nd | +2 | +3 | +3 | +0 | Style Feat | 2 | | 3rd | +3 | +3 | +3 | +1 | Still Mind | 2 | | 4th | +4 | +4 | +4 | +1 | | 2 | | 5th | +5 | +4 | +4 | +1 | Purity of Body | 3 | | 6th | +6/+1 | +5 | +5 | +2 | Style Feat | 3 | | 7th | +7/+2 | +5 | +5 | +2 | Uncanny Dodge | 3 | | 8th | +8/+3 | +6 | +6 | +2 | | 3 | | 9th | +9/+4 | +6 | +6 | +3 | | 4 | | 10th | +10/+5 | +7 | +7 | +3 | | 4 | | 11th | +11/+6/+1 | +7 | +7 | +3 | Diamond Body | 4 | | 12th | +12/+7/+2 | +8 | +8 | +4 | Style Feat | 4 | | 13th | +13/+8/+3 | +8 | +8 | +4 | | 5 | | 14th | +14/+9/+4 | +9 | +9 | +4 | Improved Uncanny Dodge | 5 | | 15th | +15/+10/+5 | +9 | +9 | +5 | | 5 | | 16th | +16/11/+6/+1 | +10 | +10 | +5 | | 5 | | 17th | +17/+12/+7/+2 | +10 | +10 | +5 | | 5 | | 18th | +18/+13/+8/+3 | +11 | +11 | +6 | Style Feat | 5 | | 19th | +19/+14/+9/+4 | +11 | +11 | +6 | | 5 | | 20th | +20/+15/+10/+5 | +12 | +12 | +6 | | 6 |
Style Abilities
Spoiler
| | Quick Styles | Strong Styles | Evasive Styles | Resilient Styles | Agile Styles | Contemplative Styles |
|---|
| Level | Flurry of Blows | Decisive Strike | Unarmored Dodge Bonus | Damage Reduction | Unarmored Speed Bonus | Will Save | | 1st | -1/-1 | -1 | +0 | | +0 ft. | +2 | | 2nd | +0/+0 | +0 | +0; Evasion | | +0 ft. | +3 | | 3rd | +1/+1 | +1 | +0 | | +10 ft. | +3 | | 4th | +2/+2 | +2 | +1 | 1/- | +10 ft. | +4 | | 5th | +4/+4 | +4 | +1 | 1/- | +10 ft. | +4 | | 6th | +5/+5/+0 | +5 | +1 | 1/- | +20 ft. | +5 | | 7th | +6/+6/+1 | +6 | +1 | 1/- | +20 ft. | +5 | | 8th | +7/+7/+2 | +7 | +2 | 2/- | +20 ft. | +6 | | 9th | +9/+9/+4 | +9 | +2; Improved Evasion | 2/- | +30 ft. | +6 | | 10th | +10/+10/+5 | +10 | +2 | 2/- | +30 ft. | +7 | | 11th | +11/+11/+6/+6/+1 | +12/+2 | +2 | 2/- | +30 ft. | +7 | | 12th | +12/+12/+7/+7/+2 | +13/+3 | +3 | 3/- | +40 ft. | +8 | | 13th | +13/+13/+8/+8/+3 | +14/+4 | +3 | 3/- | +40 ft. | +8 | | 14th | +14/+14/+9/+9/+4 | +15/+5 | +3 | 3/- | +40 ft. | +9 | | 15th | +15/+15/+10/+10/+5 | +16/+6 | +3 | 3/- | +50 ft. | +9 | | 16th | +16/+16/+11/+11/+6/+1 | +17/+10 | +4 | 4/- | +50 ft. | +10 | | 17th | +17/+17/+12/+12/+7/+2 | +18/+11 | +4 | 4/- | +50 ft. | +10 | | 18th | +18/+18/+13/+13/+8/+3 | +19/+12 | +4 | 4/- | +60 ft. | +11 | | 19th | +19/+19/+14/+14/+9/+4 | +20/+13 | +4 | 4/- | +60 ft. | +11 | | 20th | +20/+20/+15/+15/+10/+5 | +21/+14 | +5 | 5/- | +60 ft. | +12 |
Enhanced Strike Damage
Spoiler
| Level | Light Styles | Balanced Styles | Heavy Styles |
|---|
| 1st | 1d4 | 1d6 | 1d8 | | 2nd | 1d4 | 1d6 | 1d8 | | 3rd | 1d4 | 1d8 | 1d8 | | 4th | 1d6 | 1d8 | 1d10 | | 5th | 1d6 | 1d8 | 1d10 | | 6th | 1d6 | 1d10 | 1d10 | | 7th | 1d6 | 1d10 | 1d10 | | 8th | 1d8 | 1d10 | 2d6 | | 9th | 1d8 | 1d10 | 2d6 | | 10th | 1d8 | 1d10 | 2d6 | | 11th | 1d8 | 1d10 | 2d6 | | 12th | 1d10 | 2d6 | 2d8 | | 13th | 1d10 | 2d6 | 2d8 | | 14th | 1d10 | 2d6 | 2d8 | | 15th | 1d10 | 2d6 | 2d8 | | 16th | 2d6 | 2d8 | 2d10 | | 17th | 2d6 | 2d8 | 2d10 | | 18th | 2d6 | 2d8 | 2d10 | | 19th | 2d6 | 2d8 | 2d10 | | 20th | 4d4 | 2d10 | 3d8 |
Class Features
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, eskrima, javelin, quarterstaff, shuriken, sling, and any style weapons (see Style Training, below). Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her Enhanced Strike ability and possibly some style abilities.
Style Training: At 1st level, a monk chooses a martial art or style to follow, gaining a +2 competence bonus on a skill associated with her chosen style, as well as adding it to her class skill list. The monk’s style also determines other factors, such as damage done by her Enhanced Strike ability, weapon proficiencies (to an extent), and which bonus feats the monk receives at first, second, and sixth levels. If a monk already has a bonus feat provided by her style training, she may instead gain any other feat for which she qualifies in its place.
Styles are broken down into light, balanced and heavy styles in terms of Enhanced Strike damage. Further, the benefits granted by each style depend on what type of styles they are. Style types stack if any abilities grant similar bonuses.
Also, most monks apply their Wisdom as a bonus to armor class. Specific styles, however, may apply Intelligence or Charisma modifiers instead, reflecting an analytical or impulsive approach to fighting, respectively. Intelligence-based styles are labeled Rational, while Charisma-based styles are labeled Vagrant.
Enhanced Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of feats and effects that enhance or improve either manufactured weapons or natural weapons (though not crafting bonuses, of course).
A monk also deals more damage with her unarmed strikes than a normal person would, though the damage of individual strikes depends largely on her fighting style.
Stances - A 1st-level martial artist knows one stance from his chosen style. At 2nd, 5th, 9th, and 20th levels, you learn an additional stance, either from your chosen style or any of its aspects. For example, a martial artist of the Hand and Foot style may choose stances from Agile, Evasive, Quick, and Strong styles at the appropriate levels. You can enter a stance or change stances as a swift action. Stances are extraordinary abilities unless otherwise noted.
Unarmored AC Bonus: When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC.
Still Mind (Ex): A monk of 3rd level or higher gains a +4 bonus on saving throws against fear or mind-affecting effects.
Purity of Body (Ex): At 5th level, a monk gains a +4 to saving throws against disease.
Uncanny Dodge (Ex): Beginning at 7th level, a monk studying an style retains his Dexterity bonus to AC even when flat-footed.
If a monk already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead.
Diamond Body (Ex): At 11th level, a monk gains a +4 bonus on saving throws against poisons of all kinds.
Improved Uncanny Dodge (Ex): Beginning at 14th level, a monk can no longer be flanked.
Agile Style Abilities
Spoiler
Agile styles are those which put an emphasis on movement and using it to your advantage, maneuvering around your opponent, staying out of range, and charging suddenly into the fray before an opponent can prepare a countermeasure.
Unarmored Speed Bonus (Ex) - At 3rd level, a monk studying an agile style gains an enhancement bonus to her speed, as shown on the table above. A monk in armor or carrying a medium or heavy load loses this extra speed.
Agile Stances- Tiger Stance - By distributing your weight evenly on the balls of both feet and leaning your body forward, you gain the ability to execute a deadly combination when charging an opponent. While in the tiger stance, you may do a full-attack at the end of a charge. However, you may not execute a flurry of Blows or Decisive Strike as part of the charge.
- Leaf Stance - Focusing your attention to your defense, you learn to break from an opponent's combination before he can follow up. If an opponent misses you with an attack while you are in the leaf stance , you may move up to 10 feet away as an immediate action that does not provoke attacks of opportunity. You may "reserve" up to your base land speed in movement (by taking a move action and not moving your full speed) during your turn in order to use this this ability several times during a round.
Contemplative Style Abilities (Note: not meant for the Avatar setting)
Defensive Style Abilities
Spoiler
Defensive martial arts focus heavily on forcing an opponent to come to you, and devastating him once he does. Because of this, fighters of a defensive style place heavy emphasis on their ability to dodge blows effectively, so that they may survive long enough to deliver their lethal counterattacks.
Solid Guard - When fighting defensively, taking the total defense action, using the Combat Expertise feat, or using a similarly defensive action, a monk of a defensive style gains half again (1.5) the bonus to AC as a dodge bonus, rounded down. For example, if a monk of the Denying Stance were to take a -4 penalty to attack rolls using Combat Expertise, he would gain a +6 to AC, instead of +4, as normal.
Impenetrable Guard - At level 15, this bonus increases to double the bonus granted by defensive actions.
Evasive Style Abilities
Spoiler
Evasive styles focus on avoiding attacks and damage, forcing the opponent to engage and frustrating him with your superior reflexes, opening him up for a counterattack.
Unarmored AC Bonus - A monk of an evasive style gains a +1 Dodge bonus to AC at 4th level. This bonus increases by 1 for every four monk levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level). This stacks with the monk's normal AC bonus. A monk wearing any armor or carrying a medium or heavy load does not gain the benefits of this ability.
Evasion (Ex) - At 2nd level or higher if a monk studying an evasive style makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of this ability.
Improved Evasion (Ex): At 9th level, the evasion ability of a monk studying an evasive style improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Evasive Stances
Fluid Stance - Nothing is more revealing about a foe's combat style than how they miss. By paying careful attention to your foes, you can read their attacks, adapting your defenses appropriately. Whenever an enemy makes a melee attack against you and misses, you may gain a +1 dodge bonus to AC against all melee attacks that enemy makes. This bonus increases by +1 for each additional miss your opponent makes, up to a maximum of 1/4 your class level. You may only have this bonus against one enemy at a time. If you choose to apply it against the attacks of a new enemy, you must give up the bonus to AC against the previous enemy. In addition, you gain a +2 to Reflex saves while in the fluid stance.
Oaken Roots Stance - You raise up a powerful defense, a fluid, constantly changing stance that lets you adapt to your enemies. You gain a +1 dodge bonus to AC. Each round you remain in this stance, the bonus to AC increases by one, to a maximum of one-quarter your class level, rounded up. While in the Oaken Roots Stance, you may not willingly move from your square except by taken a 5-foot step. If you are unwillingly moved from your square, the bonus to AC from this stance drops back to +1.
Quick Style Abilities
Spoiler
Quick styles focus on getting within melee range of an opponent and keeping him there, overwhelming him with a series of blows that make it extremely difficult to defend.
Flurry of Blows - When unarmored, a monk studying a quick style may strike with a rapid series of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows column on the above table. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her second-best base attack bonus. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with style weapons. She may attack with unarmed strikes and style weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a style weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Resilient Style Abilties
Spoiler
Resilient styles don't bother overmuch with defending against an opponents' they rather focus on bearing pain and increasing their own resistance to damage, allowing them to shrug off attacks and deal the damage back in kind.
Damage Reduction - at level 4 monk of a resilient style gains Damage Reduction 1/-. This bonus increases by 1 for every four monk levels thereafter (2/- at 8th, 3/- at 12th, 4/- at 16th, and 5/- at 20th level).
Resilient Stances- Iron Horse Stance - You bend your knees and sink your weight into your legs, solidly asserting your position. While you remain in the iron horse stance, you gain a bonus of +4 to all Strength or Dexterity checks resist being tripped, bull rushed, grappled, or otherwise moved from your position, but you also suffer a -10 ft. penalty to your base land speed. At 10th level, the bonuses from this stance increase to half your class levels.
- Boulder Stance - You resign yourself to being struck in combat, tensing your muscles and raising your guard. While in the boulder stance, you may transfer as many points of your Wisdom bonus to armor class into your Damage Reduction, gaining DR 1/- for each point transferred.
Strong Style Abilities
Spoiler
Strong styles emphasize powerful strikes in melee, pounding the enemy with powerful single strikes and making it too costly for an opponent to engage in melee combat. Strong styles also tend to train by breaking strong objects, such as wooden boards and bricks.
Decisive Strike - When unarmored, a monk studying a strong style may deliver a single powerful blow as a standard action or by making a full attack, in which case each decisive strike counts as two attacks (if the monk has attacks left over, these may be done as normal strikes; decisive strikes are in bold on the class table). When doing so, her attack roll is made with a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Decisive Strike column on the above table. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. At 11th level, a monk gains a +1 bonus on the attack roll of a decisive strike. A monk must use an attack action to perform a decisive strike. If the attack hits, it deals double damage.
When using a decisive strike, a monk may attack only with unarmed strikes or with style weapons. The monk can’t use any weapon other than a style weapon for a decisive strike. Also, when using a decisive strike in a full attack, attacks may be done in any order, and not only as shown on the monk's class table. For example, a monk with a Base Attack Bonus of 14 may make a normal unarmed strike at a +14 modifier, then a decisive strike at a +9 modifier if she wishes. A monk may not use a decisive strike as part of a flurry of blows.
If a decisive strike is used to deliver a stunning attack, the save DC to resist the ability is increased by 2.
Strong Stances
Dedicated Offense – By positioning your hands to a level specifically suited to delivering hard, fast punches, you enter a stance that puts all of your strength and energy into an effective offense. So long as you are in the dedicated offense stance, you gain +1 to attack and damage with unarmed strikes and style weapons per four class levels.
Penetrating Attack - By positioning your feet so as to swing the weight of your entire body into a strike, you may make powerful strikes more efficiently. When in the Penetrating Attack stance, your unarmed strikes and style weapon are considered two-handed weapons for the purposes of adding your Strength score to damage, as well as the Power Attack feat. In addition, upon entering the stance, you may choose to transfer one point of your Wisdom bonus to AC to all damage rolls with unarmed strikes and style weapons.
Light Styles
Cobra Strike
Spoiler
Agile, Evasive, Quick Rational Style
Monks of the Cobra Strike School specialize in agility and defense. By making herself hard to pin down, the Cobra Strike monk forces the enemy to fight on her terms.
Style Weapons: dagger, javelin, kama, kukri, sai, shuriken, siangham
Skill Bonus: Escape Artist
1st Level Bonus Feat: Dodge
2nd Level Bonus Feat: Mobility
At 4th level, the dodge bonus to your Armor Class granted by your Dodge feat increases to +1/4 monk levels and may applies to one additional target for every 4 monk levels you have.
6th Level Bonus Feat: Spring Attack
At 8th level, you gain a +2 competence bonus on Climb, Jump, and Tumble checks. This bonus increases to +4 at level 16, this bonus increases to +4.
At 10th level, you gain Mobile Mastery as a bonus feat, even if you don’t meet the prerequisites
12th Level Bonus Feat: Bounding Assault
18th Level Bonus Feat: Rapid Blitz
At 20th level, you may make a full attack (including Flurry of Blows) with your Rapid Blitz feat, though you may still only use up to three attacks on a single opponent.
Balanced Styles
Denying Stance
Spoiler
Strong, Quick, Resilient Style
The Denying Stance monk seeks to neutralize the opponent's maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error.
Style Weapons: dagger, eskrima, kama, quarterstaff, sai
Skill Bonus: Tumble
1st Level Bonus Feat: Combat Expertise
2nd Level Bonus Feat: Combat Reflexes
Denying Stance: Beginning at 3rd level, a monk of the denying stance can forgo any number of attacks she wishes in a full attack and ‘save’ them for use as immediate actions during the rest of the round. You may only use these attacks against opponents that attack you in melee before you next turn and the attacks are made directly after the opponent’s attack. In the case of a full attack, you may trade blow for blow, executing an attack after each of her opponent’s attacks. The number of attacks you can ‘save’ and their base attack bonuses is determined by your Flurry of Blows full attack.
6th Level Bonus Feat: Parry Defense
At 8th level, when fighting defensively or using the Combat Expertise feat, you gain a +2 bonus on grapple checks (including to initiate a grapple), trip attempts and disarm attempts. This bonus increases to +4 at level 14.
12th Level Bonus Feat: Defensive Strike
18th Level Bonus Feat: Improved Combat Expertise
At 20th level, your reflexes and defensive capabilities are such that attacks you execute while using your denying stance technique land before those of your opponent.
Hand and Foot
Spoiler
Agile, Evasive, Strong, Quick Style
The hand and foot style emphasizes combinations interchanging speed and accuracy with the hands and powerful finishing strikes with the feet, confounding opponents' defenses by attacking from four limbs all at once.
Style Weapons: dagger, kama, nunchaku, quarterstaff, three-section staff
Skill Bonus: Balance, Bluff
| Level | Special |
|---|
| 1st | Bonus Feat: Stunning Fist, Foot and Fist training, Flurry of Blows, Decisive Strike | | 2nd | Bonus Feat: Combat Expertise | | 3rd | Still Mind, Hand and Foot technique, Unarmored Speed Bonus (10 ft.) | | 4th | Hand and Foot technique, Unarmored AC Bonus | | 5th | Purity of Body | | 6th | Bonus Feat: Improved Trip, Speed Bonus (20 ft.) | | 7th | Bouncing Stance | | 8th | Hand and Foot technique | | 9th | Speed Bonus (30 ft.) | | 10th | Combination Focus | | 11th | Greater Flurry, Diamond Body | | 12th | Bonus Feat: Flying Kick, Speed Bonus (40 ft.) | | 13th | Hand and Foot technique | | 14th | | | 15th | Speed Bonus (50 ft.) | | 16th | Hand and Foot technique | | 17th | | | 18th | Bonus Feat: Deflect Arrows, Speed Bonus (60 ft.) | | 19th | Hand and Foot technique | | 20th | Combination Mastery |
Foot and Fist training - At first level, a monk of the hand and foot learns the founding principle of her art: the differing roles and capabilities of her hands and feet. Whenever making an unarmed strike, you must also specify if you are using your hands or feet (or other body parts, such as elbows and knees, as appropriate). Any unarmed strikes you make with your hands from this point on gain a +1 to attack rolls, plus another +1/four monk levels, and any strikes made with your feet gain a +1 to damage, +1/four monk levels. Unarmed Strikes made with the feet also count as two-handed weapons for the purpose of the Power Attack feat.
Bouncing stance - At seventh level, a monk of the hand and foot gains a greater understanding of what mobility means in combat, and how a balanced, constantly moving stance can serve as a great defensive asset. You gain a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +4 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed. Also, you no longer take penalty to armor class when making a charge action.
Combination Focus - The Hand and Foot style places heavy emphasis on combination strikes, and experienced practitioners learn to take greater advantage of this aspect of their art. Whenever you execute more than one attack against an opponent during a single turn, you gain a +1 to attack and damage rolls on unarmed strikes and attacks with style weapons for every previous successful hit in the combination.
Combination Mastery - At 20th level,a monk of the hand and foot gains a +2 on all attack rolls, trip, bull rush, or bluff attempts used in her hand and foot techniques. In addition, the bonus gained from Combination Focus increases to +2 per each successful attack.
Hand and Foot techniques
Spoiler
Double Roundhouse Kick – As a standard action or part of a charge, a monk of the hand and foot may make two attacks at her highest base attack bonus instead of one. However, if either of these attacks fails to hit, you are considered flat-footed until you are hit with a melee attack or until your next turn.
Feint Jab - A monk of the hand and foot expands upon the principle of speed over power that dominates the use of her hands. During a full attack, you may make feint jabs as attack actions with your hands (this does not provoke attacks of opportunity), resolving it as a normal feint. However, your opponent is only considered flat-footed against the next attack you use during the same turn as the feint (unlike a normal feint, which can be followed up on your next turn).
Palm Strike – Whenever you make a decisive strike with your hands, you may also make a bull rush attempt against your opponent at a -2 penalty (This does not provoke an attack of opportunity, as you are not moving into your opponent’s square) as part of the attack, resolving it as normal. However, you do not have the option to move with your opponent, and it after the initial five feet your opponent is pushed back, your roll must be 10 points higher than your opponent’s in order to push him back an additional 5 feet (rather than 5 points higher, as normal). Stunning attacks made with palm strikes gain an additional +2 to their save DCs.
Push Kick – A monk of the hand and foot learns to use her superior leg strength in ways other than direct damage to her opponent. As an attack action, you may make a bull rush attempt against your opponent at a -2 penalty (This does not provoke an attack of opportunity, as you are not moving into your opponent’s square), resolving it as normal. However, you do not have the option to move with your opponent, and it after the initial five feet your opponent is pushed back, your roll must be 10 points higher than your opponent’s in order to push him back an additional 5 feet (rather than 5 points higher, as normal). If a push kick is made as part of a charge, it deals normal unarmed strike damage as well as initiating a bull rush.
Sweep Kick – Whenever you successfully hit with a hand technique and then a foot technique during a full attack, you immediately gain a free trip attempt against your opponent, using the foot technique's base attack bonus.
Fade-Away Kick - Whenever you use a five-foot step that moves your threatened area away from an opponent, you may immediately make a single foot technique against that opponent at your base attack bonus, as a free action.
Sliding Side Kick - You may execute a decisive strike at the end of a charge in lieu of a normal attack. If you choose to do so, however, you may not take any action (including taking attacks of opportunity) until the start of your next turn.
Heavy Styles
Overwhelming Attack (In Progress)
Spoiler
Strong, Quick, Resilient Style
The overwhelming attack fighting style works under the theory that an opponent that cannot get up cannot hurt you. As such, the style has little in the way of defensive power, but seeks to pound enemies into submission before they become a threat.
Style Weapons: dagger, naginata, quarterstaff, siangham
Skill Bonus: Intimidate
1st Level Bonus Feat: Power Attack
2nd Level Bonus Feat: Improved Bull Rush
At 3rd level, you learn the basis for your art: an aggressive stance. You may switch in or out of an aggressive stance as a free action, though you cannot switch out of an aggressive stance on the same turn as you go into it. When in the aggressive stance, you lose your Wisdom bonus to AC and instead gain your Wisdom modifier to attack rolls.
At 5th level, you gain the ability to make a reckless assault when in your aggressive stance. When making a reckless assault, you may reduce your armor class by an amount up to your total dodge bonus (including Dexterity bonus to AC, the Dodge feat, etc.) and apply that same amount to your attack rolls for the rest of the turn. This bonus to attack my not surpass your base attack bonus.
6th Level Bonus Feat: Improved Overrun
At 7th level, you apply your Wisdom bonus to damage while in the aggressive stance.
At 8th level, you may make a move action alongside a full attack on any turn that you begin in the aggressive stance.
At 10th level, you gain half the amount sacrificed as part of a reckless assault as a damage bonus to all attacks that round.
12th Level Bonus Feat: Shock Trooper
At 14th level, the damage bonus for your reckless assault equals the amount of your Dodge bonus sacrificed.
18th Level Bonus Feat: Leap Attack
Passive Way
Spoiler
Evasive Style
The Passive Way focuses on making your opponent overreach himself or underestimate your skill.
Style Weapons: dagger, eskrima, kusari-gama, quarterstaff, sai
Skill Bonus: Bluff
| Level | Special |
|---|
| 1st | Bonus Feat: Combat Expertise | | 2nd | Bonus Feat: Combat Reflexes | | 3rd | Passive Stance, Flowing | | 4th | Gentle Way technique | | 5th | | | 6th | Bonus Feat: Dodge | | 7th | Passive Resistance | | 8th | Gentle Way technique | | 9th | Double Take-down | | 10th | Counter Hold | | 11th | | | 12th | Bonus Feat: Close Quarter Defense | | 13th | Gentle Way technique | | 14th | Triple Take-down | | 15th | | | 16th | | | 17th | | | 18th | Bonus Feat: Improved Combat Expertise | | 19th | Gentle Way technique | | 20th | Offensive slam |
Passive Stance - At 3rd level, you learn the basis for your art: the passive stance. Whenever an opponent attacks and misses you in melee and misses by 5 or more while you are using Combat Expertise to increase your armor class, it creates an opening, which you may use to initiate one of your Gentle Way techniques. Taking advantage of an opening counts as an attack of opportunity.
Flowing - The most basic of all Passive Way techniques, you may use the momentum of a brash opponent against him. Initially you make a touch attack, as for a grapple attempt. If it is successful, you and your opponent make opposed Strength or Dexterity checks (whichever is higher for each individual), with you gaining a +2 on the check. If your check is greater, then you may draw your opponent into your space and shove him 5 feet in any direction you wish (including back to his original position), plus another 5 for every 2 points by which you won the opposed check (you may lessen the distance, if you wish). In addition, a successful flow attempt ends your opponent's full attack. If an opponent is charging you or doing a bull rush attempt, you gain a +5 on your check. You must be able to execute an unarmed strike to do this technique.
Passive Resistance - At 7th level, you gain a +4 bonus on all checks made as part of a technique from the passive stance (Strength checks for trip attempts, touch attacks for grapples, Dexterity checks to flow your opponent, etc.). In addition you gain additional attacks of opportunity per round equal to your Wisdom modifier. This stacks with Combat Reflexes or any other source of attacks of opportunity.
Double Take-down - At 9th level, you may combine a flow attempt with any other Passive Way technique you can do in the passive stance. For example, you could trip your opponent, in which case he would fall face-first five feet away from you (or further, as appropriate). In the case of a grapple, you flow with your opponent, beginning the grapple in the square where he ends.
Counter Hold - At 10th level, you may initiate any of your Passive Way techniques as an attack of opportunity.
Triple Take-down - At 14th level, you may combine any two Passive Way techniques with a flow attempt when in the passive stance.
At 20th level, you learn how to use your ability to flow offensively against opponents. As an attack action, you may make a touch attack against an opponent. If it is successful, you may flow your opponent as usual, including any bonuses or additional abilities you’ve gained with it.
Passive Way techniques
Spoiler
Timed Strike - You may execute one attack with a style weapon or unarmed strike as an immediate action when you have an opening against an opponent. Knee Strike - You may execute two attacks instead of one when using the Timed Strike technique, though at least one of them must be unarmed. Foot Sweep - As your opponent's weight shifts to facilitate a strike against you, you can sweep his footing out from under him. When you have an opening against an opponent, you may immediately make a trip attempt against him.
Ankle Twist - Whenever you make a successful trip attempt against an opponent, the target must make a fortitude save. Failing the fortitude save imposes a -2 penalty to Dexterity and -10 feet to base land speed until he rests his leg for at least eight hours. In addition, a twisted ankle imposes a -5 penalty to Concentration checks.
Disabling Hold - By taking hold of the limb your opponent uses to attack you, you may draw him into closer quarters than he anticipated. When you have an opening against an opponent, you may immediately begin a grapple attempt against him.
Counter-Disarm - As an opponent's weapon misses your defensive stance, you reach in and grab his arm to relieve him of it. When you have an opening against your opponent, you may immediately execute a disarm attempt against him.
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Originally Posted by KKL
Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
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Last edited by Eighth_Seraph : 08-05-2008 at 09:42 PM.
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