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Thread: [3.5] The Monk Remixed

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    Default [3.5] Revised Monk Feats

    NEW FEATS FOR MONKS


    IMPROVED KI DEFENSE [General, Monk]
    You have learned to better focus your ki defensively, and your foes find it more difficult to harm you.
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    Prerequisites: Wisdom 13, Monk AC bonus +2 or skirmish AC bonus +2, base attack bonus +6, Autohypnosis 15 ranks
    Benefits: As long as you are wearing no armor and carrying no more than a light load, your class-based AC bonus improves by +1, and you gain an enhancement from the following table, provided you meet its prerequisites. This is a supernatural ability.
    With eight hours of rest, you may spend an hour practicing a series of ki-focusing exercises to redesignate the special enhancement provided by this feat. If you also have Improved Ki Strike, you may change your choices for both feats at this time.
    Advancement: If you have ki strike +5, base attack +15, and Perfect Self, your existing DR 15/chaotic becomes DR 20/chaotic and epic.
    Special: A monk may select Improved Ki Defense as a bonus feat at 10th level, even if he does not meet the prerequisites.


    Prerequisites Enhancement Source
    AC Bonus +2, BAB +6 Acidic MiC 6
    AC Bonus +2, BAB +6 Anchoring MiC 6
    AC Bonus +2, BAB +6 Ectoplasmic Feedback MiC 10
    AC Bonus +2, BAB +6 Light fortification DMG 219
    AC Bonus +2, BAB +6 Mobility MiC 13
    AC Bonus +2, BAB +6 Styptic MiC 15
    AC Bonus +3, BAB +9 Anchoring, greater MiC 6
    AC Bonus +3, BAB +9 Axeblock MiC 7
    AC Bonus +3, BAB +9 Blurring, greater MiC 7
    AC Bonus +3, BAB +9 Hammerblock MiC 12
    AC Bonus +3, BAB +9 Retaliation MiC 14
    AC Bonus +3, BAB +9 Spearblock MiC 14
    AC Bonus +4, BAB +12 Moderate fortification DMG 219
    AC Bonus +4, BAB +12 Invulnerability DMG 219
    AC Bonus +4, BAB +12 Roaring MiC 14
    AC Bonus +5, BAB +15 Radiant MiC 13
    AC Bonus +5, BAB +15 Soulfire BoED 112


    IMPROVED KI STRIKE [General, Monk]
    You have learned to better focus your ki offensively, and can imbue your attacks with unusual effects.
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    Prerequisites: Wisdom 13, Ki Strike +2, base attack bonus +6, Autohypnosis 15 ranks
    Benefit: As long as you are wearing no armor and carrying no more than a light load, the enhancement bonus of your ki strike improves by +1, and you gain an enhancement from the following table, provided you meet its prerequisites. This is a supernatural ability.
    With eight hours of rest, you may spend an hour practicing a series of ki-focusing exercises to redesignate the special enhancement provided by this feat. If you also have Improved Ki Defense, you may change your choices for both feats at this time.
    Advancement: If you have ki strike +5 and base attack +15, your unarmed strikes gain the epic descriptor and bypass DR/epic.
    Special: A monk may select Improved Ki Strike as a bonus feat at 10th level, even if he does not meet the prerequisites.
    If you have a favored enemy, you may choose bane (DMG 224, keyed against one of your favored enemies) or hunting (MiC 36). If you also have ki strike +3 and base atack +9, you may instead choose fiercebane (MiC 35, keyed against one of your favored enemies).
    If you have sneak attack or sudden strike, you may choose deadly precision (MiC 32).
    If you have a smite ability, you may choose mighty smiting (MiC 38).
    If you have power points, you may choose mindfeeder (MiC 38).
    If you have Versatile Unarmed Strike, you may choose keen (DMG 225), which functions as long as you deal slashing or piercing damage.
    If you have a supernatural ability drain or energy drain ability, ki strike +4, and base attack +12, you may choose necrotic focus (MiC 29).
    If you can use bardic music, you may choose harmonizing (MiC 35), but you will look very silly.

    Prerequisites Enhancement Source
    Ki strike +2, BAB +6 Brutal surge MiC 30
    Ki strike +2, BAB +6 Corrosive MiC 31
    Ki strike +2, BAB +6 Defending DMG 224
    Ki strike +2, BAB +6 Deflecting CWar 134
    Ki strike +2, BAB +6 Flaming DMG 224
    Ki strike +2, BAB +6 Frost DMG 224
    Ki strike +2, BAB +6 Ghost touch DMG 224
    Ki strike +2, BAB +6 Impact MiC 37
    Ki strike +2, BAB +6 Last Resort CWar 135
    Ki strike +2, BAB +6 Magebane MiC 38
    Ki strike +2, BAB +6 Maiming MiC 28
    Ki strike +2, BAB +6 Merciful DMG 225
    Ki strike +2, BAB +6 Resounding MiC 42
    Ki strike +2, BAB +6 Revealing MiC 42
    Ki strike +2, BAB +6 Shattermantle MiC 43
    Ki strike +2, BAB +6 Shock DMG 225
    Ki strike +2, BAB +6 Spellstrike MiC 44
    Ki strike +2, BAB +6 Sundering MiC 44
    Ki strike +2, BAB +6 Sweeping MiC 44
    Ki strike +2, BAB +6 Thundering DMG 225
    Ki strike +2, BAB +6 Vicious DMG 226
    Ki strike +2, BAB +6 Warning MiC 46
    Ki strike +2, BAB +6 Waterborne Eb 266
    Ki strike +2, BAB +6 Weakening MiC 46
    Ki strike +3, BAB +9 Acidic burst MiC 28
    Ki strike +3, BAB +9 Axiomatic DMG 228
    Ki strike +3, BAB +9 Collision MiC 31
    Ki strike +3, BAB +9 Disarming CWar 134
    Ki strike +3, BAB +9 Doom burst MiC 33
    Ki strike +3, BAB +9 Enervating MiC 34
    Ki strike +3, BAB +9 Flaming burst DMG 224
    Ki strike +3, BAB +9 Icy burst DMG 225
    Ki strike +3, BAB +9 Impedance MiC 37
    Ki strike +3, BAB +9 Incorporeal binding MiC 38
    Ki strike +3, BAB +9 Parrying MiC 40
    Ki strike +3, BAB +9 Psychokinesis MiC 41
    Ki strike +3, BAB +9 Shocking burst DMG 225
    Ki strike +3, BAB +9 Souldrinking MiC 44
    Ki strike +3, BAB +9 Vampiric MiC 45
    Ki strike +3, BAB +9 Wounding DMG 226
    Ki strike +4, BAB +12 Bodyfeeder MiC 30
    Ki strike +4, BAB +12 Ethereal reaver MiC 34
    Ki strike +4, BAB +12 Implacable MiC 37
    Ki strike +4, BAB +12 Psychokinetic burst MiC 41
    Ki strike +4, BAB +12 Speed DMG 225
    Ki strike +5, BAB +15 Brilliant energy DMG 226



    Commentary on Improved Ki Defense and Improved Ki Strike
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    A design goal of these feats was that they should be significantly more powerful than regular feats, but essentially only available to the monk class. I wanted to offer a menu of options to the monk player without simply creating a monk spell list, and this fulfills that goal while also fulfilling my goal of making the monk less gear-dependent.
    All of the abilities were chosen with the following constraints in mind:
    1. Should be realistic when applied to a monk's body (so throwing and sizing are right out, for example).
    2. Should not offer a save. An SLA would be Charisma-based, and I want to discourage MAD.
    3. Should be always on or usable an unlimited number of times per day. The base monk class already has a large number of limited-use abilities to track; I don't want to add any more.



    ASCETIC NATURALIST [General]
    You belong to a special order of religious monks that teaches its adherents that enlightenment can best be achieved through closeness with the natural world. As a student of this philosophy, you have blended your training as a druid and a monk into one seamless whole.
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    Prerequisites: Improved Unarmed Strike, wild shape class ability
    Benefit: While in a wild shape, your natural weapons count as special monk weapons, and you may use natural weapons to deliver stunning fist attempts.
    Your monk and druid levels stack when determining your unarmed strike progression, monk AC bonus progression, and wild shape progression.
    In addition, Handle Animal becomes a monk class skill for you and Autohypnosis becomes a druid class skill for you. This does not apply retroactively to any skill points you have already allocated.
    Special: If you have both the Still Mind and Resist Nature's Lure class features, you gain the Slippery Mind ability (as the rogue ability), but only against enchantment effects originating from creatures of the fey type.


    ESOTERIC WEAPONS TRAINING [General, Monk]
    Your monastic training includes practice with an unusual weapon, one not commonly found among monastic orders.
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    Prerequisite: Flurry of Blows class ability (or ACF acquired by trading out FoB)
    Benefit: Select a one-handed, light, or ranged weapon that requires martial weapon proficiency, or any simple weapon. You gain proficiency with this weapon, and it is considered a special monk weapon for you.
    Advancement: If you have the Moment of Perfection class feature, you gain the following ability:
    Expend a use of Moment of Perfection and perform a flurry with the selected weapon: Every attack roll you make as part of the flurry adds the insight bonus from Moment of Perfection and ignores concealment and total concealment (although you must still target the right square).




    REVISED FEATS FOR MONKS

    Note:
    the feats revised below represent a significant change in power, scale and design from the source material, and directly attack the stereotype that "melee can't have nice things". While the names may be familiar, each feat has been radically modified to make it more effective or to exploit new game mechanics. Many feats scale in power as you advance in level and/or accumulate additional resources.

    While I don't expect them to be overpowered in campaigns that see heavy use of strong feats like Leap Attack, Shock Trooper, Robilar's Gambit, Arcane Thesis, or Practical Metamagic, DMs who are accustomed to low-power, low-optimization campaigns where Weapon Specialization and Spring Attack are considered the height of power may wish to think carefully before allowing these feat revisions. If you're permitting the revised monk, you probably aren't going to be concerned about these feats, but as with all things found on the internet, caveat emptor.


    ASCETIC HUNTER [General]
    You have gone beyond the bounds of your monastic training to incorporate new modes of bringing the unlawful to justice. Although many of your fellow monks frown on your methods, none can doubt that your diverse training has added to your ability to strike precisely and bring down your foes quickly.
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    Prerequisites: Improved unarmed strike, favored enemy
    Benefit: When you use an unarmed strike or special monk weapon to deliver a stunning attack (or other special attack that expends stunning fist uses) against a favored enemy, increase the DC of the effect by your favored enemy bonus.
    Your monk and ranger levels stack when determining your unarmed strike progression and your favored enemy progression. If you replace either of these features via an alternate class feature, your monk and ranger levels stack when determining the progression of that alternate feature.
    In addition, Survival becomes a monk class skill for you and Autohypnosis becomes a ranger class skill for you. This does not apply retroactively to any skill points you have already allocated.


    ASCETIC KNIGHT [General]
    You belong to a special order of religious monks that teaches its adherents that self-enlightement and honorable service grow from the same well of purity. As a student of this philosophy, you have blended your training as a paladin and a monk into one seamless whole.
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    Prerequisite: Improved Unarmed Strike, Smite ability, Divine Grace ability
    Benefit: When you use an unarmed strike or special monk weapon to deliver a smite and a stunning attack (or other special attack that expends stunning fist uses), increase the DC of the effect by your Divine Grace bonus.
    Your paladin and monk levels stack when determining your unarmed strike progression and smite progression. If you replace either of these features via an alternate class feature, your monk and paladin levels stack when determining the progression of that alternate feature.
    In addition, Ride becomes a monk class skill for you and Autohypnosis becomes a paladin class skill for you. This does not apply retroactively to any skill points you have already allocated.


    ASCETIC MAGE [General]
    You practice an unusual martial art that mixes self-taught spellcasting and melee attacks to great effect.
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    Prerequisite: Improved Unarmed Strike, ability to spontaneously cast 2nd-level arcane spells.
    Benefit: As a swift action that doesn't provoke attacks of opportunity, you can sacrifice one of your daily allotment of spells to add a bonus to your unarmed strike attack and damage rolls for 1 round. The bonus is equal to the level of the spell sacrificed. The spell is lost as if you had cast it.
    Your sorcerer and monk levels stack when determining your unarmed strike progression and your monk AC bonus Progression. You use Charisma instead of Wisdom as the primary ability for your monk class features. If you replace either of these features via an alternate class feature, your monk and sorcerer levels stack when determining the progression of that alternate feature.
    In addition, Spellcraft becomes a monk class skill for you and Autohypnosis becomes a sorcerer class skill for you. This does not apply retroactively to any skill points you have already allocated.


    ASCETIC ROGUE [General]
    You have gone beyond the bounds of your monastic training to incorporate new modes of stealthy combat. Although your fellow monks may frown on your methods, none can doubt that your diverse training has improved your ability to strike precisely and bring down your foes quickly.
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    Prerequisite: Improved Unarmed Strike, sneak attack +2d6.
    Benefit: When you use an unarmed strike or special monk weapon with a sneak attack to deliver a stunning attack, you add 2 to the DC of your stunning attempt.
    Your monk and rogue levels stack when determining your unarmed strike progression and sneak attack progression. In addition, Bluff becomes a monk class skill for you and Autohypnosis becomes a rogue class skill for you. This does not apply retroactively to any skill points you have already allocated.
    Special: If you replace either the monk's unarmed strike damage progression or the rogue's sneak attack with an alternate class feature, your monk and rogue levels stack when determining the progression of that alternate feature. You may still qualify for this feat, although its prerequisites will differ. Your DM will assign an appropriate set of replacement prerequisites.


    AXIOMATIC STRIKE [General]
    You can turn your fist into an instrument of law.
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    Prerequisite: Ki Strike (lawful)
    Benefit: Your unarmed strikes become axiomatic weapons, dealing 2d6 bonus damage to chaotic creatures and creatures with the chaotic subtype or DR/lawful.
    Advancement: If you have base attack +11 or greater, your unarmed strikes become axiomatic burst weapons. In addition to the bonus damage above, you deal 2d10 damage whenever you score a critical hit against a creature vulnerable to your axiomatic strike.


    EAGLE CLAW ATTACK [General]
    Your superior insight allows you to strike objects with impressive force.
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    Prerequisites: Wis 13, Improved Sunder, Improved Unarmed Strike
    Benefit: When you make an unarmed strike against an object, you may ignore 5 points of hardness for every feat you have which requires Improved Unarmed Strike as a prerequisite (including this one).


    EARTH'S EMBRACE [General, Monk]
    You can crush opponents when you grapple them.
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    Prerequisites: Improved Unarmed Strike, Improved Grapple, Strength 15
    Benefit: When grappling, if you pin your opponent, you deal critical unarmed strike damage each round that you maintain the pin, as if you had rolled a natural 20 and confirmed a critical. If you receive bonus attacks or damage because of effects that trigger when you score a critical hit, these effects are rolled normally but may not also become critical hits.


    FIERY FIST [Fighter, General]
    By channeling your ki energy, you sheath your limbs in magical fire. Your unarmed strikes deal extra fire damage.
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    Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +8.
    Benefit: As a swift action, you can expend one of your uses of the Stunning Fist feat to surround your fists and feet in flame. For the rest of your turn, your unarmed strikes deal an additional 1d6 fire damage, +1 per character level you have.
    When you select this feat, you gain an additional daily use of Stunning Fist.
    Advancement: If you have at least three feats that require improved unarmed strike as a prerequisite, the damage is 2d6 plus 1/character level. If you have at least six feats that require improved unarmed strike as a prerequisite, the damage is 3d6 plus 1/character level.
    Special: A monk with the Stunning Fist feat can select Fiery Fist as her bonus feat at 2nd level, ignoring the other prerequisites.


    FIERY KI DEFENSE [Fighter, General]
    You channel your ki energy into a cloak of flame that injures all who attempt to strike you.
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    Prerequisites: Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8.
    Benefit: As a swift action, you can expend one of your uses of the Stunning Fist feat to cloak yourself in flame. You gain fire resistance of 5 x the number of feats you have that require Improved Unarmed Strike as a prerequisite, and any creature that strikes you with a melee attack takes 1d6 fire damage, +1 per character level you possess.
    When you select this feat, you gain an additional daily use of Stunning Fist.
    Advancement: If you have at least three feats that require improved unarmed strike as a prerequisite, the damage is 2d6 plus 1/character level. If you have at least six feats that require improved unarmed strike as a prerequisite, the damage is 3d6 plus 1/character level.


    FISTS OF IRON [General]
    You have learned the secrets of imbuing your unarmed attacks with extra force.
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    Prerequisites: Improved Unarmed Strike, Stunning Fist, base attack bonus +2
    Benefits: You add your Wisdom bonus to your damage rolls when using your unarmed strike or a special monk weapon.


    FLYING KICK [General]
    You literally leap into battle, dealing devastating damage.
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    Prerequisites: Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack
    Benefit: Your unarmed strikes deal double damage on a charge.


    FREEZING THE LIFEBLOOD [General]
    You can paralyze an opponent with an unarmed attack.
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    Prerequisites: Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +10
    Benefit: Expend a use of Stunning Fist and make a touch attack with your unarmed strike. If you hit, you deal no damage, but your opponent is paralyzed (Fort negates, DC 10 + your character level + your Wis bonus). This paralysis lasts 1 round for each feat you have which requires Improved Unarmed Strike as a prerequisite (including this one). The Fortification ability offers protection from this attack.


    PAIN TOUCH [General]
    You cause intense pain in an opponent with a successful stunning attack.
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    Prerequisites: Wis 15, Improved Unarmed Strike, Stunning Fist, base attack +2
    Benefit: Victims of your stunning attack are subjected to such debilitating pain that they are nauseated following the round they are stunned. This nauseated condition lasts 1 round for every feat you have which requires Improved Unarmed Strike as a prerequisite (including this one).


    RAPID STUNNING [General]
    You can use your stunning attacks in rapid succession.
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    Prerequisites: Combat Reflexes, Stunning Fist, base attack bonus +6.
    Benefits: You are no longer limited in the number of stunning attacks you may declare each round.
    Normal: You may only declare a stunning attack once per round.


    ROUNDABOUT KICK [General]
    You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.
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    Prerequisites: Str 15, Improved Unarmed Strike, Power Attack
    Benefit: If you score a critical hit with an unarmed strike, immediately take a bonus attack using the same attack bonus that you used for the original roll.
    Advancement: If you have Power Critical, the follow-up attack is at +4 to hit and damage.
    If you have Improved Critical, the follow-up attack is made at your highest base attack bonus, even if the initial attack was one of your iterative attacks taken at a -5, -10, or -15 penalty.


    SUN SCHOOL [Tactical]
    You have learned a number of esoteric martial arts techniques inspired by the sun.
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    Prerequisites: Flurry of Blows ability, base attack bonus +4
    Benefit: The Sun School feat enables the use of three tactical maneuvers.
    Inexorable Progress of Dawn: To use this maneuver, you must strike your foe twice while using a flurry of blows. Your foe must move back 5 feet, and you may move forward 5 feet if you wish. Neither of you provokes opportunity attacks for this movement.
    Blinding Sun of Noon: To use this maneuver, you must successfully stun your foe two rounds in a row with a stunning blow. The opponent is confused for five minutes.
    Flash of Sunset: To use this maneuver, you must move adjacent to a foe using a teleportation effect, such as the dimension door spell or the monk's Abundant Step class feature. You gain a bonus standard action which can only be used to take an attack against that foe. You may flurry with your attack if you wish. This extra action is an exception to the standard rules for dimension door, which state that you may not take any actions after using a dimension door.


    WEAKENING TOUCH [Fighter, General]
    You can temporarily weaken an opponent with your unarmed strike.
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    Prerequisites: Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2
    Benefit: Expend a use of Stunning Fist and make a touch attack with your unarmed strike. If you hit, you deal no damage but your target takes a -8 penalty to Strength. This penalty lasts for 5 minutes, and does not stack with itself. The Fortification ability offers protection against this attack.
    Advancement: If you have at least three feats that require Improved Unarmed Strike, the target is also fatigued. If you have at least six feats that require Improved Unarmed Strike, the target is also exhausted.
    Last edited by jiriku; 2015-04-28 at 12:33 AM.
    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Newest: shadowcaster. Most popular: monk and fighter.

    Innovative new mid-tier classes compatible with 3.x and 3.x Remix: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!