Monk

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Monk Empty Monk

Mensagem  TlTl Ter Set 14, 2010 2:43 pm

Monk Ir_monk
Monk
(BASE CLASS)
Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.

- Alignment Restrictions: Any lawful.
- Hit Die: d50.
- Proficiencies: Proficient with monk weapons.
- Skill Points (*4 at 1st level): 4 + Int Modifier.


LEVEL:

1. Improved Unarmed Strike: Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack.
Cleave: If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range.
Flurry of Blows: Monks receive an extra attack per round when fighting with unarmed attacks or a kama.
Monk AC Bonus: Monks add their Wisdom modifier to their Armor Class.
Stunning Fist: A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 the attacker's level + the attacker's Wisdom modifier) or be held for three rounds.
Evasion: Whenever a Reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.
2. Deflect Arrows: The character can attempt to deflect one incoming missile attack per round. This is treated as a Reflex save made against DC 20.
Jump: A successful check allows a character to jump over pits, vault low fences. Halfling have a +2 racial bonus.
3. Monk Speed: Monks move more quickly than other classes, and this ability improves with experience.
Still Mind: The monk gains a +10 competence bonus on saving throws against mind-affecting spells.
4. Ki Strike +1: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction.
5. Purity of Body: The monk is immune to all non-magical diseases.
6. Improved Knockdown: A character with this feat can attempt to knock his melee opponents to the ground.
7. Wholeness of Body: The monk can heal damage equal to twice their class level, once per day.
8. Ki Strike +2.
9. Improved Evasion: Whenever a Reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.
11. Diamond Body: The monk gains immunity to all poisons.
12. Diamond Soul: The monk gains spell resistance equal to their class level + 10.
Ki Strike +3.
15. Quivering Palm: This ability may be used once per day to instantly kill an opponent. If the monk makes a successful attack after activating the ability, the target must make a Fortitude save (DC 10 + half the monk's level + the monk's Wisdom modifier) or die.
16. Improved Ki Strike +4.
18. Empty Body: The monk is given 50% concealment.
20. Perfect Self: The monk gains immunity to all mind-affecting spells and effects, and damage reduction 20/+10.
Improved Ki Strike +5.

EPIC:

21. Epic Monk.
Epic Armor Skin.
25. Bonus Feat.
30. Bonus Feat.
31. Improved Stunning Fist I: Adds +5 to the DC of the character's stunning attack. This feat may be taken multiple times, to a maximum of +50 DC.
32. Improved Stunning Fist II
33. Improved Stunning Fist III
34. Improved Stunning Fist IV
35. Improved Stunning Fist V
Bonus Feat.
36. Improved Stunning Fist VI
37. Improved Stunning Fist VII
38. Improved Stunning Fist VIII
39. Improved Stunning Fist IX
40. Improved Stunning Fist X
Bonus Feat.


INFO:

- Main attribute: Wisdow (WIS);
- Second attribute: Dexterity (DEX);
- Best races: Human;
- Recommended Equipment: Gauntlet, Kama, Quarterstaff, Handaxe (Shou Disciple), Any Martial (Sohei), Light Armor, Robe.



Monk Prestige Classes(8):

Sacred Fist
Enlightened Fist
Red Avenger
Disciple of Mephistopheles
Henshin Mystic
Drunken Master
Sohei
Shou Disciple


Última edição por TlTl em Sex Set 02, 2022 11:35 am, editado 5 vez(es)
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Monk Empty Sacred Fist

Mensagem  TlTl Ter Set 14, 2010 2:48 pm

Monk Ir_sacredfist
Sacred Fist
(PRESTIGE CLASS)
Sacred fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them nor their deity.

- Hit Die: d60
- Skill Points: 4 + Int Modifier

REQUIREMENTS:

Class: Monk
Base Attack: 4
Feat: Dodge
Skills: Lore 8, Heal 4

Code of Conduct: Wearing any weapon the Sacred Fist lost all his class benefits until full rest. Sacred AC and Sacred Speed don't work if you wearing a medium or heavy armor.

ABILITIES:

Level
1: Unarmed Damage - Sacred Fist's levels stack with his monk level
Sacred AC +2 - Gains AC.
2: Sacred Flame - Gains an additional damage equal to his class level + Wis mod.
Sacred AC +4.
3: Sacred AC +6.
Sacred Speed +20%.
4: Sacred AC +8.
5: Sacred AC +10.
6: Sacred AC +12.
Sacred Speed +40%.
7: Sacred AC +14.
Sacred Speed +60%.
8: Damage Reduction 9/-.
Epic Energy Resistance Fire - 10/- fire resist.
Epic Energy Resistance Cold - 10/- cold resist.
Epic Energy Resistance Acid - 10/- acid resist.
Epic Energy Resistance Electrical - 10/- electrical resist.
Epic Energy Resistance Sonic - 10/- sonic resist.
9: Armor Skin.
10: Inner Armor - Gains a +10 to AC, +10 Saving throws, 50% elemental immunity (fire, cold, acid, electricity and sonic) and returns 1d20+10 divine damage to attackers. Duration: 10 hours plus 1 hour per WIS modifier.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.


Última edição por TlTl em Ter Jul 13, 2021 1:57 am, editado 1 vez(es)
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Monk Empty Enlightened Fist

Mensagem  TlTl Ter Set 14, 2010 2:48 pm

Monk Ir_sacredfist
Enlightened Fist
(PRESTIGE CLASS)
Not all monks pursue metaphysical perfection to the exclusion of all other study. Some monks combine a rigorous discipline of academic study with martial arts and development of the body. For these monk, that study includes the practice of magic and the implementation of certain arcane tricks into their unarmed combat styles. These englightened fists master the use of touch spells, creating new forms of combat where their fists strike with blinding speed, phenomenal power, and magical energy.

- Hit Die: d60
- Skill Points: 4 + Int Modifier

REQUIREMENTS:

Class: Monk
Base Attack: 4
Feats: Dodge
Skills: Lore 8, Spellcraft 2

ABILITIES:

Level
1: Arcane Penetration - Enlightened Fist's levels stack with his monk level to determine damage reduction penetration.
Enlightened speed - Enlightened Fist's levels stack with his monk level to determine extra monk speed.
Enlightened Ki - Gain extra stunning fist uses.
2: Fists of Energy - Use stunning fist attempt to add 10d10 fire or 10d10 electricity damage to attacks.
3: Arcane Blast - Use stunning fist attempt to blast 10d100+100 arcane damage. Cooldown: 10 seconds.
4: Arcane Rejuvenation - Use stunning fist attempt to heal hit points. Cooldown: 10 seconds.
5: Burst of Energy - Arcane energy imbued to attacks deal extra 100 damage on a critical hit when you have Fists of Energy actived.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 5 levels.


Última edição por TlTl em Ter Jul 13, 2021 1:57 am, editado 1 vez(es)
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Monk Empty Red Avenger

Mensagem  TlTl Ter Set 14, 2010 2:49 pm

Monk Ir_redavng
Red Avenger
(PRESTIGE CLASS)
The Red Avenger is the master of ki, an ancient and formidable discipline that allows the user to accomplish the extraordinary. Through study and training, the Red Avengers learn to channel and release the ki energy in their own bodies.

- Hit Die: d60
- Proficiencies: Light armor, medium armor and shields
- Skill Points: 4 + Int Modifier

REQUIREMENTS:

Class: Monk
Base Attack: 5
Skills: Listen 8, Tumble 8

ABILITIES:

Level
1: Ki - The Red Avenger gains a greater understanding and ability to control his ki, the energy source flowing through all living creatures.
Stunning Shout - Stun enemies by releasing ki in a shout. All enemies within the cone of effect are stunned unless they make a successful Fortitude save.
2: Ki Save - The Red Avenger can channel ki to gain a bonus to saving throws.
Ki Skill - The Red Avenger can channel ki to gain a bonus to all skill checks.
3: Deadly Shout - Injure enemies by releasing ki in a shout. Any enemies within the affected cone take sonic damage. A successful Fortitude save halves the damage.
4: Ki Healing - Use ki energy to heal. By laying hands on any creature.
5: Free Ki - Increases the power of all ki abilities.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 5 levels.


Última edição por TlTl em Ter Jul 13, 2021 1:57 am, editado 1 vez(es)
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Monk Empty Disciple of Mephistopheles

Mensagem  TlTl Ter Set 14, 2010 2:49 pm

Monk Ir_discmeph
Disciple of Mephistopheles
(PRESTIGE CLASS)
The Disciple of Mephistopheles wields hellfire as his weapon, striking down all who oppose him. He focuses on all things fire-related, as is fitting with the preoccupation of the arch-devil he serves.

- Hit Die: d80
- Skill Points: 4 + Int Modifier

REQUIREMENTS:

Class: Monk
Alignment: Evil
Base Attack: 6
Feat: Disciple of Darkness

ABILITIES:

Level
1: Fire Grasp - Can make a touch attack at will, dealing 5d10 fire damage per Disciple of Mephistopheles level and WIS modifier bonus, also character gains a 10d10 fire damage bonus to all unarmed strikes while wearing gloves for 20 rounds. Reflex save halves the damage.
2: Fire Resistance 20 - Gains 20 Fire Resistance.
3: Fire Blast - Can release a gout of fire from hand at will, dealing 5d10 fire damage per WIS modifier bonus. Target must do a will save or will be stunned for 1 round.
4: Hell Flare - The Disciple can produce a diabolical effect, making the target suffer a -10 penalty to attack rolls (no resist or save). Duration: 10 rounds.
5: Summon Hamatula - Summons a Hamatula, a spiny fiend.
6: Hellfire Blast - Creates a small explosion of brimstone and fire that deals diabolic fire damage. Damage: 2d8 fire damage per caster level + 100 negative base damage plus 4d8 negative damage per WIS modifier bonus. Reflex save halves the damage.
Fire Resistance 50 - Gains 50 fire resistance.
7: Hellfire Shield - The Disciple is surrounded by a ring of fire that damages all opponents who make a successful melee attack on the caster. The damage inflicted is 5d6 fire damage and 5d6 negative damage. The caster also gains 10% elemental immunity plus 50% negative immunity.
8: Hellfire Storm - An Improved version of Hellfire, with a larger explosion, more range and more damage. Damage: 3d8 fire damage per caster level + 200 negative base damage plus 6d8 negative damage per WIS modifier bonus. Reflex save halves the damage.
9: Fire Adept - Disciple of Mephistopheles fire spells will be able to critical hit 20% of time, doing 2x the damage.
10: Body of Flame - A Disciple of Mephistopheles can transform his body into flame. He gains fire immunity and damage reduction 30/+9, plus anyone he touches or touches him must succeed a reflex save or catch fire.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.


Última edição por TlTl em Ter Jul 13, 2021 1:57 am, editado 1 vez(es)
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Monk Empty Henshin Mystic

Mensagem  TlTl Ter Set 14, 2010 2:49 pm

Monk Ir_hnshn
Henshin Mystic
(PRESTIGE CLASS)
Henshin Mystics are members of a monastic order that teaches what they consider to be a great mystery of the universe: that humanity is capable of a transformation (henshin) into divinity. Their training and discipline is aimed toward the ultimate perfection not only of themselves, but of all humanity. They believe this perfection is the future of the world and of humanity. This belief fills them with a hopeful peace.

- Hit Die: d50
- Skill Points: 4 + Int Modifier

REQUIREMENTS:

Class: Monk
Alignment: Lawful
Base Attack: 7
Skill: Lore 13

ABILITIES:

Level
1: Riddle of Awareness - Grants the Henshin Mystic a huge insight bonus on all Listen, Search and Spot checks.
2: Blind Fight - Character gets to roll her miss chance percentile to see if it actually hits, as well invisible creatures get no bonus to hit the character in melee.
3: Happo Zanshin - The character gains a preternatural awareness of danger and can no longer be flanked. This gives the henshin mystic immunity to sneak attacks.
4: Riddle of Interaction - Henshin Mystic can use charm. In addition the Henshin Mystic gains a huge insight bonus on all Bluff, Persuade, Taunt and Intimidate checks.
5: Hitsu-Do - The Mystic gains the ability to cause his hands and weapons to light up with fire. This adds fire damage to all attacks.
6: Blindsight - Henshin Mystic gains the ability to perfectly sense his surroundings without relying on sight. This ability makes invisibility and darkness irrelevant to the mystic.
9: Walk Through the Mountains - The character can assume an ethereal state.
10: Riddle of Invulnerability - Mystic gains damage reduction and immunity to all physical and elemental damage.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.


Última edição por TlTl em Ter Jul 13, 2021 1:57 am, editado 1 vez(es)
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Monk Empty Drunken Master

Mensagem  TlTl Ter Set 14, 2010 2:49 pm

Monk Ir_drnkn
Drunken Master
(PRESTIGE CLASS)
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. But few schools are as unusual -- or as controversial -- as Drunken Boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, Drunken Masters can perform truly prodigious feats of strength and bravery.

- Hit Die: d70
- Skill Points: 4 + Int modifier

REQUIREMENTS:

Class: Monk
Base Attack: 4
Feats: Evasion, Great Fortitude, Dodge
Skil: Tumble 6

ABILITIES:

1: Drink Like a Demon - Your body handles alcohol differently from other people. You can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol. Every bottle or tankard of alcohol you consume reduces your Intelligence, but increases your AC for 10 plus Drunken Master level. Your body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly.
Bottle Proficiency - You can use a bottle as weapon using your unarmed base attack bonus. Bottles do 10 bludgeoning base damage plus 2d6 bludgeoning per Drunken Master level. You can have 1 to 6 hits before the bottle breaks. You must have a bottle in your inventory to use this ability.
2: Stagger - By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. You move at twice your speed and get a huge bonus to your attack roll. Charge attacks must be made at opponents that are at least 10 feet away.
3: Swaying Waist - You weave and bob about as you attack. You gain dodge bonus to AC against any one opponent.
4: Disarm - Character can attempt to disarm an opponent at a -6 penalty to their attack.
5: Drunken Rage - Drunken Master can rage just as a barbarian does. You gain a bonus to Strength, Constitution and morale bonus on Will saves. This ability works when you drink an alcoholic beverage.
6: Lurch - Your lurching movements let you make one feinting-in-combat. The opponent's AC is decreased by 10 plus Dexterity modifier is not added to his AC. Duration: 10 rounds.
7: Drunken Embrace - You can grapple an opponent without provoking an attack of opportunity, and you gain a competence bonus on all opposed grapple checks. When a grapple is started each character in the fight must make a grapple check. If you win the check the opponent is grappled. Duration: 1-3 rounds. Cooldown(same target): 20 seconds.
8: For Medicinal Purposes - By combining your ki power with alcohol, you can convert an alcoholic drink to a potion of heal. The potion only works on character creating it and heals 1d4 HP per point of Heal Skill for each Drunken Master level.
9: Improved Disarm - Character no longer incurs an attack of opportunity while attempting to disarm and the penalty drops to -4.
10: Breath of Flame - You can use your ki to ignite the alcohol within you and spew it forth from your mouth in a breath of flame dealing 100d10 fire damage to all those within the area of effect. Each time you use breath of flame, it consumes one drinks worth of alcohol. First your inventory is searched for alcohol and if none is found it uses the alcohol within you removing the effects it gives you.

Regras & Sugestões:

- Ao escolher essa classe, você deverá possuir os 10 levels.


Última edição por TlTl em Sex Jul 16, 2021 10:02 am, editado 2 vez(es)
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Monk Empty Sohei

Mensagem  TlTl Ter Set 14, 2010 2:49 pm

Monk Ir_fighter
Sohei
(PRESTIGE CLASS)
Sohei are warrior monks, religious soldiers who protect large monasteries. Unlike shamans, sohei are more militant than holy, and receive very little religious instruction. Instead they are trained in the art of fighting. Sohei defend their monasteries against attacks and advance its political claims in the outside world. They are subject to the leader of their temple.

- Hit Die: d70.
- Proficiencies: Martial weapons and light armor
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Monk
Feat: Expertise
Skill: Discipline 5

ABILITIES:

Level
1: Ki Frenzy - You channel your Ki into a berserk frenzy, gaining bonuses to Strength and Dexterity, 1 extra attack per round, 2 extra attacks at level 5 and 3 extra attacks at level 10, and a 50% movement boost.
Divine Favor - as spell.
2: Divine Power - as spell.
3: Strength of Mind - You gain immunity to Stunning and Sleep effects.
5: Remain Conscious - You have a tenacity of will that supports you even when things look bleak. After your hit points are reduced to 0 or below, you may take one partial action on your turn every round until you reach several negative hit points.
Death Ward - as spell.
7: Defensive Strike - Bonus to Attack when using Expertise or Improved Expertise.
8: Freedom of Movement - as spell.
9: Mettle - Can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save, he instead completely negates the effect.
10: Sohei Damage Reduction - Physical damage reduction.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.


Última edição por TlTl em Ter Jul 13, 2021 1:57 am, editado 1 vez(es)
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Monk Empty Shou Disciple

Mensagem  TlTl Ter Set 14, 2010 2:50 pm

Monk Ir_shoudisc
Shou Disciple
(PRESTIGE CLASS)
Shou Disciples are martial artists who have studied or observed the monks of Kara-Tur and seek to emulate their style. Focusing more on the martial aspects of a monk's training, they sacrifice the enlightenment and supernatural abilities of the true ascetic. Shou Disciples fight with martial weapons and often wear armor, instantly marking them as different from monks.

- Hit Die: d80
- Proficiencies: Martial weapons and light armor
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Monk
Base Attack: 3
Feat: Dodge
Skills: Tumble 4, Jump 8

ABILITIES:

Level
1: Shou Dodge - Gain 4 AC dodge bonus every Shou Disciple level.
2: Bonus Feat.
3: Bonus Feat.
4: Bonus Feat.
5: Martial Flurry - Adds 2 extra attacks per round,. Also increases melee weapons damage by 10d10 physical plus 1 positive damage per WIS modifier.

Martial Rules: None of the Shou Disciple's abilities work if you are wearing medium or heavy armor or have a shield equipped.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 5 levels.
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