Ultimate Monk (idea)
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[edit] Game Rule Information
Monks have the following game statistics.
- Abilities: xxx
- Alignment: xxx
- Hit Points per Level: 1d4 + Con modifier.
- Hit points are maximized at 1st character level.
- Skill Points per Level: 4 + Int modifier.
- Skill points are multiplied by 4 at 1st character level.
Class Skills: The monk’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Spellcraft (Int).
- In addition to the skills above a monk can choose any three other skills as class skills.
[edit] Class Table
Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +0 +0 +0 +2 Faith, Talent, spellcasting 2nd +1 +0 +0 +3 Talent 3rd +1 +1 +1 +3 - 4th +2 +1 +1 +4 Talent 5th +2 +1 +1 +4 - 6th +3 +2 +2 +5 Talent 7th +3 +2 +2 +5 - 8th +4 +2 +2 +6 Talent 9th +4 +3 +3 +6 - 10th +5 +3 +3 +7 Talent 11th +5 +3 +3 +7 - 12th +6/+1 +4 +4 +8 Talent 13th +6/+1 +4 +4 +8 - 14th +7/+2 +4 +4 +9 Talent 15th +7/+2 +5 +5 +9 - 16th +8/+3 +5 +5 +10 Talent 17th +8/+3 +5 +5 +10 - 18th +9/+4 +6 +6 +11 Talent 19th +9/+4 +6 +6 +11 - 20th +10/+5 +6 +6 +12 Talent
[edit] Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monk is proficient with 2 simple weapons of his choice, but with no armor or shields. Every five levels, a monk chooses an additional simple weapon proficiency.
Faith (Su): Every monk is a devoted servant of his deity, and draws power from this devotion. many talents require faith – this means that activating such ability costs 1st or higher level spell. A monk can only use faith once per round.
[edit] Spellcasting
A monk casts divine spells, which are drawn from the priest's spell list. To learn or cast a spell, a monk must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a monk's spell is 10 + half the monk's level + the monk's Wisdom modifier. Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day (excluding invocations, see below). The monk doesn't receive bonus spells per day for having high Wisdom score. Like bard or paladin, a priest may know a number of spells from each spell level equal to 3 + her Wisdom modifier. It is possible for her to learn spells above that limit, but the costs are high. A monk's spell slots regenerate at the sunrise. If she is not in an open natural area at this point, she cannot fill emptied slots until the next day. A monk need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that level. She does not have to decide ahead of time which spells she’ll cast. monk's caster level is equal to her class level.
[edit] Spells per day
Spells per day Invocations Level 0 1 2 3 4 5 6 7 C.L. known 1st 3 1 - - - - - - 1 1 2nd 3 2 - - - - - - 1 2 3rd 4 3 - - - - - - 2 2 4th 4 3 1 - - - - - 2 2 5th 4 3 2 - - - - - 3 3 6th 4 4 3 - - - - - 3 3 7th 4 4 3 1 - - - - 4 3 8th 4 4 3 2 - - - - 4 4 9th 4 4 4 3 - - - - 5 4 10th 4 4 4 3 1 - - - 5 4 11th 4 4 4 3 2 - - - 6 5 12th 4 4 4 4 3 - - - 6 5 13th 4 4 4 4 3 1 - - 7 5 14th 4 4 4 4 3 2 - - 7 6 15th 4 4 4 4 4 3 - - 8 6 16th 4 4 4 4 4 3 1 - 8 6 17th 4 4 4 4 4 3 2 - 9 7 18th 4 4 4 4 4 4 3 - 9 7 19th 4 4 4 4 4 4 3 1 10 7 20th 4 4 4 4 4 4 3 2 10 8
Learning New Spells: A monk can learn any spell from his list, but doing so is tasking and requires a sacrifice. To learn a spell, a monk must spend an amount of gold equal to spell's level squared x 50 (or 25 gp in case of 0-level spells). That money is used as an offering to a deity or the source of the monk's power (it should not be gold at all, but instead items of value to the deity that cost that much). In addition, monks prays for spells in a place sacred to his deity (or the or a place that contains reference to the source of the monk's power). Prayer must take 1 hour per spell's level (30 minutes for a 0-level spell) and can not be interrupted. If it is, it must be performed again, and the offerings are lost. If a monk attempts to learn a spell and he already reached his limit of spells known for that level, multiply gold cost by 10. A newly created 1st level monk knows a number of 1st level spells equal to his Wis bonus and the same number of 0-level spells.
Prayer Book: Spells are granted by the gods on the term that the monk remains pious and prays. Every day a monk must read prayers from his book for 1 hour. Praying allows the monk to please his deity and keep his spellcasting abilities at peek efficiency. For each day the monk does not study his prayer book, his caster level is reduced by 1 when determining effects of spells, unless he prays with his prayer book for an hour. A monk can use his prayer book as divine focus.
Invocations: A monk can cast some spells as invocations. That means that she doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses reduced caster level, as shown on table: spells per day. A monk can cast invocations even if she has no slots left. At 1st level, a monk learns how to cast one 0-level spell from the list below as invocation (provided she knows that spell). At 2nd level and every 3 levels thereafter, a priest learns how to cast another spell from the list. A monk can choose a spell she doesn't know yet, but she is unable to cast it until she learns it. She cannot, however, choose a spell she can't yet cast because her class level is too low to access that level of spells. List of spells a monk can cast as invocations:
- 0 level -
- 1st level -
- 2nd level -
- 3rd level -
- 4th level -
- 5th level -
[edit] Talents
Stuff from the Cleric, Druid, Monk, and maybe a bit of the Paladin and Scourge
[edit] Chaplain
- Battle Bless (Su): All creatures affected by monk’s bless spell also gain +2 morale bonus on Fortitude saves. When casting bless, a monk can use Faith to grant fear immunity to bless’ subjects. A monk adds bless to his spells known for free.
- Blessing of Immortality (Su): All creatures affected by monk’s bless or aid spells also gain Damage Reduction 5/-. When casting bless or aid, a monk can use Faith to improved DR to 15/- for the first round of the spell’s duration. Prerequisites: Battle Bless, Blessing of Protection and Deliver from Harm.
- Blessing of Protection (Su): All creatures affected by monks’s bless or aid spells also gain +1 morale bonus on all saving throws. When casting bless or aid, a monk can use Faith to improve that bonus to +2 for the spell’s duration. A monk adds aid to his spells known for free. Prerequisite: Battle Bless.
- Deliver from Harm (Su): All creatures affected by monk’s bless or aid spells also gain 5 temporary Hit Points. When casting bless or aid, a monk can use Faith to improve that value to 15 Hit Points. Prerequisites: Battle Bless and Blessing of Protection.
- Live and Let Die (Su): A monk rewarded by his divine patron for helping his allies in battle. For every 10 points of damage a monk deals to any opponent in a round, a monk heals all allies within 10 feet of 1 point of damage. If a monk damages more than one opponent, only the one that took most damage counts for the purpose of this healing.
- Ever-Prepared (Ex): A monk can use Faith as a swift action to gain the ability to cast bless as invocation for a number of minutes equal to half her monk level. Prerequisite: Battle Bless.
- Ever-Vigilant (Ex): A monk can use Faith as a swift action to gain ability to cast aid as invocation for a number of minutes equal to half her monk level. Prerequisite: Blessing of Protection
[edit] Exorcist
- Free Will (Ex): A monk gains +4 bonus against mind-affecting effects and spells. If under any such effect, a monk can use Faith to make a new Will save in place of the old failed one. He can attempt this activity even if unconscious or under total control (treat it as sort of divine intervention).
- Free Will of the People (Su): A monk’s bonus from free will ability expands to all allies within 10 feet. A monk can use Faith as a immediate action to give all allies within 10 feet immunity to mind-affecting spells and effects for the beginning of his next turn. Prerequisite: Free Will.
- Banish the Otherworldly (Ex): A monk gains +4 competence bonus on Spellcraft checks to correctly identity a Conjuration (calling) or Conjuration (summoning) spell cast by an opponent. In addition, a monk can use any spell to counterspell a spell from Conjuration (calling) or Conjuration (summoning) subschools (but the spell used by the monk must be of the same or higher level).
- Exorcism (Su): By touching a creature under effects of a mind-affecting spell or effect, or under a possession (see Book of Vile Darkness), a monk can use Faith to allow the creature another Will save. If the effect doesn’t allow a Will save the ability has no effect. Using this ability is a full-round action.
- Expose Lurkers (Su): A monk can make ethereal and incorporeal creatures within 60 ft. vulnerable to material world threats. If he uses Faith as a free action, all such creatures can be affected by spells and attacks until the end of round as if they didn’t have their respective qualities.
- Sphere of Preservation (Ex): Whenever a monk casts protection from chaos/evil/good/law or magic circle against chaos/evil/good/law, he can use Faith to double duration and all bonuses granted by the spell.
- Sterilize Planar Boundary (Su): A monk makes it hard for other creatures to arrive on his plane. While the monk is on his native plane, all creatures attempting to enter that plane within 100 feet from the monk must make level check (character level + d20) against DC equal to monk’s level +10). If they fail the check, their attempt is unsuccessful (any spells or charges used to do so are expended), and they are forbidden to try again for 1 minute. Prerequisite: Sphere of Preservation.
[edit] Friar
- Aura of Tranquility (Su): A monk can stop the strife for a short period of time. By using Faith as a full-round action, he can force all creatures within 60 feet (including any creature that enters the area) to cease all hostile actions until the beginning of monk’s next round. Only creatures with divine ranks are immune to this effect.
- Deific Agent (Su): A monk enjoys a great favor his deity expands upon him. When wearing a habit and no armor, a monk gains deflection bonus to AC equal to one quarter of his monk level (rounded up) + his Charisma modifier. Prerequisites: Piety and True Piety.
- Fasting (Su): A monk can deprive himself of food to forge his body and mind into a unfailing tool to his deity’s cause. He gains +4 bonus on saves against poison, fatigue, exhaustion, and fear. He can also use Faith as a move action to extend this bonus to all allies within 30 feet for a number of minutes equal to half her monk level.
- Piety (Su): A monk gains +2 insight bonus on saves against divine spells and against spell-like abilities of outsiders. He can also use Faith as a move action to extend this bonus to all allies within 30 feet for a number of minutes equal to half her monk level.
- Share Burden (Ex): Whenever a monk casts a spell with xp cost on a willing subject, he may pay only half the cost and make the subject pay the other half. If the subject doesn’t decide to pay her share, a monk takes full cost.
- True Piety (Su): A monk gains Spell Resistance of 10 + his monk level against divine spells and against spell-like abilities of outsiders. Prerequisite: Piety.
[edit] Healer
- Burst of Vitality (Su): Whenever a monk successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage, the monk instantly recovers a number of hit points equal to his ranks in Heal skill. Monk can use Faith to cast a spell from Healing subschool he doesn’t know. He can not cast this spell as an invocation. Prerequisites: Healing Trance and Remedy.
- Greater Healing Trance (Su): A monk is greatly rewarded by his deity when helping others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage per monk level to another character, the monk gains +2 morale bonus on all checks, rolls, and saves for the current and the next round. Prerequisite: Healing Trance.
- Invigorate (Su): A monk is rewarded by his deity when helping others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage per monk level to another character, the monk gains +2 bonus on DC of all spells he casts until the end of next round. Prerequisite: Healing Trance.
- Healing Trance (Su): A monk is rewarded by his deity when helping others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage per monk level to another character, the cleric gains +1 morale bonus on all checks, rolls, and saves until the end of next round.
- Remedy (Su): A monk can heal wounds (her own or those of others) by touch. By using Faith and touching a willing subject as a standard action, he heals a number of hit points equal to his ranks in Heal skill. Remedy can trigger healing trance ability.
- Timed Heal (Su): A monk is rewarded by his deity for the time sacrificed to heal others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage to another character, the monk can use Faith to gain an extra move or swift action in the same round.
[edit] Paladin
- Divine Grace (Su): A 2nd level paladin gains a sacred bonus equal to her Charisma bonus (if any) on all saving throws.
- Remove Disease (Su): A monk can use faith to remove all non-magical diseases from a creature she touches.
- Smite Evil (Su): By using faith a monk may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the monk accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up.
- Liberate (Su): Whenever a monk uses Remove Disease, she also removes stun and paralysis effects from the creature touched.
- Turn Fiend (Su): A monk can use faith to rebuke evil outsiders. Whenever an evil outsider would be destroyed by a monk, it is sent to Carceri instead.
xxx
[edit] Scourge
- Abyssal Guidance: A monk can use faith to gain ability to see in magical darkness for 1 minute.
- Hurt: A monk can use faith to ignore Damage Reduction (if any) of a living creature.
- Pollute: A monk can can use faith three times when making an attack to inflict a negative level on a living creature if that attack hits.
- Sadistic Glee: Whenever a monk kills a living creature with at least 1 HD, he can can use faith to gain a +4 profane bonus to Strength for 3 rounds.
- Scars: A monk can use faith when an enemy is making an attack roll against him to gain Damage Reduction 3/good against that attack.
- Sinner’s Luck: A monk can use faith to gain a +2 profane bonus on a saving throw.
- Slay: A monk can use faith to when making an attack to deal +4 points of damage if that attack hits.
- Torment: A monk can use faith to change the range of an inflict spell he casts from touch to close (25 ft. + 5 ft./2 levels).
- Turn Animals: A monk can use faith to rebuke or destroy animals.
[edit] Sin
Spot stuff
[edit] Zealot
- God be my Judge (Ex): A monk in zeal is immune to all spells and effects that have increased or specific effect against creatures with specific alignment. Prerequisite: Zeal.
- God give me Strength (Ex): A cleric in zeal adds +1 to DC of all his spells. He can use Faith as a free action to improve that bonus to +2 until end of round. Prerequisite: Zeal.
- God guides my Hand (Ex): A monk in zeal gains +1 bonus on all attack rolls. He can use Faith as a free action to improve that bonus to +3 until end of round. Prerequisite: Zeal.
- Madman’s Determination (Su): Whenever a cleric in zeal kills an opponent with no less than 2 Hit Dice than him, he restores one 1st level cleric spell slot. Prerequisites: Zeal, Tantrum, and God guides my Hand.
- Tantrum (Ex): , A monk doesn’t notice his wounds when in religious fervor. When in zeal, he can act normally when on zero or negative hit points and he ignores effects of Strength and Dexterity score damage and drain (those abilities are still reduced, but the zealot ignores those reductions as long as he is in zeal). A monk still dies at -10 hit points and still becomes disabled when Strength or Dexterity reaches 0, as normal. Prerequisite: Zeal.
- Zeal (Ex)(Su): A monk can enter a fanatical state of mind whenever confronted with a character who disagrees with zealot’s agenda or interferes with his activities. Even if he doesn’t want to enter zeal, a monk participating in combat must make a Wisdom check (DC 15) each round or activate this ability. While in zeal, a monk gains +2 morale bonus to Strength, +3 bonus on saves against mind-affecting effects, damage reduction 2/magic, and spell resistance of 5 + monk level. Those bonuses are the supernatural part of this ability. Every round in this state, a monk must attempt to attack (in melee) any creature within charge range he perceives as a foe. A monk who has less than 50% of his Hit Points may exit the state of zeal as a free action once per round by spending one faith point, but if does so, he loses the ability to enter zeal for the next 24 hours.

