• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

The High Warrior Monk: An Alternate Full-BAB Class by Master Arminas

master arminas

First Post
While I myself feel that the monk with its d8 hit dice and medium BAB is fine, there are a large number of people who have grown up surrounded by Wuxia and Jet Li and Jackie Chan; these folks all want a really kick-butt front-line fighter that can go toe-to-toe with raging barbarians and fully decked out fighters in full plate and tower shields.

Here lately, I have given some thought that perhaps we need to split the monk into two classes: a more tradtional d8/medium BAB monk (which I posted here yesterday) and gains supernatural and spiritual abilities and still remains an effective combatent, and a high warrior monk that forgoes the varied abilities to focus on putting the hurt on his opponents.

I thought I would share that version of the monk with you today. Feel free to tell me how insane I am; believe me, I know. But I would love to hear and read your comments and criticisms and helpful critiques. So enjoy yourselves and enjoy my High Warrior Monk.

Master Arminas


An Alternate Monk Class: The High Warrior Monk

Alignment: Any lawful.

BAB: High

Hit Die: d10.

High Saves: All

Class Skills: Acrobatics (Dex); Climb (Str); Craft (Int); Escape Artist (Dex); Intimidate (Cha); Knowledge (History) (Int); Knowledge (Religion) (Int); Perception (Wis); Perform (Cha); Profession (Wis), Ride (Dex); Sense Motive (Wis); Stealth (Dex); and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapons and Armor Proficiency: A high warrior monk is proficient with all simple and martial weapons. High warrior monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a high warrior monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the high warrior monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a high warrior monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four high warrior monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the high warrior monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels gained as a high warrior monk thereafter, a high warrior monk may select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, and Weapon Focus.
At 6th level, the following feats are added to the list: Improved Bull Rush, Improved Disarm, Improved Trip, Ki Stand, Mobility, and Weapon Specialization.
At 10th level, the following feats are added to the list: Greater Weapon Focus, Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.
At 14th level, a high warrior monk adds Greater Weapon Focus and Penetrating Strike to the list of feats that he may select from.
A high warrior monk need not have any of the prerequisites normally required for these feats to select them.

Fast Movement (Ex): A high warrior monk’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is wearing no armor and is not carrying a medium or heavy load. This bonus stacks with any other bonuses to the high warrior monk’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases a monk’s speed). This ability is extraordinary.
At 4th level, when a high warrior monk gains access to his ki pool (see below), the character can achieve literally superhuman bursts of speed for limited periods of time. As a free action, a monk can spend 1 point of ki to increase his speed by +10 feet. This speed increase lasts for 1 round per monk class level and is a supernatural ability. At 8th level, and again every four levels gained thereafter, the high warrior monk's speed when using this ability increases by an additional +5 feet, to a maximum increase of +30 feet at 20th level.
The bonus speed granted to a high warrior monk through the use of this ability is a supernatural ability and is not considered to be an enhancement bonus. Therefore, spells (such as haste and expeditious retreat) and items (such as boots of striding and springing) that do provide an enhancement bonus to movement stack with this ability.

Unarmed Strike (Ex): At 1st level, a high warrior monk gains Improved Unarmed Strike as a bonus feat. A high warrior monk’s attack may be with fist, elbows, knees, and feet. This means that a high warrior monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a high warrior monk striking unarmed. A high warrior monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a high warrior monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A high warrior monk deals more damage with his unarmed strikes than normal; from 1st-3rd level the damage is 1d6. This increases to 2d4 at 4th level. At 8th level, and every 4 high warrior monk levels gained thereafter, the damage increases by an additional 1d4, to a maximum of 6d4 at 20th level. The unarmed damage is for all high warrior monks, regardless of size. The techniques a high warrior monk learns do not alter the base damage of the class due to being either smaller or larger, although both Strength bonuses and penalties apply as normal.
A high warrior monk’s unarmed strike cannot be enhanced by any form of magical augmentation, such as magic weapon, greater magic fang, or by other means (but see Ki strike, below).

Stunning Fist (Ex): At 1st level, the high warrior monk gains Stunning Fist as a bonus feat, even if he does meet the prerequisites. At 4th level, and every 4 levels gained as a high warrior monk thereafter, the high warrior monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
A high warrior monk gains one use of this feat for every high warrior monk level he possesses, as described in the Stunning Fist feat.
[Note: the high warrior monk does not receive the additional special effects a normal monk does at higher levels.]

Evasion (Ex): At 2nd level or higher, a high warrior monk can avoid damage from many area-effect attacks. If a high warrior monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a high warrior monk is wearing no armor and is not carrying a medium or heavy load. A helpless high warrior monk does not gain the benefit of evasion.

Flurry of Blows (Ex): At 3rd level, a high warrior monk gains the ability to make a flurry of blows. When using unarmed strikes, simple melee weapons, or darts a high warrior monk can make a flurry of blows attack. Flurry of blows can be added to either a standard attack or a full-attack; in either case, flurry of blows is not an action itself. When using this ability a high warrior monk may make one additional attack using any combination of unarmed strikes, simple melee weapons, or darts at his highest base attack bonus. However, this attack, as well as all others made by the high warrior monk in that round, suffers a penalty of -2 to hit.
At 8th level, the penalty on his attacks decreases to -1. At 13th level, the high warrior monk no longer suffers a penalty on attacks.
A high warrior monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A high warrior monk may freely substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A high warrior monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Uncanny Dodge (Ex): Starting at 3rd level, a high warrior monk can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A high warrior monk with this ability can still lose his Dexterity bonus to Ac if an opponent successfully uses the feint action against him.
If a high warrior monk already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Ki Pool (Su): At 4th level, a high warrior monk begins to slowly access his internal ki, a supernatural energy that he can use to accomplish amazing feats. The high warrior monk gains a pool of ki points, equal to one-half his monk level + his Wisdom modifier. By spending 1 point from his ki pool as a swift, a monk can invoke any one of the following options: he can gain a +4 dodge bonus to AC for 1 round; he can gain one additional attack at his highest base attack bonus when making a flurry of blows attack; he can gain a +4 insight bonus to his attacks for 1 round; or he can gain a +4 insight bonus to his damage for 1 round.
A monk gains additional powers that consume points from his ki pool as he latter gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Strike (Su): At 4th level, a high warrior monk can focus his ki into his unarmed strikes, making them the equivalent of enchanted weapons. When first gained, the monk gains a +1 enhancement bonus to hit and damage. At 8th level, and every 4 levels gained thereafter as a monk, this bonus increases by +1, to a maximum of +5 at 20th level. This enhancement bonus overcomes damage reduction as if it were a magic weapon of one higher bonus. (In other words, a high warrior monk’s unarmed attacks overcome alchemical silver and cold iron damage reduction at 8th level, alignment based damage reduction at 12th level, and adamantine base damage reduction at 16th level.) If the monk’s ki pool (see above) is ever exhausted (reaches 0), he loses the benefit of ki strike until his ki pool replenishes.

Catfall (Su): At 4th level or higher, a high warrior monk can fall incredible distances without suffering damage. When falling, a high warrior monk always lands on his feet. In addition, he reduces the damage inflicted from a fall by 1d6 per two high warrior monk levels he possesses, to a maximum reduction of 10d6 at 20th level. Unlike magical spells (such as feather fall) with similar effects, a monk is not slowed during his descent, making this ability a favored method for higher level monks to rapidly descend great distances quickly.

Agility Training (Ex): At 5th level, a high warrior monk adds his level to all Acrobatics and Climb skill checks. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a high warrior monk can gain an additional +20 bonus on Acrobatics checks made to jump for 1 round. Alternatively, a high warrior monk can spend 1 point from his ki pool to stand from prone as a swift action that does not provoke attacks of opportunity.

Physical Training (Ex): At 6th level, a high warrior monk's training and inner reserves of ki allow him to comfortably exist in environments and conditions that would quickly sap the strength from others. He is considered to be under the influence of an endure elements spell at all times, ignoring the extremes of heat and cold. In addition, he may go for a number of days equal to one-half his high warrior monk level without eating or drinking before beginning to suffer adverse effects. He requires only four hours of sleep per night, provided that he also meditates for at least four hours as well. While meditating, a high warrior monk remains fully aware of his surroundings and may make Perception checks without penalty.

Martial Training (Ex): At 7th level, a high warrior monk may select a single martial melee weapon of his choice. He may use this weapon while making a flurry of blows attack. At each consecutive high warrior monk level gained thereafter, the character gains one additional martial weapon proficiency. At 10th level, the high warrior monk may instead choose an exotic weapon instead a martial weapon for this ability, provided that the high warrior monk is proficient with the exotic weapon.

Living Weapon (Su): At 7th level, when wielding a weapon with which the high warrior monk is able to use flurry of blows with, the high warrior monk may add his enhancement bonus to unarmed strikes to his weapon attacks and damage. This enhancement bonus does not stack with any existing enhancement bonus on the weapon. The weapon uses its own critical threat range and base damage; any special weapon properties on the weapon take full effect as normal.
In addition, a high warrior monk gains a +2 bonus to damage when he wields manufactured weapons as part of his flurry of blows ability. This bonus on damage rolls increases to +3 at 8th level, to +4 at 12th level, to +5 at 16th level, and to +6 at 20th level.
If the weapon being wielded by a high warrior possesses the ki focus special property, the high warrior monk may apply any feats he possesses that modifiy the attack rolls or damage rolls of his unarmed strikes (such as Weapon Focus or Weapon Specialization) to his attack and damage rolls with the weapon.

Improved Uncanny Dodge (Ex): At 8th level, a high warrior monk can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the high warrior monk’s level in this class. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (Ex): At 9th level, a high warrior monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless high warrior monk does not gain the benefit of improved evasion.

Duty Never Tires (Ex): At 10th level, a high warrior monk gains Endurance as a bonus feat. Furthermore, by spending 1 ki point as a swift action, he can ignore the effects of fatigue for 10 minutes per high warrior monk level.

Fists of Iron (Ex): At 11th level, a high warrior monk gains a +2 bonus on the damage rolls on all unarmed strikes he makes. This stacks with the bonus granted by the feats Greater Weapon Specialization and Weapon Specialization if the character selects those feats.

Stone Body (Ex): A t 12th level, a high warrior monk gains DR 2/adamantine. At 14th level, and every two levels gained thereafter as a high warrior monk, the damage reduction increases by 2 points, to a maximum of DR 10/adamantine at 20th level.

Knockback (Ex): At 13th level, a high warrior monk can choose to initiate a bull-rush attack on a successful melee attack (either armed or unarmed). The target suffers normal damage from the high warrior monk’s attack, after which the high warrior monk may (as a free action) make a CMB check against the target’s CMD. If successful, the target is pushed away from the high warrior monk as detailed under the description of the bull-rush combat maneuver. The high warrior monk does not move with his target.

Adamantine Touch (Su): At 15th level, a monk can spend 1 point from his ki pool to treat his unarmed strikes as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness for 1 minute.

Stalwart Soul (Ex): At 17th level, a high warrior monk no longer suffers any penalties for being fatigued (he still remains fatigued, however, for purposes of exhaustion). If the high warrior monk becomes exhausted, he may spend 1 ki point as a swift action to ignore the effects of exhaustion for 1 minute per high warrior monk level.

Grand Master of the High Warriors (Ex): At 20th level, a high warrior monk reaches the capstone of his abilities. The threat range on his unarmed strikes increases by 1 (and stacks with the feat Improved Critical), the critical multiplier on his unarmed strikes increases to x 3, and he automatically confirms all critical hits with his unarmed strikes. He gains blindsense out to a distance of 60 feet.

Ex-High Warrior Monks: A high warrior monk who becomes nonlawful cannot gain new levels as a high warrior monk but retains all high warrior monk abilities.
 
Last edited:

log in or register to remove this ad

Rampant

First Post
Lets look at one of the most problematic abilities of this class: Martial weapon training. Ok the only reason a monk wants a weapon is for enhancement bonuses, which this guy gets free, enchant abilities, considering the stunning fist and other unarmed only powers this guy gets that's kinda iffy, or reach, well okay that's still applicable. So why would they need to get it 13 times? Pick the composite longbow at level 7 and the spiked chain at level 10 and you're done.

Then at level 19 you have a rather poorly defined ability that lets you deal your unarmed damage through your weapons. For starters does that mean the weapon uses it's critical rules or the unarmed attack's? What about the special materials ki-strike emulates? Stunning fist uses? that +2 damage boost to unarmed attack damage? If you have weapon specialization in the weapon and not your unarmed attack does that damage apply? what about if you use a bow and have point blank shot? Do you get the damage bonus when using this ability to deal unarmed damage to a target 15 feet away?

Can you see how a bow user could get pretty broken launching 6d4+ arrows? Especially since they'll be toting +9 worth of enchantment abilities since they get the regular enchantment plusses for free?

I suggest coming up with a better basis for a class than Martial-Monk. Good idea for a prestige class, not so much for a base class.

Cut this to a ten level class, give it the ability to continue advancing a few monk abilities as if you were still taking monk levels. Have them choose a single melee martial or exotic weapon, or possibly a trio there of. And then start doling out the unarmed-weapon synergy abilities. (can flurry with chosen weapons, can deliver stunning fist and the like with chosen weapons, can use adamantine touch with weapons, can increase base damage of weapons etc)
 

Mad Hamish

First Post
Lets look at one of the most problematic abilities of this class: Martial weapon training. Ok the only reason a monk wants a weapon is for enhancement bonuses, which this guy gets free, enchant abilities, considering the stunning fist and other unarmed only powers this guy gets that's kinda iffy, or reach, well okay that's still applicable. So why would they need to get it 13 times? Pick the composite longbow at level 7 and the spiked chain at level 10 and you're done.

certainly don't need that many but having that many options isn't that bad.

Then at level 19 you have a rather poorly defined ability that lets you deal your unarmed damage through your weapons. For starters does that mean the weapon uses it's critical rules or the unarmed attack's? What about the special materials ki-strike emulates? Stunning fist uses? that +2 damage boost to unarmed attack damage? If you have weapon specialization in the weapon and not your unarmed attack does that damage apply? what about if you use a bow and have point blank shot? Do you get the damage bonus when using this ability to deal unarmed damage to a target 15 feet away?

It actually says a melee weapon so you don't need to worry about the bow.

It does make a reach weapon somewhat attractive (and a whip isn't utterly useless for them either)
 

master arminas

First Post
I knew this might be a class too far. I made a few changes to correct some errors and fix a couple of the points that Rampant made.

Thanks again to all!

Master Arminas
 

Rampant

First Post
I'm a bit concerned about the +14 weapon trick involved here.

With the +5 enhancement bonus dolled out as a class ability you're gonna see a lot of +1 Ki-focus plus various other abilities up to +8.
 


Remove ads

Top