Disciple of the One Fist REVISITED

Anabstercorian

First Post
Disciple of the One Fist

"The way of the fist is simple. The best defense is a good offense, and the best offense is one so overwhelming it never lets your opponent strike back."

Prerequisites
Feats: Extra Stunning Attack, Improved Initiative, Improved Unarmed Strike, Power Attack
Unarmed Attack Bonus: +3
Class ability to add Wisdom bonus to AC
Special: Must have, at one point, defeated an enemy using nothing but Stunning Attack, and never allowed the enemy to get an attack of their own.

HD: d6
BAB: As Monk
Good Save: Fortitude

Class Features: Continued Monk Training, First Strike, Disarming Assault, Break Things, Reckless Fury, Wild Ki

1st: +1 to hit with Unarmed Attacks
2nd:
3rd: Jackhammer Strikes
4th: Invincible Strike
5th: Agonizing Strike, +2 to hit with Unarmed Attacks
6th: Parting Strike
7th: Zen Strike
8th: Adamantinium Strike
9th: +3 to hit with Unarmed Attacks
10th: The One Fist

Continued Monk Training: Disciple of the One Fist levels (hereafter referred to as Disciple levels) are considered Monk levels for the puposes of calculating Unarmed Attack Bonus, Unarmored Speed, Stunning Attacks per day, Unarmed Damage, and Ki Strike.

First Strike: You gain an unnamed bonus to your Initiative equal to your Disciple level. You only gain this benefit when you have no Armor bonus to your AC.

Disarming Assault: You gain an unnamed bonus to hit when executing a Stunning Attack equal to half your Disciple level, rounded down, and the save DC for your Stunning Attacks gains an unnamed bonus equal to half your Disciple level, rounded down. You only gain this benefit when you have no Armor bonus to your AC.

Break Things: If you spend a Full Round Action to use a Strength Check to destroy an object immediately, you may add your Disciple level as a Competence bonus. You only gain this benefit when you have no Armor bonus to your AC.

Reckless Fury: You gain bonus Stunning Attacks per day equal to your Disciple level. This is in addition to the Stunning Attacks you get for Continued Monk Training. You can only use these specific Stunning Attacks when you have no Armor bonus to your AC.

Wild Ki: You no longer add your Wisdom Bonus to AC. Rather, you add it to Initiative and damage rolls for unarmed attacks. You only gain this benefit when you have no Armor or Natural Armor bonus to your AC, but you never gain your AC bonus to Wisdom.

Jackhammer Strikes: There is no longer a limit to how many times you may make a Stunning Attack in a round. You only gain this benefit when you have no Armor bonus to your AC.

Invincible Strike: As a free action, by expending two Stunning Attack charges, you become immune to collateral damage from Unarmed Attacks for one round - I.E., you may make unarmed attacks on creatures such as Fire Elementals or Delvers without suffering any damage. Even creatures that cause damage to armed attackers are no danger to you. This lasts until the
beginning of your next action. You only gain this ability when you have no Armor bonus to your AC.

Agonizing Strike: As a free action, by expending five Stunning Attack attempts, you may make a Stunning Attack that causes double damage and leaves the victim nauseated for one round after they recover from the Stun effect if they fail their Fortitude save. If you have the Pain Touch feat, your victim is Stunned for one round and then Nauseated for two rounds. You only gain this ability when you have no Armor bonus to your AC.

Parting Strike: During a Charge, you may use two Stunning Attack attempts to force someone in your way to one side. If you are Charging and your path will cause you to move through an area occupied by a creature your size or smaller, you may expend a Stunning Attack attempt to make an opposed Strength check (with a +2 bonus) with the creature in your way as a free action. If you succeed, the creature is forced to one side and will gain no Attack of Opportunity against you. You only gain this ability when you have no Armor bonus to your AC.

Zen Strike: As a free action, you may expend two Stunning Attack attempts to increase your Ki Strike ability by one point for 1d4+1 rounds. This abilty stacks with itself. You only gain this ability when you have no Armor bonus to your AC.

Adamantinium Strike: By expending 7 stunning attack attempts, you may make a Stunning Attack as a melee touch attack.

The One Fist: By expending 11 stunning attack attempts, you may make a Stunning Attack at the end of a charge that does quadruple damage, but you are Stunned for a round afterwards whether you hit or not.

An Agonizing Adamantinium Strike costs 12 Stunning Attack attempts.
The One Agonizing Fist costs 16 Stunning Attack attempts.
The One Adamantinium Fist costs 19 Stunning Attack attemps.
The One Adamantinium Agonizing Fist costs 23 Stunning Attack attempts.

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Comments and balance issues? I want to use this in a game soon, so your opinion is important!
 
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This is a very strong class, actually way to good. You give up very little as a monk and gain some abilities that are way too powerful. But I'm not sure anyone would actually become one. Winning a fight without the opponent attacking back even with stunning strike is hard. Unless you have this set up for bullies who all qualify by beating up level one commoners?
 


There is enough magical ways to increase your AC that they should do pretty good there.

Basically, you have an unarmed fighter that's basic stategy is to go first and stunn your opponent.

Why does their Slow Fall continue? I'd get rid of that.

First Strike: The bonus is pretty high. I'd reduce it to just add the level and not twice the level.

Disarming Assualt: Adding the level to attack is too much. I'd just get rid of it since they do have a BAB and get extra bonuses to unarmed strike.

Break Things: Doesn't seem to fit the Class

Reckless Fury: They already get additional stun attacks, do they really need more? How oftern is this used in a day?

Wild Ki: I'd have this as either an attack bonus or damage bonus, but not both.
 

consider taking away some of the abilities you continue to get bonus' from from continuation of monk ability. then taking the class might have some drawbacks.
 


Thanks! This'll come in handy.
Keep in mind, it doesn't matter WHERE the Natural Armor or Armor bonus to AC comes from - Bracers of Armor or an Amulet of Natural Armor will also negate your class abilities.
 

Anabstercorian said:
Thanks! This'll come in handy.
Keep in mind, it doesn't matter WHERE the Natural Armor or Armor bonus to AC comes from - Bracers of Armor or an Amulet of Natural Armor will also negate your class abilities.

You might want to mention the Bracers of Armor thing because Monks can wear them with no penalty.
 


What about monster types taking this class, are the prohibited because they have a racial natural armor bonus? The possible needs to be addressed.
 

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