Quip
First Post
Well, I'm back after a month long hiatus, and I bring with me two of my latest creations: a much improved version of an old Fighter/Monk PrC I did, and a brand new wind-themed Monk/Rogue PrC.
Let me know what you think!
*Edit* OK, these should be my final changes to these classes. Majorly revised the DoW, movement abilities are more wuxia like and wind strike is stronger.
Disciple of Might
Alignment: Any.
Hit Die: d10.
Requirements:
To qualify to become an disciple of might, a character must fulfill all the following criteria.
Feats: Weapon Focus (Unarmed), Weapon Specialization (Unarmed)
Special: Ki Strike (Magic)
Class Skills:
The disciple of might’s class skills (and the key ability for each skill) are Balance (Str), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Listen (Dex), Jump (Str), Profession (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points per Level: 2 + Int modifier.
BAB: Best
Fort: Good
Ref: Poor
Will: Poor
Benefits per level
1st Unarmed Strike
2nd Ki Strike (Silver)
3rd Armored Flurry
4th Greater Weapon Focus (Unarmed)
5th Ki Strike (Cold Iron)
6th Armored Swiftness
7th Greater Weapon Specialization (Unarmed)
8th Ki Strike (Adamantine)
9th Armored Awareness
10th Ki Strike (Alignment)
Class Features
All of the following are class features of the disciple of might.
Weapon and Armor Proficiency: A disciple of might gains no weapon or armor proficiencies.
Unarmed Strike: The disciple of might treats his class levels as if they were monk levels in regards to his progression of increased unarmed damage.
Ki Strike: At 2nd level, a disciple of might's Ki strike improves so that his unarmed attacks are treated as silver weapons for the purpose of dealing damage to creatures with damage reduction. At 5th level, his unarmed attacks are also treated as cold iron weapons for the purpose of dealing damage to creatures with damage reduction. At 8th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and for bypassing hardness. At 10th level the disciple of might's unarmed strikes bypass all damage reduction based on alignment.
Armored Flurry: At 3rd level the disciple of might gains the ability to use their flurry of blows ability while wearing armor.
Greater Weapon Focus (Unarmed): At 4th level the disciple of might gains Greater Weapon Focus (Unarmed) as a bonus feat, without needing to meet the fighter level prerequisite.
Armored Swiftness: At 6th level the disciple of might gains the ability to use their increased speed and slow fall abilities while wearing armor.
Greater Weapon Specialization: At 7th level the disciple of might gains Greater Weapon Specialization (Unarmed) as a bonus feat, without needing to meet the fighter level prerequisite.
Armored Awareness: At 9th level the disciple of might gains the ability to use their monks wisdom-based AC bonus while wearing armor.
Disciple of Wind
Alignment: Any.
Hit Die: d6.
Requirements
To qualify to become an disciple of wind, a character must fulfill all the following criteria.
Skills: Jump, Balance, Move Silently 10+ Ranks
Feats: Stunning Fist, Weapon Finesse, Run
Special: Evasion, Sneak Attack +2d6, Slow Fall 20 ft.
Class Skills
The disciple of wind’s class skills (and the key ability for each skill) are Balance (Str), Climb (Str), Concentration (Con), Craft (Int), Ecape Artist, Hide (Dex), Jump (Str), Listen (Dex), Jump (Str), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points per Level: 6 + Int modifier.
BAB: Good
Fort: Poor
Ref: Good
Will: Poor
Benefits per level
1st Monk Abilities, Wind Strike (Attack)
2nd Improved Evasion, Wind's Embrace (Slow Fall)
3rd Sneak Attack +1d6
4th Wind Strike (Stun)
5th Wind's Embrace (Light Step)
6th Sneak Attack +2d6
7th Wind Strike (Disrupt)
8th Wind's Embrace (Weightless)
9th Sneak Attack +3d6
10th Wind Strike (Wave)
Class Features
All of the following are class features of the disciple of wind.
Weapon and Armor Proficiency: A disciple of wind gains no weapon or armor proficiencies.
Monk Abilities: A disciple of wind treats her levels as if they were monk levels in regards to her progression of flurry of blows, AC bonus, increased speed, and slow fall abilities. Each level of this class also increases her uses of the stunning fist ability by one.
Wind Strike: Starting at 1st level, a disciple of wind learns to create a shockwave of energy through the air to attack opponents. This is effectively a ranged unarmed attack action, with a range of 15ft. Each use of this ability costs one daily use of her stunning fist ability.
At 4th level this ability improves, allowing a disiple of wind to create a shockwave that automatically affects a target with stunning fist up to 15 ft away, without the need of an attack roll. The fort save to resist is the same as a normal stunning blow attempt. This form of wind strike costs 3 uses of stunning fist to use.
At 7th level the disciple of wind can create a more powerful version of her ranged stun ability, that damages its target with disruptive forces. If the target fails its saving throw against the stunning fist effect, it also suffers sneak attack damage. This form of wind strike costs 5 uses of stunning fist to use.
At 10th level the disciple of wind can create a wave that can disrupt multiple targets. A creatures within a 15ft cone must make a fort save as if against sunning fist, those who fail are affected by both the stun effect and are dealt sneak attack damage.
Improved Evasion: At 2nd level, a disciple of wind’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless disciple of wind does not gain the benefit of improved evasion.
Wind's Embrace: A disciple of wind can catch onto the wind, granting her special abilities. At 2nd level she can use the wind to slow her decent, allowing her slow fall ability to work even when no wall is present.
At 5th level the disciple of wind can move with only lightly touching the ground, spending half the time gliding through the air. Travelling this way allows her to ignore movement penalties due to enviornment, provides a +5 bonus to jump, balance and move silently checks, and adds +5 DC to any attempts to track her.
At 8th level disciple of wind can move while hardly ever actually touching the ground, and when she does she need not exert any weight. Moveing this way does not trigger pressure sensitive traps, and can tread accross any physical surface, even water. Bonuses to skills increase to +10, and attempts to track her increase to +10 DC.
Winds embrace functions with the same restrictions as evasion.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every third level (3rd, 6th, and 9th). If a disciple of wind gets a sneak attack bonus from another source the bonuses on damage stack.
Let me know what you think!
*Edit* OK, these should be my final changes to these classes. Majorly revised the DoW, movement abilities are more wuxia like and wind strike is stronger.
Disciple of Might
Alignment: Any.
Hit Die: d10.
Requirements:
To qualify to become an disciple of might, a character must fulfill all the following criteria.
Feats: Weapon Focus (Unarmed), Weapon Specialization (Unarmed)
Special: Ki Strike (Magic)
Class Skills:
The disciple of might’s class skills (and the key ability for each skill) are Balance (Str), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Listen (Dex), Jump (Str), Profession (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points per Level: 2 + Int modifier.
BAB: Best
Fort: Good
Ref: Poor
Will: Poor
Benefits per level
1st Unarmed Strike
2nd Ki Strike (Silver)
3rd Armored Flurry
4th Greater Weapon Focus (Unarmed)
5th Ki Strike (Cold Iron)
6th Armored Swiftness
7th Greater Weapon Specialization (Unarmed)
8th Ki Strike (Adamantine)
9th Armored Awareness
10th Ki Strike (Alignment)
Class Features
All of the following are class features of the disciple of might.
Weapon and Armor Proficiency: A disciple of might gains no weapon or armor proficiencies.
Unarmed Strike: The disciple of might treats his class levels as if they were monk levels in regards to his progression of increased unarmed damage.
Ki Strike: At 2nd level, a disciple of might's Ki strike improves so that his unarmed attacks are treated as silver weapons for the purpose of dealing damage to creatures with damage reduction. At 5th level, his unarmed attacks are also treated as cold iron weapons for the purpose of dealing damage to creatures with damage reduction. At 8th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and for bypassing hardness. At 10th level the disciple of might's unarmed strikes bypass all damage reduction based on alignment.
Armored Flurry: At 3rd level the disciple of might gains the ability to use their flurry of blows ability while wearing armor.
Greater Weapon Focus (Unarmed): At 4th level the disciple of might gains Greater Weapon Focus (Unarmed) as a bonus feat, without needing to meet the fighter level prerequisite.
Armored Swiftness: At 6th level the disciple of might gains the ability to use their increased speed and slow fall abilities while wearing armor.
Greater Weapon Specialization: At 7th level the disciple of might gains Greater Weapon Specialization (Unarmed) as a bonus feat, without needing to meet the fighter level prerequisite.
Armored Awareness: At 9th level the disciple of might gains the ability to use their monks wisdom-based AC bonus while wearing armor.
Disciple of Wind
Alignment: Any.
Hit Die: d6.
Requirements
To qualify to become an disciple of wind, a character must fulfill all the following criteria.
Skills: Jump, Balance, Move Silently 10+ Ranks
Feats: Stunning Fist, Weapon Finesse, Run
Special: Evasion, Sneak Attack +2d6, Slow Fall 20 ft.
Class Skills
The disciple of wind’s class skills (and the key ability for each skill) are Balance (Str), Climb (Str), Concentration (Con), Craft (Int), Ecape Artist, Hide (Dex), Jump (Str), Listen (Dex), Jump (Str), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points per Level: 6 + Int modifier.
BAB: Good
Fort: Poor
Ref: Good
Will: Poor
Benefits per level
1st Monk Abilities, Wind Strike (Attack)
2nd Improved Evasion, Wind's Embrace (Slow Fall)
3rd Sneak Attack +1d6
4th Wind Strike (Stun)
5th Wind's Embrace (Light Step)
6th Sneak Attack +2d6
7th Wind Strike (Disrupt)
8th Wind's Embrace (Weightless)
9th Sneak Attack +3d6
10th Wind Strike (Wave)
Class Features
All of the following are class features of the disciple of wind.
Weapon and Armor Proficiency: A disciple of wind gains no weapon or armor proficiencies.
Monk Abilities: A disciple of wind treats her levels as if they were monk levels in regards to her progression of flurry of blows, AC bonus, increased speed, and slow fall abilities. Each level of this class also increases her uses of the stunning fist ability by one.
Wind Strike: Starting at 1st level, a disciple of wind learns to create a shockwave of energy through the air to attack opponents. This is effectively a ranged unarmed attack action, with a range of 15ft. Each use of this ability costs one daily use of her stunning fist ability.
At 4th level this ability improves, allowing a disiple of wind to create a shockwave that automatically affects a target with stunning fist up to 15 ft away, without the need of an attack roll. The fort save to resist is the same as a normal stunning blow attempt. This form of wind strike costs 3 uses of stunning fist to use.
At 7th level the disciple of wind can create a more powerful version of her ranged stun ability, that damages its target with disruptive forces. If the target fails its saving throw against the stunning fist effect, it also suffers sneak attack damage. This form of wind strike costs 5 uses of stunning fist to use.
At 10th level the disciple of wind can create a wave that can disrupt multiple targets. A creatures within a 15ft cone must make a fort save as if against sunning fist, those who fail are affected by both the stun effect and are dealt sneak attack damage.
Improved Evasion: At 2nd level, a disciple of wind’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless disciple of wind does not gain the benefit of improved evasion.
Wind's Embrace: A disciple of wind can catch onto the wind, granting her special abilities. At 2nd level she can use the wind to slow her decent, allowing her slow fall ability to work even when no wall is present.
At 5th level the disciple of wind can move with only lightly touching the ground, spending half the time gliding through the air. Travelling this way allows her to ignore movement penalties due to enviornment, provides a +5 bonus to jump, balance and move silently checks, and adds +5 DC to any attempts to track her.
At 8th level disciple of wind can move while hardly ever actually touching the ground, and when she does she need not exert any weight. Moveing this way does not trigger pressure sensitive traps, and can tread accross any physical surface, even water. Bonuses to skills increase to +10, and attempts to track her increase to +10 DC.
Winds embrace functions with the same restrictions as evasion.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every third level (3rd, 6th, and 9th). If a disciple of wind gets a sneak attack bonus from another source the bonuses on damage stack.
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