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Humble Acolyte of Discipline
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<blockquote data-quote="the Jester" data-source="post: 3297207" data-attributes="member: 1210"><p>I wrote this to synergize the monk and paladin, and I posted it but the Great Crash ate it.</p><p></p><p>So here it is again! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Any feedback is welcome; I have not yet seen it in play.</p><p></p><p><strong>HUMBLE ACOLYTE OF DISCIPLINE</strong></p><p> </p><p>A natural synergy exists between two of the most difficult paths: that of the paladin and that of the monk. Though few are capable of walking the humble path of discipline, as the humble acolytes term it, those that can manage to achieve remarkable levels of enlightenment.</p><p></p><p>Almost all humble acolytes of discipline are monk/paladins. Few other creatures can qualify for the class.</p><p></p><p><strong>Hit Dice:</strong> d8</p><p><strong>Prerequisites:</strong> Knowledge (religion) 13 ranks. Iron Will. Ki strike, turn undead and divine grace class abilities. Must be lawful good. </p><p></p><p><strong>Class Skills:</strong> Balance (dex), Climb (str), Concentration (con), Diplomacy (cha), Escape Artist (dex), Handle Animal (cha), Heal (wis), Jump (str), Knowledge (religion) (int), Ride (dex), Sense Motive (wis), Swim (str), Tumble (dex). Skill points per level: 2 + int bonus.</p><p> </p><p><strong>Base Attack:</strong> Good (as paladin)</p><p><strong>Good Saves:</strong> Fort and Will</p><p><strong>Poor Saves:</strong> Ref</p><p></p><p><strong>Level-- Special Abilities</strong></p><p>1-- Monk abilities, paladin abilities, path of humble discipline</p><p>2-- Improved turning 1/day, ki strike (good)</p><p>3-- Damage reduction 5/chaotic or evil</p><p>4-- Positive strike</p><p>5-- Ki strike (lawful), radiance</p><p>6-- Improved turning 2/day</p><p>7-- Damage reduction 10/chaotic or evil</p><p>8-- Ki strike (adamantine)</p><p>9-- Improved turning 3/day</p><p>10-- Damage reduction 10/chaotic and evil, strike of the sun</p><p></p><p><strong>CLASS FEATURES</strong></p><p><strong>Weapon and Armor Proficiencies:</strong> A humble acolyte of discipline gains no new weapon or armor proficiencies.</p><p> </p><p><strong>Monk Abilities:</strong> A humble acolyte of discipline’s monk levels stack with her humble acolyte levels for purposes of her monk AC bonus, unarmed strike damage and speed bonus.</p><p> </p><p><strong>Paladin Abilities:</strong> A humble acolyte of discipline’s paladin levels stack with her humble acolyte levels for purposes of her lay on hands and smite evil abilities.</p><p> </p><p><strong>Path of Humble Discipline: </strong>A humble acolyte of discipline may continue taking monk and paladin levels as long as she does not take any further levels in classes other than monk, paladin or humble acolyte of discipline (except those classes that themselves allow further advancement as a monk or paladin).</p><p> </p><p><strong>Improved Turning (Su):</strong> The humble acolyte can channel positive energy to great effect. Beginning once per day at 2nd level, a humble acolyte can turn undead using his combined monk, paladin and humble acolyte levels as her turning level.</p><p><strong> </strong></p><p><strong>Ki Strike (Su):</strong> Much like a monk, a humble acolyte learns to strike with more and more spiritual power.</p><p></p><p><strong>Damage Reduction (Su):</strong> The humble acolyte can shrug off punishment from most worldly sources. Only the most powerful evil or chaotic creatures can easily harm her.</p><p></p><p><strong>Positive Strike (Su): </strong>3/day the humble acolyte can charge a single unarmed strike with positive energy, dealing an extra 3d6 points of positive energy damage to a struck undead creature and forcing it to make a Fort save (DC 18 + wis bonus) or behave as if stunned for 1 round. The humble acolyte must activate this ability before rolling to hit, and activating it is a swift action.</p><p></p><p><strong>Radiance (Su):</strong> At will, a humble acolyte can cause himself to give off as much radiance as a continual flame spell.</p><p></p><p><strong>Strike of the Sun (Su):</strong> 3/day the humble acolyte can charge a single unarmed strike with positive energy and heaven’s fire. If the blow hits, it deals an extra 6d6 points of divine damage. Against chaotic or evil outsiders the blow deals an extra 10d6 points of damage. If it strikes an undead creature, the victim must make a Fort save (DC 20 + wis bonus) or be destroyed.</p></blockquote><p></p>
[QUOTE="the Jester, post: 3297207, member: 1210"] I wrote this to synergize the monk and paladin, and I posted it but the Great Crash ate it. So here it is again! :D Any feedback is welcome; I have not yet seen it in play. [B]HUMBLE ACOLYTE OF DISCIPLINE[/B] A natural synergy exists between two of the most difficult paths: that of the paladin and that of the monk. Though few are capable of walking the humble path of discipline, as the humble acolytes term it, those that can manage to achieve remarkable levels of enlightenment. Almost all humble acolytes of discipline are monk/paladins. Few other creatures can qualify for the class. [B]Hit Dice:[/B] d8 [B]Prerequisites:[/B] Knowledge (religion) 13 ranks. Iron Will. Ki strike, turn undead and divine grace class abilities. Must be lawful good. [B]Class Skills:[/B] Balance (dex), Climb (str), Concentration (con), Diplomacy (cha), Escape Artist (dex), Handle Animal (cha), Heal (wis), Jump (str), Knowledge (religion) (int), Ride (dex), Sense Motive (wis), Swim (str), Tumble (dex). Skill points per level: 2 + int bonus. [B]Base Attack:[/B] Good (as paladin) [B]Good Saves:[/B] Fort and Will [B]Poor Saves:[/B] Ref [B]Level-- Special Abilities[/B] 1-- Monk abilities, paladin abilities, path of humble discipline 2-- Improved turning 1/day, ki strike (good) 3-- Damage reduction 5/chaotic or evil 4-- Positive strike 5-- Ki strike (lawful), radiance 6-- Improved turning 2/day 7-- Damage reduction 10/chaotic or evil 8-- Ki strike (adamantine) 9-- Improved turning 3/day 10-- Damage reduction 10/chaotic and evil, strike of the sun [B]CLASS FEATURES Weapon and Armor Proficiencies:[/B] A humble acolyte of discipline gains no new weapon or armor proficiencies. [B]Monk Abilities:[/B] A humble acolyte of discipline’s monk levels stack with her humble acolyte levels for purposes of her monk AC bonus, unarmed strike damage and speed bonus. [B]Paladin Abilities:[/B] A humble acolyte of discipline’s paladin levels stack with her humble acolyte levels for purposes of her lay on hands and smite evil abilities. [B]Path of Humble Discipline: [/B]A humble acolyte of discipline may continue taking monk and paladin levels as long as she does not take any further levels in classes other than monk, paladin or humble acolyte of discipline (except those classes that themselves allow further advancement as a monk or paladin). [B]Improved Turning (Su):[/B] The humble acolyte can channel positive energy to great effect. Beginning once per day at 2nd level, a humble acolyte can turn undead using his combined monk, paladin and humble acolyte levels as her turning level. [B] Ki Strike (Su):[/B] Much like a monk, a humble acolyte learns to strike with more and more spiritual power. [B]Damage Reduction (Su):[/B] The humble acolyte can shrug off punishment from most worldly sources. Only the most powerful evil or chaotic creatures can easily harm her. [B]Positive Strike (Su): [/B]3/day the humble acolyte can charge a single unarmed strike with positive energy, dealing an extra 3d6 points of positive energy damage to a struck undead creature and forcing it to make a Fort save (DC 18 + wis bonus) or behave as if stunned for 1 round. The humble acolyte must activate this ability before rolling to hit, and activating it is a swift action. [B]Radiance (Su):[/B] At will, a humble acolyte can cause himself to give off as much radiance as a continual flame spell. [B]Strike of the Sun (Su):[/B] 3/day the humble acolyte can charge a single unarmed strike with positive energy and heaven’s fire. If the blow hits, it deals an extra 6d6 points of divine damage. Against chaotic or evil outsiders the blow deals an extra 10d6 points of damage. If it strikes an undead creature, the victim must make a Fort save (DC 20 + wis bonus) or be destroyed. [/QUOTE]
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