A caveat: none of this has been playtested so it may be grossly unbalanced (I don't have a copy of
Enemies and Allies at home to compare this with Ember).
Monk of the Order of the Air Dragon
Class Skills: The Air Dragon Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Speak Languages (exclusive), Swim (Str), and Tumble (Dex).
Weapon and Armor Proficiency: Air Dragon Monks are proficient with only a handful of weapons and and with the chakram whose use is part of their training. The full list includes club, dagger, quarterstaff, sling, and chakram (they may use their unarmed base attack bonus when using this weapon). They are also proficient in the use of light armor but not shields.
(Apologies to those who use Internet Explorer, the table looks fine in Opera)
Code:
TABLE: Air Monk
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 0 +2 +2 +2 Unarmed Strike, Air Anima
2 +1 +3 +3 +3 Spirit Sight
3 +2 +3 +3 +3 Spirit Walking
4 +3 +4 +4 +4 Sight from the Clouds
5 +3 +4 +4 +4 Speed of the Wind
6 +4 +5 +5 +5 Breath-Stealing Strike
7 +5 +5 +5 +5 Shroud of Fog
8 +6/+1 +6 +6 +6 Air Dragon Form
9 +6/+1 +6 +6 +6 Way of the Cloudwalker
10 +7/+2 +7 +7 +7 Ki strike (+1)
11 +8/+3 +7 +7 +7 Tornado Speed Strikes
12 +9/+4 +8 +8 +8 Thunderclap Kata
13 +9/+4 +8 +8 +8 Ki strike (+2)
14 +10/+5 +9 +9 +9 Terrible Gust Strike
15 +11/+6/+1 +9 +9 +9 Lightning Arc Style
16 +12/+7/+2 +10 +10 +10 Ki strike (+3)
17 +12/+7/+2 +10 +10 +10 Timeless body
18 +13/+8/+3 +11 +11 +11 Savage Blast of Wind
19 +14/+9/+4 +11 +11 +11 Hurricane Combat Technique
20 +15/+10/+5 +12 +12 +12 Elemental Self
Unnarmed Strike functions like the
PHB Monk's ability, including the Unnarmed base attack bonus with iterative attacks every 3 points instead of every five.
Ki abilities
Name (Ki Cost, Type of Action, Duration)
Air Anima (Su) (3 ki, Free Action, 3 + Wis modifier rounds): The Monk attunes himself to nearby winds, for the duration he may triple his jumping distance and takes no damage from falls.
Ethereal Sight (Su) (5 ki, Free Action, 3 + Wis modifier rounds): Can see ethereal beings, -2 penalty to all rolls regarding the corporeal world while doing so.
Ethereal Walking (Su) (3 ki, Full round Action, 3 + Wis modifier rounds): Ghost Touch, negates penalty from Spirit Sight. This ability can be performed a maximum of Wis Mod times per day.
Sight from the Clouds (Ex) (3 ki, Full round Action, 3 + Wis modifier rounds): While using this power the character can no longer be surprised or ambushed (though he can still be flanked). Outside of combat this supernatural sight also adds a competence bonus to all Listen, Search, and Spot checks of +6 at levels 1-4, +8 at levels 5-12, and +10 at level 13th or higher.
Speed of the Wind (Ex) (2 ki, Free Action, 5 rounds): Add +5 to the characters initiative total.
Breath-Stealing Strike (Ex) (4 ki, Full round Action, 5 rounds): Make a normal attack, instead of doing damage the target must make a Fortitude save (DC = 10 + Monk's Str Mod) or suffer a -2 penalty to all rolls as the target chokes. The effects of this power are cumulative. If the target's imparment from this power ever equals four times its Con modifier, the target is rendered unconscious (0 hp, treat this as subdual damage). This ability only works on creatures that need to breath to survive.
Constructs, Undeads, Incorporeal beings, and other beings without the need to breath are immune to the effects of this power.
Shroud of Fog (Su) (4 ki, Full round Action , 5 rounds): The Air itself wraps around the Monk rendering him invisible. For the duration treat the character as if he were under the effects of an
improved invisibility spell.
Air Dragon Form (Ex) (5 ki, Full round Action, 5 rounds): By performing a quick kata, the Monk attunes himself to the essence of Air; for the duration he gains a +5 bonus to Armor Class and all ranged attacks.
Way of the Cloudwalker (Ex) (3 ki, Free Action, 5 rounds): The Monk becomes as agile as the wind itself. For the duration of this ability the Monk's movement rate and jumping distance is doubled. Also the Monk need not set foot on solid ground to continue moving (he can walk or run over water, quicksand, or run atop small branches). The character may end his turn on a non-solid surface as long as he keeps moving on the next round.
Tornado Speed Strikes (Ex) (4 ki per attack, Free Action, Instantaneous): By tapping the powerful force of tornadoes the Monk gains extra attacks at his highest bonus. Each 4 ki spent grants an extra attack on the round this ability is used, to a maximum of five extra attacks.
Thunderclap Kata (Su) (5 ki, Full round Action, Instantaneous): After centering himself the Monk is able to bring his hands together causing a thunderous clap that can stun and deafen those who hear it. All creatures within 50 ft. of the Monk must succeed at a Reflex save (DC 15 + half the Monk's class level + Monk's Wis Mod). Those who succeed manage to cover their ears on time, losing only any further actions for the turn. Those who fail suffer sonic damage as if the Monk had struck them (Incorporeal and Ethereal beings suffer twice the normal amount), they are also deafened for 5 rounds and suffer a -10 penalty to all actions as a result of the disorientation. The Monk is immune to his own Thunderclap, he may also spend 1 ki per being he wishes to insulate from its effects, altough he can not insulate Incorporeal or Ethereal beings.
Terrible Gust Strike (Su) (3 ki, Standard Action, Instantaneous): The character infuses an attack with the power of the wind. Any target struck by this attack is blown 50 feet away from the Monk, unless it succeeds at a Balance check DC 5. Every point by which the target succeeds reduces the distance the target is blown away by 1 foot.
Lightning Arc Style (Su) (4 ki and 15 hp, Full round Action, 5 rounds): The character turns part of his own being into raging electric arcs that flicker and jump around his body. For the duration of this ability the Monk may attack any creature within 50 feet with these arcs as if he were attacking them in hand-to-hand combat. Each arc deals 10 + Str Mod hp of electric damage to the target.
Savage Blast of Wind (Su) (5 motes, Full round Action, Instantaneous): The Monk creates a blast of wind in a 60 ft. long cone. Anyone in the area of the Savage Blast must make a Reflex save (DC 15 + half the Monk's class level + Monk's Wis Mod) or be knocked down, and a Will save (same DC) or be stunned for 1 round.
The Monk may also choose to focus the effect on a single target whithin 50 feet. The target suffers damage as if he had been struck by the Monk, and the DC for the Reflex and Will saves increases to 25 + half the Monk's class level + Monk's Wis Mod.
Hurricane Combat Technique (Su) (10 ki and 15 hp per round, Free Action, 6 rounds): While using this ability the Monk gains a +6 bonus to his initiative and AC, and triples his movement rate and doubles his Jump distance. This power also grants the Monk 3 extra unarmed or range attacks per round at his highest attack bonus. The hp cost of this power is not paid until the ability expires. The ability may be ended prematurely by the Monk at the end of any round. Obviously, care should be taken when invoking this ability, particularly if the character is all ready wounded.
Elemental Self: The Monk's type changes to Elemental (Air, Lawful), and he gains Darkvision 60 ft. and DR 10/+2. A successful Spot check (DC 15) is needed to acertain that the Monk is no longer a normal member of his species.