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Making a slayer into a monk
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<blockquote data-quote="GMforPowergamers" data-source="post: 5575122" data-attributes="member: 67338"><p>I worked on it lasrt night, and I think I have something I am going to let my players play with...</p><p></p><p>[sblock=homebrew]</p><p>Emonk</p><p>CLASS TRAITS </p><p>Role: Striker. </p><p>Power Source: Martial. </p><p>Key Abilities: Dexterity; Wisdom </p><p></p><p>Armor Proficiencies: Cloth, leather.</p><p>Weapon Proficiencies: Club, dagger, monk unarmed strike, quarterstaff, shuriken, sling, spear.</p><p>Implement: Ki Focus</p><p>Bonus to Defense: +1 Fortitude +1 Reflex +1 Will.</p><p></p><p>Hit Points at 1st Level: 12+ Constitution Score.</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per Day: 6+ Constitution Modifier.</p><p></p><p>Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.</p><p>Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).</p><p></p><p>UNARMED COMBATANT</p><p>You can make unarmed attacks with much greater effectiveness than most combatants can. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. </p><p>There are 2 weapons of this type.</p><p> Kick +2 prof 1d10 high crit</p><p> Punch +3 prof 1d6 off hand</p><p>You gain two of the following powers of your choice.</p><p>Acrobat's Trick</p><p>For a brief moment, you move along a wall. The momentum you build translates into a more powerful attack.</p><p>At-Will Martial</p><p>Move Action Personal </p><p>Effect: You move up to your speed -2. During this move, you have a climb speed equal to your speed -2. You also gain a +2 power bonus to your next damage roll with a basic attack during this turn.</p><p>Level 11: +4 power bonus.</p><p>Level 21: +6 power bonus.</p><p></p><p>Ambush Trick</p><p>You dodge and weave, making a feint that causes your foe to turn and lose track of you.</p><p>At-Will Martial</p><p>Move Action Personal </p><p>Effect: You move up to your speed. Until the end of your turn, you gain combat advantage against enemies that are within 5 squares of you when you attack and that have none of their allies adjacent to them.</p><p></p><p>Escape Artist's Trick</p><p>You slip forward to engage your enemy, then spring back and out of its grasp after delivering an attack.</p><p>At-Will Martial</p><p>Move Action Personal </p><p>Effect: You shift up to 2 squares. Once at the end of this turn, you can shift 2 squares as a free action.</p><p></p><p>Feinting Trick</p><p>You slash in one direction, but quickly change the angle of your attack. While your foe reacts to your first move, your true attack slips past its defenses.</p><p>At-Will Martial</p><p>Move Action Personal </p><p>Effect: You move up to your speed. You gain a power bonus to the next damage roll you make this turn with a basic attack for which you do not have combat advantage. The power bonus equals your Charisma modifier.</p><p></p><p>Sneak's Trick</p><p>You fade into the shadows, moving with such precision that you can hide in even the barest scrap of cover.</p><p>At-Will Martial</p><p>Move Action Personal </p><p>Effect: You move up to your speed -2. At the end of this move, you can make a Stealth check to hide if you have any cover or concealment.</p><p></p><p>Tactical Trick</p><p>Your quick assessment of the battlefield shows you both where to step and which enemies are too distracted to defend themselves properly.</p><p>At-Will Martial</p><p>Move Action Personal </p><p>Effect: You move up to your speed, and you do not provoke opportunity attacks when leaving squares adjacent to your allies. Until the end of your turn, you have combat advantage against enemies that have at least one of your allies adjacent to them.</p><p></p><p>Thug's Trick</p><p>With your enemy hemmed in, you keep your blade ready to punish it for any move it makes.</p><p>At-Will Martial</p><p>Move Action Personal </p><p>Effect: You can shift 1 square. Until the end of your next turn, enemies you flank provoke opportunity attacks from you if they shift.</p><p></p><p>Tumbling Trick</p><p>You dodge between your foes, slashing to the right and left with such speed that one attack leads into another.</p><p>At-Will Martial</p><p>Move Action Personal </p><p>Effect: You shift up to 3 squares. The next time you hit an enemy with a melee basic attack this turn, you also deal damage equal to your Strength modifier to a different enemy, which must be adjacent to you.</p><p></p><p>Unbalancing Trick</p><p>You dodge low as you approach an enemy, protecting yourself from attack and setting up a strike to the knee or lower leg.</p><p>At-Will Martial</p><p>Move Action Personal </p><p>Effect: You shift up to 2 squares. The next time you hit an enemy with a melee basic attack this turn, you can knock it prone.</p><p></p><p>SNEAK ATTACK</p><p>When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting combat advantage to you, that enemy takes extra damage based on your level (see the Sneak Attack table). You can deal this extra damage only once per turn.</p><p></p><p>SNEAK ATTACK</p><p>Level Extra Damage</p><p>1–10 1d6</p><p>11–20 2d6</p><p>21–30 3d6</p><p></p><p></p><p>WEAPON FINESSE</p><p>When you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll. In addition, you gain a +2 bonus to damage rolls with off hand weapons.</p><p></p><p>Level 1:</p><p>HEROIC SLAYER</p><p>You gain a bonus to the damage rolls of weapon attacks. The bonus equals your Wisdom modifier.</p><p></p><p>POWER STRIKE</p><p>You gain the power strike power.</p><p>Power Strike</p><p>By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.</p><p>Encounter Martial, Weapon</p><p>No Action Special </p><p>Trigger: You hit an enemy with a basic attack using a weapon.</p><p>Target: The enemy you hit</p><p>Effect: The target takes 1[W] extra damage from the triggering attack.</p><p>Level 17: 2[W] extra damage.</p><p>Level 27: 3[W] extra damage.</p><p>Level 3:</p><p>LEVEL 3 IMPROVED POWER STRIKE</p><p>You gain one more use of power strike per encounter, but you can still use it only once per turn.</p><p>Level 4:</p><p>Combat Style</p><p>Once per encounter you can assume a combat style, allowing you to fight like natures creatures you emulate. Regardless of how many different Styles you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.</p><p>Choose 1 Stlye:</p><p>Bear Style</p><p>You stand toe to toe with your enemies to exchange blows</p><p>Encounter Martial, Stance</p><p>Minor Action Personal </p><p>Effect: You assume a stance, the Bear Style. Until the stance ends, you gain the following benefits.</p><p>* You gain Resist Weapon and Force of half your level.</p><p>* If you are adjacent to only 1 enemy that enemy grants combat advantage to you.</p><p>* You gain a +1d8 power bonus to the damage rolls.</p><p></p><p></p><p>Dancing Serpent Style</p><p>You move like a snake, darting here and there, never remaining within reach of your foe.</p><p>Encounter Martial, Stance</p><p>Minor Action Personal </p><p>Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits.</p><p>* You can take a free action at the end of each of your turns to shift 1 square.</p><p>* When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.</p><p>Level 11: The bonus to the damage roll increases to +2.</p><p>Level 21: The bonus to the damage roll increases to +3.</p><p></p><p>Shark Style</p><p>As you take on the aspect of the shark, the scent of blood drives you into a vicious frenzy.</p><p>Encounter Martial, Stance</p><p>Minor Action Personal </p><p>Effect: You assume a stance, the aspect of the hungry shark. Until the stance ends, you gain the following benefits.</p><p>* When you make a basic attack against a bloodied enemy, you gain a +2 power bonus to the attack roll.</p><p>* You can take a move action to shift up to 3 squares to a square adjacent to a bloodied enemy.</p><p>* You gain a +5 power bonus to Athletics checks made to swim.</p><p></p><p>Jumping Spider Style</p><p>Like a spider, you lie in ambush and wait until your foe comes near before launching your attack.</p><p>Encounter Martial, Stance</p><p>Minor Action Personal </p><p>Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits.</p><p>* You gain a +2 power bonus to Stealth checks.</p><p>* You gain a +5 power bonus to Athletics checks made to jump.</p><p>* You gain a +2 power bonus to the damage rolls of charge attacks.</p><p>Level 11: The bonus to damage rolls increases to +3.</p><p>Level 21: The bonus to damage rolls increases to +4.</p><p></p><p>Pack Wolf Style</p><p>You fight as a member of the pack, turning your allies’ positions to your advantage.</p><p>Encounter Martial, Stance</p><p>Minor Action Personal </p><p>Effect: You assume a stance, the pack wolf. Until the stance ends, you gain the following benefits.</p><p>* You do not provoke opportunity attacks when leaving squares adjacent to your allies.</p><p>* When you make a basic attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll against that enemy. The bonus equals the number of your allies adjacent to the enemy.</p><p>Level 11: The bonus to damage rolls increases to 1 + the number of adjacent allies.</p><p>Level 21: The bonus to damage rolls increases to 2 + the number of adjacent allies.</p><p></p><p>Hunting Cat Style</p><p>You fight with the courage of a lion, taking on a larger foe without a sliver of doubt or fear.</p><p>Encounter Martial, Stance</p><p>Minor Action Personal </p><p>Effect: You assume a stance, the aspect of the regal lion. Until the stance ends, you gain the following benefits.</p><p>* When you make a basic attack against an enemy that is Large or larger, you gain a +2 power bonus to the attack roll.</p><p>* You gain a +2 power bonus to all defenses against such enemies.</p><p></p><p>Soaring Hawk Style</p><p>You move through the battle like a hawk, carefully waiting for the best moment to strike, rising above all barriers that might restrict you.</p><p>Encounter Martial, Stance</p><p>Minor Action Personal </p><p>Effect: You assume a stance of the soaring hawk. Until the stance ends, you gain the following benefits.</p><p>* You gain a +2 power bonus to speed.</p><p>* You ignore the penalty to attack rolls imposed by partial cover and partial concealment, and you take no worse than a -2 penalty to attack rolls against targets that have superior cover or total concealment.</p><p>* You gain a +2 power bonus to Perception checks.</p><p></p><p>Level 7:</p><p>LEVEL 7 EXTRA style or trick of your choice</p><p>Flurry of Blows</p><p>You gain one of the following benefits of your choice.</p><p></p><p>Circle Kick</p><p>When you use power strike with a unarmed kick, you can knock the target prone or push 1.</p><p></p><p>Quick Jab</p><p>When you use power strike with a unarmed punch, all enemies adjacent to you other than the target of power strike suffer damage equal to your wisdom modifier.</p><p>Level 9:</p><p>LEVEL 9</p><p>QUICKNESS OF THOUGHT</p><p>You gain a +2 bonus to speed.</p><p>IMPROVED FINESSE</p><p>The bonus to damage rolls granted by your Weapon Finesse class feature increases to +3.</p><p></p><p>COMBAT READINESS</p><p>You gain a +2 bonus to initiative.</p><p></p><p>Level 13:</p><p>LEVEL 13 IMPROVED POWER STRIKE</p><p>You gain one more use of power strike per encounter, but you can still use it only once per turn.</p><p>Level 15:</p><p>PARAGON FINESSE</p><p>The bonus to damage rolls granted by your Weapon Finesse class feature increases to +4.</p><p></p><p>Level 17:</p><p>LEVEL 17 EXTRA style or trick of your choice</p><p></p><p></p><p>Level 19:</p><p>EVASIVE Power Attack</p><p>After you use Power Strike, you can immediately shift up to 3 squares as a free action.</p><p></p><p>Level 25:</p><p>EPIC FINESSE</p><p>The bonus to damage rolls granted by your Weapon Finesse class feature increases to +5.</p><p>Level 26:</p><p>EXTRA style or trick of your choice</p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 5575122, member: 67338"] I worked on it lasrt night, and I think I have something I am going to let my players play with... [sblock=homebrew] Emonk CLASS TRAITS Role: Striker. Power Source: Martial. Key Abilities: Dexterity; Wisdom Armor Proficiencies: Cloth, leather. Weapon Proficiencies: Club, dagger, monk unarmed strike, quarterstaff, shuriken, sling, spear. Implement: Ki Focus Bonus to Defense: +1 Fortitude +1 Reflex +1 Will. Hit Points at 1st Level: 12+ Constitution Score. Hit Points per Level Gained: 5 Healing Surges per Day: 6+ Constitution Modifier. Trained Skills: From the class skills list below, choose 4 trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex). UNARMED COMBATANT You can make unarmed attacks with much greater effectiveness than most combatants can. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. There are 2 weapons of this type. Kick +2 prof 1d10 high crit Punch +3 prof 1d6 off hand You gain two of the following powers of your choice. Acrobat's Trick For a brief moment, you move along a wall. The momentum you build translates into a more powerful attack. At-Will Martial Move Action Personal Effect: You move up to your speed -2. During this move, you have a climb speed equal to your speed -2. You also gain a +2 power bonus to your next damage roll with a basic attack during this turn. Level 11: +4 power bonus. Level 21: +6 power bonus. Ambush Trick You dodge and weave, making a feint that causes your foe to turn and lose track of you. At-Will Martial Move Action Personal Effect: You move up to your speed. Until the end of your turn, you gain combat advantage against enemies that are within 5 squares of you when you attack and that have none of their allies adjacent to them. Escape Artist's Trick You slip forward to engage your enemy, then spring back and out of its grasp after delivering an attack. At-Will Martial Move Action Personal Effect: You shift up to 2 squares. Once at the end of this turn, you can shift 2 squares as a free action. Feinting Trick You slash in one direction, but quickly change the angle of your attack. While your foe reacts to your first move, your true attack slips past its defenses. At-Will Martial Move Action Personal Effect: You move up to your speed. You gain a power bonus to the next damage roll you make this turn with a basic attack for which you do not have combat advantage. The power bonus equals your Charisma modifier. Sneak's Trick You fade into the shadows, moving with such precision that you can hide in even the barest scrap of cover. At-Will Martial Move Action Personal Effect: You move up to your speed -2. At the end of this move, you can make a Stealth check to hide if you have any cover or concealment. Tactical Trick Your quick assessment of the battlefield shows you both where to step and which enemies are too distracted to defend themselves properly. At-Will Martial Move Action Personal Effect: You move up to your speed, and you do not provoke opportunity attacks when leaving squares adjacent to your allies. Until the end of your turn, you have combat advantage against enemies that have at least one of your allies adjacent to them. Thug's Trick With your enemy hemmed in, you keep your blade ready to punish it for any move it makes. At-Will Martial Move Action Personal Effect: You can shift 1 square. Until the end of your next turn, enemies you flank provoke opportunity attacks from you if they shift. Tumbling Trick You dodge between your foes, slashing to the right and left with such speed that one attack leads into another. At-Will Martial Move Action Personal Effect: You shift up to 3 squares. The next time you hit an enemy with a melee basic attack this turn, you also deal damage equal to your Strength modifier to a different enemy, which must be adjacent to you. Unbalancing Trick You dodge low as you approach an enemy, protecting yourself from attack and setting up a strike to the knee or lower leg. At-Will Martial Move Action Personal Effect: You shift up to 2 squares. The next time you hit an enemy with a melee basic attack this turn, you can knock it prone. SNEAK ATTACK When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting combat advantage to you, that enemy takes extra damage based on your level (see the Sneak Attack table). You can deal this extra damage only once per turn. SNEAK ATTACK Level Extra Damage 1–10 1d6 11–20 2d6 21–30 3d6 WEAPON FINESSE When you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll. In addition, you gain a +2 bonus to damage rolls with off hand weapons. Level 1: HEROIC SLAYER You gain a bonus to the damage rolls of weapon attacks. The bonus equals your Wisdom modifier. POWER STRIKE You gain the power strike power. Power Strike By pushing yourself beyond your normal limits, you unleash your full wrath against a foe. Encounter Martial, Weapon No Action Special Trigger: You hit an enemy with a basic attack using a weapon. Target: The enemy you hit Effect: The target takes 1[W] extra damage from the triggering attack. Level 17: 2[W] extra damage. Level 27: 3[W] extra damage. Level 3: LEVEL 3 IMPROVED POWER STRIKE You gain one more use of power strike per encounter, but you can still use it only once per turn. Level 4: Combat Style Once per encounter you can assume a combat style, allowing you to fight like natures creatures you emulate. Regardless of how many different Styles you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers. Choose 1 Stlye: Bear Style You stand toe to toe with your enemies to exchange blows Encounter Martial, Stance Minor Action Personal Effect: You assume a stance, the Bear Style. Until the stance ends, you gain the following benefits. * You gain Resist Weapon and Force of half your level. * If you are adjacent to only 1 enemy that enemy grants combat advantage to you. * You gain a +1d8 power bonus to the damage rolls. Dancing Serpent Style You move like a snake, darting here and there, never remaining within reach of your foe. Encounter Martial, Stance Minor Action Personal Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits. * You can take a free action at the end of each of your turns to shift 1 square. * When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll. Level 11: The bonus to the damage roll increases to +2. Level 21: The bonus to the damage roll increases to +3. Shark Style As you take on the aspect of the shark, the scent of blood drives you into a vicious frenzy. Encounter Martial, Stance Minor Action Personal Effect: You assume a stance, the aspect of the hungry shark. Until the stance ends, you gain the following benefits. * When you make a basic attack against a bloodied enemy, you gain a +2 power bonus to the attack roll. * You can take a move action to shift up to 3 squares to a square adjacent to a bloodied enemy. * You gain a +5 power bonus to Athletics checks made to swim. Jumping Spider Style Like a spider, you lie in ambush and wait until your foe comes near before launching your attack. Encounter Martial, Stance Minor Action Personal Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits. * You gain a +2 power bonus to Stealth checks. * You gain a +5 power bonus to Athletics checks made to jump. * You gain a +2 power bonus to the damage rolls of charge attacks. Level 11: The bonus to damage rolls increases to +3. Level 21: The bonus to damage rolls increases to +4. Pack Wolf Style You fight as a member of the pack, turning your allies’ positions to your advantage. Encounter Martial, Stance Minor Action Personal Effect: You assume a stance, the pack wolf. Until the stance ends, you gain the following benefits. * You do not provoke opportunity attacks when leaving squares adjacent to your allies. * When you make a basic attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll against that enemy. The bonus equals the number of your allies adjacent to the enemy. Level 11: The bonus to damage rolls increases to 1 + the number of adjacent allies. Level 21: The bonus to damage rolls increases to 2 + the number of adjacent allies. Hunting Cat Style You fight with the courage of a lion, taking on a larger foe without a sliver of doubt or fear. Encounter Martial, Stance Minor Action Personal Effect: You assume a stance, the aspect of the regal lion. Until the stance ends, you gain the following benefits. * When you make a basic attack against an enemy that is Large or larger, you gain a +2 power bonus to the attack roll. * You gain a +2 power bonus to all defenses against such enemies. Soaring Hawk Style You move through the battle like a hawk, carefully waiting for the best moment to strike, rising above all barriers that might restrict you. Encounter Martial, Stance Minor Action Personal Effect: You assume a stance of the soaring hawk. Until the stance ends, you gain the following benefits. * You gain a +2 power bonus to speed. * You ignore the penalty to attack rolls imposed by partial cover and partial concealment, and you take no worse than a -2 penalty to attack rolls against targets that have superior cover or total concealment. * You gain a +2 power bonus to Perception checks. Level 7: LEVEL 7 EXTRA style or trick of your choice Flurry of Blows You gain one of the following benefits of your choice. Circle Kick When you use power strike with a unarmed kick, you can knock the target prone or push 1. Quick Jab When you use power strike with a unarmed punch, all enemies adjacent to you other than the target of power strike suffer damage equal to your wisdom modifier. Level 9: LEVEL 9 QUICKNESS OF THOUGHT You gain a +2 bonus to speed. IMPROVED FINESSE The bonus to damage rolls granted by your Weapon Finesse class feature increases to +3. COMBAT READINESS You gain a +2 bonus to initiative. Level 13: LEVEL 13 IMPROVED POWER STRIKE You gain one more use of power strike per encounter, but you can still use it only once per turn. Level 15: PARAGON FINESSE The bonus to damage rolls granted by your Weapon Finesse class feature increases to +4. Level 17: LEVEL 17 EXTRA style or trick of your choice Level 19: EVASIVE Power Attack After you use Power Strike, you can immediately shift up to 3 squares as a free action. Level 25: EPIC FINESSE The bonus to damage rolls granted by your Weapon Finesse class feature increases to +5. Level 26: EXTRA style or trick of your choice [/sblock] [/QUOTE]
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