Monk PrC

Technik4

First Post
This class is loosely based off of the Arcane Archer. I was also going for a less physical monk, this one is a political player with Bluff, Disguise, Sense Motive, and of course Diplomacy on his list. He doesnt have some of the more physical monk skills. This is the monk you just thought was a beggar or farmer, until he opened up a can.

Listralan ***** (can't think of a good name)
based on Monk/Sorceror (with entry similar to arcane archer, ie-minimal magic), possible combinations with monk/wizard, monk/magi, or something in between.

Requirements:
BAB: +5
Feats: Weapon Focus - Unarmed Strike, Stunning Fist, Fists of Iron
Spellcasting: Ability to cast 1st-level arcane spells.

HD: D8
BAB: as monk
Saves: Good Fort, Good Will, Bad Reflex
Unarmed BAB Progression: calculated with monk and prestige class added together
Unarmed Damage Progression: calculated with monk and prestige class added together
Skills: 4+int
Skill List: Bluff, Concentration, Craft, Disguise, Diplomacy, Escape Artist, Hide, Knowledge (arcana), Listen, Move Silently, Perform, Profession, Sense Motive, Spellcraft, and Tumble.

1- Ki Strike +1, Listralan Dedication
2- Listral's Hidden Technique
3- Ki Strike +2
4- Listral's Hidden Technique
5- Ki Strike +3
6- Listral's Hidden Technique
7-
8- Listral's Hidden Technique
9- Ki Strike Special
10- Mastery of Listralan Way

Ki Strike: As monk class, these allow the monk to by bypass DR as if your fists were of the equivelent modifier for DR. There is no bonus to attack or damage.

Listralan Dedication: May not use any weapon other then yourself. Magic is permitted, but it is beneath you to use a weapon.

Listral's Hidden Technique: Choose one of the following, each may only be chosen once:
- Common Look: You are unremarkable, difficult to pick out of crowd. You gain a +10 bonus to Disguise checks or Bluff checks with regard to seeming ordinary.
- Divine Protection: You gain +1 saving throw vs divine spells per 4 character levels, max +5.
- Greater Stunning Attack: Your stunning attacks have a duration of 1d4 rounds instead of 1 round.
- Calculate your speed bonus with your prestige class levels stacking with monk levels instead of just monk levels.
- Calculate your monk AC bonus with your prestige class levels stacking with monk levels instead of just monk levels.
- Arcane Fuel: You may spend spell slots to heal yourself as a standard action, but you may not spend more than 1 slot/2 levels of prestige class. You heal 2 hp per spell level used (0-level is 1 hp). For instance a 9th level prestige class may spend 4 level 1 spell slots to heal 8 hp as a standard action.

Ki Strike Special: You may imbue your fists with one of the following effects:
-Flaming +1d6 fire damage, burns objects and enemies but not you nor your clothing.
-Frost +1d6 cold damage, can be used to put out flames as if a gallon of water was poured/round.
-Shock +1d4 lightning damage, adds shock damage to Stunning Attack DC if used that round.

Mastery of Listralan Way: You no longer suffer ability penalties for aging and cannot be magically aged (though penalties already suffered remain in place). Bonuses still accrue, and the prestige class still dies of old age when their time is up. You also gain the Leadership feat, though your cohort must be an aspiring prestige class. Your followers may be from any classes, as usual. Usually by this point you have founded your own hidden monastary.

This class is intended for the Dusk setting, but by switching a couple words it could work anywhere. I vaguely remember a prc in sword and fist like this, but this one seems amply different. Anyway, what do you think?

Technik
 

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Requirements: The BAB requirement is a bit steep, especially considering that to take this class character has to have at least one level in Wizard or Srcerer. Suggest you replace it with a Base Will save requirement.

Divine Protection: You gain +1 saving throw vs divine spells per 4 character levels, max +5.
As far as I know, their is no in-game difference between arcane and divine spells.

Arcane Fuel: You may spend spell slots to heal yourself as a standard action, but you may not spend more than 1 slot/2 levels of prestige class. You heal 2 hp per spell level used (0-level is 1 hp). For instance a 9th level prestige class may spend 4 level 1 spell slots to heal 8 hp as a standard action.
As the requirements are very Monk oriented, and only 1 level of an arcane caster class is required for the PrC, a character is not likely to get much use out of this ability. Unless the PrC grants afew "+1 spellcaster levels", then this ability is pretty useless.

This PrC has an odd mix of powers and abilities. It seemslike 2 PrC's thrown togetther; one focusing on improving the power of unarmed attacks, and the other focusing on intrugue and espionage.
 

I agree, this class seems like its trying to encompass two PrC's, sort of creating more of a monk variant than a single PrC.

Also, Arcane vs. Divine magic is different by campaign setting. The rules seem to be designed to be neutral on that point.

Having just read some of the Dusk rules, (if that is what this is for), the Listralans are a religious sect that is sort of atheistic and persue inner divinity, so that argues the Dusk setting effectively separates the nature of the magics.
 

I would tweek the saves switching fortitude with reflex. Evasion is too essential of a monk ability (to me) and one that already is slowed slightly by multiclassing.
 

First off, thanks for the replies. As far as the prc here are some reasons behind some of what you see. First off, I wanted to do a take off of arcane archer. I didn't want to call it arcane monk, as that seems kinda cheezy, and I was working on it for the dusk campaign, so I wanted it to feel right. However, since sorcerors and monks can freely multiclass in Dusk, I figured it was a good start for a prc.

The other aspect is the Listralan organization. It seems loose, but perhaps there are people up top who keep tabs on all the other cells. Secrecy and some artful diplomacy seem like their best weapons, perhaps some dip in to the prestige class for some good deceptive qualities, like looking common. Others may want the arcane fuel power (although, I intentionally wrote it weaker than I thought it should be, wanted to see what people though) and return to their regularly scheduled wizard or sorceror levels. The reason I thought that unarmed strengths and intrigue/stealth went together is because youll never suspect the ordinary looking commoner, until his hands glow red and hes pummeling you that is. Afterwards he can walk out of that situation easily, healing his wounds and going to the town guard himself, saying he was just passing by. Hes not wearing armor, he doesnt have any weapons, why disbelieve he is anything more than he claims?

To those ends, I think I fell a little short of the mark. The class is really only obtainable for monk/wizard or monk/sorceror and once youre in you might as well stay in and get some more goodies. I want it to be possible for a touch-inclined sorceror or wizard to get in (and make it worth their while, though not necessarily with spellcasting power) either with a level of monk, or a few feats spent. Similarly, I want monks to be able to get in easily, but not without at least 1 level in an arcane spell-casting class.

I also need a little help coming up with additional "secrets" and possibly another ki special or two. Though any thoughts on whether the new ones (or the old ones) are all balanced together would ge good too.


So heres take 2.

Requirements:
BAB: +4
Feats: Improved Unarmed Strike, Weapon Focus - Unarmed Strike, Stunning Fist, Bluff 4 ranks.
Spellcasting: Ability to cast 1st-level arcane spells.

HD: D8
BAB: as monk
Saves: Weak Fort, Good Will, Good Reflex
Unarmed BAB Progression: calculated with monk and prestige class added together. If no monk levels, just use prestige, same progression as monk.
Unarmed Damage Progression: calculated with monk and prestige class added together. If no monk levels, just use prestige, same progression as monk.
Skills: 4+int
Skill List: Bluff, Concentration, Craft, Disguise, Diplomacy, Escape Artist, Hide, Knowledge (arcana), Listen, Move Silently, Perform, Profession, Sense Motive, Scry, and Tumble.

1- Ki Strike +1, Listralan Dedication
2- Listral's Hidden Technique
3- Ki Strike +2
4- Listral's Hidden Technique
5- Ki Strike +3
6- Listral's Hidden Technique
7-
8- Listral's Hidden Technique
9- Ki Strike Special
10- Mastery of Listralan Way

Ki Strike: As monk class, these allow the monk to by bypass DR as if your fists were of the equivelent modifier for DR. There is no bonus to attack or damage.

Listralan Dedication: May not use any weapon other then yourself. Magic is permitted, but it is beneath you to use a weapon. If your unarmed damage is not d6 or higher, it is raised to d6. Your unarmed damage continues to increase as if you were gaining monk levels.

Listral's Hidden Technique: Choose one of the following, each may only be chosen once:
- Common Look: You are unremarkable, difficult to pick out of crowd. You gain a +10 bonus to Disguise checks or Bluff checks with regard to seeming ordinary.
-Hide in Plain Sight: As the Shadowdancer ability. Prerequisite: Common Look.
- Protection from Deux: You gain a +1 saving throw bonus vs divine spells and divine spell-effects per 4 character levels, max +5.
- Spell Resistance: You gain Spell Resistance 10+monk level+prestige class level. Prerequisite: Protection from Deux.
-Extra Stunning Attack: Your total Stunning Attack uses per day are equal to your monk total plus 2 for every level of this prestige class. Note, without taking this secret, you do not increase stunning attacks/day at all.
- Greater Stunning Attack: Your stunning attacks have a duration of 1d4 rounds instead of 1 round. Prerequisite: Extra Stunning Attack.
- Calculate your speed bonus and your monk AC bonus with your prestige class levels stacking with monk levels instead of just monk levels. If you have no monk levels, then just calculate the monk bonuses based on your prestige class level.
- Arcane Fuel: You may spend spell slots to heal yourself as a standard action, but you may not spend more than 1 slot/2 levels of prestige class. You heal 4 hp per spell level used (0-level is 2 hp). For instance a 9th level prestige class may spend 4 level 1 spell slots to heal 16 hp as a standard action.
- Ki Spellcasting: You may use a stunning attack use to make your spellcasting stronger. For each stunning attack used, the caster level and DC is increased by 1, but you may not spend more than 1 use/2 levels of prestige class. For instance a 9th level prestige class may spend 4 stunning attack uses to make her next spell +4 caster level, +4 DC. Prerequisite: Arcane Fuel

Ki Strike Special: You may imbue your fists with one of the following effects:
-Flaming +1d6 fire damage, can be used as a torch or to ignite things, but does not set the enemy on fire.
-Frost +1d6 cold damage, can be used to put out flames as if a gallon of water was poured/round.
-Shock +1d6 lightning damage, adds shock damage to Stunning Attack DC if used that round.
-Sonic +1d4 sonic damage, adds +4 to next concentration DC for enemy you hit.
-Acid +1d4 acid damage, does an additional 1d4 acid damage on the next round.

Mastery of Listralan Way: You no longer suffer ability penalties for aging and cannot be magically aged (though penalties already suffered remain in place). Bonuses still accrue, and the prestige class still dies of old age when their time is up. You also gain the Leadership feat, though your cohort must be an aspiring prestige class. Your followers may be from any classes, as usual. Usually by this point you have founded your own hidden monastary.

Ok, the tweaks were increased reflex save, some new secrets (including making many 2-step chains), and a couple new Ki Specials. Also I traded out Spellcraft for Scry. Scry just seems more intuitive, and ... sneaky :) The new prerequsites are interesting; Bluff isnt on any of the skill lists for characters you would expect, it allows rogues in on the fun (though the no weapon part stings, still sneak attacking fists are fun!), the BAB was lowered, and with a level of monk it only requires 1 feat and a level in an arcane spellcasting class. Pretty diverse stuff!

Thoughts?

Technik

Edited: Bluff down to 4 ranks. Started calulating how long it would take to get 5 as cross-class skilss, 7th level! Sheesh, 5th is much more reasonable, or hey a rog3/sor1/mnk3, course thats still 7th level...hmm

Edited2: Decreased Fort Save to Weak.
 
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Something that would simplify this class a lot is just to say its BAB & Ki strike ability stacks with the monk. The special abilities in this class are tradeoffs against the slew of other monk abilities it doesn't get.

Scry: I wonder why this is needed. He does really gain divination abilities, he doesn't need much magic to take the class, and so on. I suggest leaving it as cross-class.

Saving Throws: Given that this is the spymaster with magical training, it strikes me that this sort of monk might have a weak Fort save. His save will still be significantly better than a pure wizard's, but this guy is about being sneaky, and in that way is more rogueish.

One of the weak points of this class is the unfocused nature of its special abilities. If you look at the Arcane Archer, it advances some magic and gain a few amazing magical arrow abilities. The special abilities of this class feel like you had 3 or 4 different notions to put into a Monk PrC and went with all of them. A little cleanup can make it all work though. One key thing is lists of powers that include different ability trees are just very chaotic, so fixing abilities is a good thing.

The first approach is the monk's recognizability. His infiltration success. Under this is Common Look and Hide in Plain Sight. At the end of this post I argue about modifying Common Look, but I suggest dropping it. Between just putting your hood up, or applying the Disguise class skill, hiding in a crowd is really only an issue if you're in a police lineup. While an interesting power, its pretty weak and adds clutter. Hide in Plain Sight is an interesting stealth ability, fix it in as the 4th level power.

While Protection from Deux fits the Listralan philosophy, this is not a PrC for the champions of the Listralan way- its for Internal Affairs police right? I suggest the Champions against the Gods is a separate PrC entirely, and the guy who takes this PrC can take a couple levels of that one as well. Spell Resistance is just way over the top, even if its only against Divine Magic (which you don't explicitly say).

Extra & Greater Stunning Attack sound like feats. Maybe they should be feats?

The Ki Strike Specials are a list of the elemental charges... I don't know if those fit. I would try to include strikes like Bypassing Armor bonuses.

I realize this looks like I am burning the class. I am just trying to point out that you have a list of PrC abilities not entirely related to the PrC you are trying to make. They are all abilities you might find in a Listralan Alt.Monk. I suggest taking a hard look at the specific things you are trying to do. The reason the Arcane Archer works is that it is illustrating the archetypal Elven warrior in High Fantasy. This guy isn't an Archetype yet.

You have here:
Listralan Atheist: bonuses against Divine Magic and fightning clerics.
Listralan Enforcer: Keeps the fringe of the Listralan Order in line, infiltrating and giving beat-downs as necessary.
Listralan Warrior: Sheathes his body in the flaring energies of his chi in the form of fire or ice.
Listralan Mystic: Unites his Chi and Spells into One.



__________________________

'Common look' type abilities have always rubbed me the wrong way. It basically means that if you said your character looked average, and acted average, you gain a special bonus when you get this PrC ability in being average?

I suggest adjusting the flavor, make it a Supernatural ability that causes memory of your face to quickly fade, granting you a bonus to hiding in crowds because your appearance swims in the mind's eye of searchers.
 

Khorod: Thanks for all the feedback, I think we are seeing things from a different pov, but I appreciate the comments.

Scry: While you are right that this class doesnt have any divinations, Im not going to rule out that a sorc/monk doesnt take scry, and I dont think taking this prc should hinder his skill advancement as well as his spellcasting. Furthermore, this is sortof a paranoid, behind-the-scenes class, so taking the scry for noticing when youre being scried is still valid.

Saving Throws: I was going back and forth with Reflex for a while, but I think you are right. The fort is the one that seems the weakest, especially after stripping the physical skills. Consider it changed.

Listralan's Techniques: This is a very tricky (and imo, the most important) part of the prc. While I could have multiple prcs each set in a slightly different tone, I liked the synergy that popped up between some of these abilities. For instance: Extra Stunning Attacks and Ki Spellcasting (which requires Arcane Fuel). You can cast some pretty sick spells (albeit, you lost at least 6 levels of spellcasting, some feats, etc) with that combo (assuming 6 levels of the prc), you can add +3 caster level and +3 DC to 4 spells/day in lieu of stunning attacks. Additionally, (still assuming 6 levels) you can burn 3 1st level slots for 12 hp as a standard action, practically a maximized cure lt wounds (and those were arcane spell slots). Another possibility might be to go for the Protection from Deux, Spell Resistance, and Monk-like abilities. Once more assuming 6 levels of the prc, you gain 16+any monk levels in SR, at least a +1 vs divine effects, and you move pretty fast for a sorc/wizard, not to mention +1 AC.

Granted, it is a big hidgepodge of abilities. I think the common theme is arcane syngery/no weapon use (hence greater reliance on things like your fists and your stunning attacks)/sneakiness. I took the concept of the arcane archer (and to be honest, the blade dancer from OA) with respect to the prereqs and to a lesser extent, gaining a consistent bonus on your weapon of choice (Enchant Arrow ~= Ki Strike). The problem was, giving the prc a chance to "imbue fists" was pretty useless, imo. So I went back to the source material, trying to think of what "secrets" or "techniques" these monks may have hit upon to stay well hidden and for the most part obscure.

Personally I like prcs where I choose what ability I get, at least some of the time. If I just said at 4th level everyone's stunning fist gets better, that would encourage the monk but dissuage the sorceror. Similarly, if I said at 8th level you can exchange stunning attacks for more powerful spellcasting, the sorcs would groan and ignore it and the monks would wonder what that ability was there for. Im trying to appeal to both sides of the class, with one prc. Granted, doing it with spellcasting increases means youll be at best a multi-classed sorc/monk, but in this case some of the monk abilities are tailored as you see fit, and even have synergistic qualities with your own magic. As a monk, you can choose to stop increasing your arcane levels and just focus on the more "monk"ish aspects, the stunning fist, the ki, etc. I think both avenues are available.

In some campaigns +10 to disguise or Bluff with regards to keeping yourself may be weak, but I can see it being overpowered in others. Hide in plain sight is also rather powerful, I was going to add the stipulation that rather than needing a shadow within 5ft, you need another person, you just blend in with that person. Skills at that bonus level do almost take on a magical feel. Spell Resistance is there to be similar to the monk ability gained at 13th level. Granted, at the earliest, you may be able to snag this one at 4th level prc, probably 6 class levels, or 10th character level. 3 levels early yes, but because you had to take at least 1 level in an arcane class, its only 2 levels early, and therefore 2 levels smaller. Also, I was going to specify that it was not divine only, but applicable whenever SR was, but I didnt think I needed to. The divine bonus is a prereq, and will serve as a good bonus in those situations when SR fails.

As far as the Ki Special ability, well look at it this way. The only weapon they can use is themselves. Thats it. They have one hindrance so big Im surprised you havent mentioned it, their total lack of a ranged attack. The only possible one they have is a wand! So, I didnt think allowing a ~+1 weapon bonus at a reasonably high prc level to be unbalancing. Originally I had it planned so the prc could get 2, but that seemed too much.

I hope I conveyed what Im going for a little better, but if it still seems too chaotic, I will try and focus the specials a little better. Also still waiting for a reply from Morris, I'm sure he'll set me straight ;)

Technik
 
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I just skipped over this thread and promise to read it more in depth when I get back from the unemployment office this afternoon. While I've got a moment, here are some of my comments.

Khorod wrote
Having just read some of the Dusk rules, (if that is what this is for), the Listralans are a religious sect that is sort of atheistic and persue inner divinity, so that argues the Dusk setting effectively separates the nature of the magics.

Arcane and divine magic is a little more blurred in the setting, actually. By taking the right prestige class you can have a wizard using heal or a cleric tossing fireballs. You wont' find the same character doing both though, and here's why (setting wise).

Many spells require a certain - "attunement" I think is the right word - of the the soul. If one presupposes that Wizards and sorcerers are more or less neutrally aligned, the "divine" spells are out of their reach. If you reach for cure spells (i.e. become a white mage) you have to let go of fireballs. If you reach for even more potent access to death magic (i.e. become a black mage) you lose access to the better warding spells.

The gods let their clerics cheat a little in this regard - but even they aren't immune. Gods are limited in what kind of spells they can grant by their own natures as surely as a magi is limited in what kind of spells he can cast. A cleric is a supplicant and servitor of their god. Wizards often snidely refer to priest magic as "slave magic," (Though most use the Liternanin translation of that term - mana de sulena) and that statement isn't too far off the mark as the gods can be quite demanding on their servants, especially the evil ones.

A spell, regardless of what it does, is "divine" if a god is the sourcepoint of the energy. Evocation (Invoke) spells are always this way), but others will vary. Arcane spells are those with no deity as the source.


All that said, I'll move on to some ideas for the class.

First, I really like the idea. Here are some of my thoughts, though I'm not going to present it as a complete rewrite.

First, I think all the saves should be good. This is part of what makes a monk so bad and it attributes that they have no true weakness.

Second, for the sorcerer side of the equation, I think that five of the levels (probably the even ones) need to have spellcaster level +1.

All prestige classes need a carrot and a stick. The carrot is the 1st level ability that makes people come to the class to begin with. The stick is the kick-ass ability that makes folks want to stick out the class. Now granted, some classes lack one or the other, but ideally each prestige class should have both in mind.

This might be fun. The ability to cast any spell with a range of touch or as a free action. Such castings would count as a use of the stunning fist ability, but instead of a stunning effect, the effect of the touch spell nails the victim. Maybe even let these spells add your total character level (monk + sorcerer + prestige class) together when determining effect. This could lead to some very painful shocking punches (shocking grasp) nasty ghoul punches (ghoul touch), and the list goes on. At some higher level the ability could be expanded to include spells that have one target.

To make the above useful, all the prestige class levels need to stack with the monk levels for purposes of the stunning fist.

Anyway, those are my brief thoughts.. I'll put something in a little more thought out latter. It also provides a focus direction this class seems to need - monks hit people with their bare hands, touch spells hit people with their bare hands - let's make a PrC that makes touch spells more fun to use...

Anyway, just some thoughts. Thx Nik.
 

Sorry this took so long

Ok Technik, I'm going to try to spin off what you proposed and see what happens. Sorry it took me so long to get back to this PrC.


Listral's Hand
"The fool looks without for support. The weak stand upon the backs of tools The wise knows that true strength and purity comes from within. Only by purifying oneself can one begin to be whole, divine, and great." - Tia Listral, 987 SR.

Since their inception during the latter half of the Orgstal Wars in what is now the Estarian Empire, the teachings of Tia Listral have earned the persecution of any and all priests they encounter. For she taught that the gods where nothing more than ascended mortals - great in power yes, capacle of granting spells, certainly, but the cosmos was not their plaything, and that they were no better than the mortals that served them and that they once where. She also taught that if one worked hard enough they could awaken the divinity inherent in all souls - a divinity that gods harvested through worship and a power that was not rightfully theirs, but only rightfully belonging to each soul that possessed it.

Despite persecution, the Listralan way has spread - especially among individuals already given to a certain degree of meglomania such as wizards and sorcerers.

The aestetic way of the monk was the first path to evolve from Tia Listral's teachings. Although unarmed martial combat forms have existed in Losineris since the days before the Malchani Empire, they were meant primarily as back-up combat systems for use after one had been disarmed. Tia Listral embraced them as a physical excersize regimen to insure that the monks of her order would be stay in physical shape both to defend a temple system she knew would be subjected to frequent attacks, but also because physical fitness was part of the greater whole of personal perfection she believed was necessary to become perfected.

In the 400 years since her death (or direct ascendance into the heavens as her followers put it) her followers have been under constant attack, particularly by a religion known as Pentalism that was being formed at the same time Tia Listral was alive by a man known as Gregory the Clark. Pentalism has become the state religion of the Estarian Empire, and the Listrals have retreated to strongholds in the Christobal Mountains or to the Island of Telzoa.

The first known Listrals in Telzoa arrived in 1112. Many settled in Hone Rae where they mingled with many of the other exiles of the land. It was an Hone Raean sorcerer named Nicholi Perian that first blended the arts of the Listrals with the sorcerery his clan taught him so well. Nicholi had long since lost faith in the gods when his family was slain by a company of Hanial's orcs in 1166. After the war he assembled some like minded followers and set out for the slopes of Mt. Kiras to establish a monestary. It has florished well despite it's place in some of Telzoa's most desperate wilds, and recently the monestary has sent out some of it's brightest to teach their new twist on "The Way" to others, especially the Listrals of the south who so desperately need a force of magic to stand against the Pentalists.

Hit Die: d8

Requirements
To qualify for the ranks of Listral's Hand requires special dedication. The following requirements must be met.
Base Attack Bonus: +3
Alignment: Any Lawful
Special: Evasion, Unarmed Strike, Stunning Attack, Ability to spontaneously cast 2nd level arcane spells. The character cannot have a familiar.

Class Skills
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Arcana) (Int), Spellcraft (Int), Swim (Str), and Tumble (Dex)

Skill Points at each level: 2+INT Modifier.

Code:
[color=white]
Listral's Hand

Lvl  Att  Frt  Ref  Wll   Special
 1    +1   +2   +2   +2   Monk Abilities, Magic Fist.
 2    +2   +3   +3   +3   Spellcaster Level +1 (8)
 3    +3   +3   +3   +3   Enchanted Touch 
 4    +3   +4   +4   +4   Spellcaster Level +1 (10)
 5    +4   +4   +4   +4   Ray Touch 
 6    +5   +5   +5   +5   Spellcaster Level +1 (12)
 7    +6   +5   +5   +5   Power Wave Punch
 8    +6   +6   +6   +6   Spellcaster Level +1 (14)
 9    +7   +6   +6   +6   Improved Power Wave Punch
 10   +8   +7   +7   +7   Spellcaster Level +1 (16)
[/color]

Class Features
  • Monk Abilities: Certain monk abilities continue to progress for members of this class. Specifically, add your levels in this prestige levels with any levels you have in the monk class to determine your unarmed damage, AC bonus and unarmored speed. You may total you base attack bonus from your spellcasting class, Listral's Hand and Monk classes to determine your unarmed rate of attack. (So a character who is a 4th level sorcerer / 2nd level monk / 2nd level Listral's hand has an unarmed attack rate of +5/+2.
  • Magic Fist: You combine your arcane spellcaster levels, monk levels and levels in this prestige class when determining how many times you may use the stunning attack ability. While you can still opt to stun opponents, you also can embed any spell you know with a range of "touch" into the attack instead of the stunning effect. The spell so embedded is cast as a free action as part of the attack, and unlike a normal use of the touch spell you will lose the spell if you miss. Spells embedded this way have an effect calculated from the levels of all classes mentioned above.
    For instance, Nik wants to employ a shocking grasp empowered strike on an illithid. His character is 2nd Listral's Hand, 3rd Monk and 5th Sorcerer. If the strike hits it will deal 1d8+10 points for the spell and 1d8 damage for the attack itself.
  • Enchanted Touch: You may cast a spell that normally targets touched weapons upon your fists. Examples include but are not limited to magic weapon and Yarenic's Flame Weapon
  • Ray Touch: You may embed spells that require a ranged touch attack (most such spells are ray spells) into your magic fist attacks.
  • Power Wave Punch: You may perform a power wave punch. Your fists project a glowing ball of force about twice the size of a basketball composed of ki. The ball flies outward until it dissapates or strikes something. Attacks with the punch are handled as missile attacks, and the power wave has a range increment of 20'. The ball can travel 5 range increments before it dissapates. Each range increment beyond the first has the normal -2 penalty. This ability is a supernatural that requires a full move action to employ. The power wave punch deals the same damage as your fists would deal - this includes any enhancement bonuses your fists carry from spells you have cast upon them with the enchanted touch ability.
  • Improved Power Wave Punch The power wave can carry your magic fist attacks, but this counts as two uses of the magic fist attack for the day.

Ok, that's it for now.
 
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