Jon Potter
First Post
After asking over in THIS THREAD about multi-class monks to fill the character niches created by the Ascetic series of feats in Complete Adventurer and discovering that there weren't necessarily any out there I took it upon myself to design one for the Ascetic Rogue. It's in the footsteps of the Sacred Fist and the Enlightened Fist.
This draws heavily on the Ninja of the Crescent Moon PrC from the 3.0 Sword & Fist splatbook as well as a view dips into the Ninja base class. Badaxe Games' Mercurial PrC, Monte Cook's "Arcana Evolved", and The Le Games' "17 Monk Feats" helped as well.
I'm no game designer and this is my first attempt at a Prestige Class, so I'm not sure if I got the power curve right. I'd like to know what the community thinks.
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Shadowed Fist
HD: d8
Requirements:
To qualify to become a Shadowed Fist, a character must fulfill all of the following criteria.
Base Attack Bonus: +3
Skills: Balance 7 ranks, Climb 7 ranks, Jump 7 ranks, Tumble 7 ranks
Feats: Improved Unarmed Strike, Stunning Fist
Special: Evasion class ability, Sneak Attack or Sudden Strike +1d6 or better
Class Skills:
The Shadowed Fist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Open Lock (Int), Profession (Wis), Search (Int), Swim (Str), Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at each level: 4 + Int modifier.
Class Features:
All the following are class features of the Shadowed Fist.
Weapon and Armor Proficiency: Shadowed Fists gain no proficiency with any weapon or armor. Many of the shadowed fists abilities depend on unfettered movement and a shadowed fist loses access to these powers when wearing armor (as described below).
Monk Abilities: A shadowed fist adds her class level to her monk level (if any) to determine her class-based AC bonus, her unarmored speed bonus, and the number of daily attempts of her Stunning Fist feat. If she has no monk levels, she gains the AC bonus and unarmored speed bonus of a monk whose level equals her shadowed fist level, but she cannot add her Wisdom bonus to her AC.
A shadowed fist does not count her class levels for the purpose of determining when she gains other monk class features, such as improved unarmed damage, reduced penalties for flurry of blows attack rolls, bonus feats, evasion, or other special abilities.
Master Acrobat: The shadowed fist is a master of the acrobatic arts. Provided he is wearing no armor and is carrying no more than a light load, he may add all levels in the shadowed fist prestige class as a bonus to all Balance, Climb, Jump, and Tumble checks.
Sneak Attack: A shadowed fist deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 4th level, 3d6 at 7th level and 4d6 at 10th. This is identical to the rogue class feature of the same name, described in the Player's Handbook. This damage stacks with Sneak Attack damage gained from another source (such as levels of rogue) and with the Sudden Strike ability if both apply to the same target.
Uncanny Dodge: At 2nd level, a shadowed fist gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC is immobilized.
If a shadowed fist already has uncanny dodge from a different class (such as the rogue class, for instance) he automatically gains improved uncanny dodge instead, and the levels from that class as well as levels of shadowed fist stack to determine the minimum level a rogue must be to flank the character.
Fast Climb: The shadowed fist can scurry up and down walls and slopes with great speed. She can climb at her normal speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface she falls, taking falling damage as appropriate for her distance from the ground.
A shadowed fist retains his Dex bonus to AC when climbing. A shadowed fist needs only one free hand to use the Fast Climb ability. This ability can only be used if the shadowed fist is wearing no armor and is carrying no more than a light load.
Silencing Attack: If the shadowed fist successfully hits a flat-footed opponent with a melee attack dealing Sneak Attack damage, the opponent may be rendered unable to speak. Using this ability reduces the number of Sneak Attack dice by 1 or more and the effect lasts for a number of rounds equal to the number of dice sacrificed. For example, if a shadowed fist sacrifices 3d6 of Sneak attack damage dice then the opponent is rendered unable to speak for 3 rounds. This prevents casting spells with verbal components of shouting warnings or alarms. This attack works only against opponents subject to Sneak Attacks. A shadowed fist cannot sacrifice more sneak attack dice than he is normally allowed per attack.
Acrobatic Motion: The shadowed fist is able to leap, run and tumble with a free-flowing movement and to jump down from great heights, regardless whether there is a wall close to them or not (as per the standard slow fall monk class ability). The shadowed fist receives a +2 competence bonus to Tumble and Jump checks and treats any fall as though it were twenty feet less than it is. This ability can only be used if the shadowed fist is wearing no armor and is carrying no more than a light load.
Fast Sneak: When using the Move Silently and Hide skills, the shadowed fist can move at his normal speed without suffering the usual -5 penalty to those skills for moving at greater than half speed. This ability can only be used if the shadowed fist is wearing no armor and is carrying no more than a light load.
Improved Evasion: If a shadowed fist of 5th level or higher is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw and half damage if the saving throw fails. This ability does not work in conjunction with the Empty Air ability gained at 6th level (see below) but it is otherwise identical to the monk class ability described in the Player's Handbook.
Opportunist: Shadowed Fists excel at taking advantage of their foes’ weaknesses. Once per round, a shadowed fist of 6th level or higher can make an immediate attack of opportunity against an opponent whom another character has just damaged with a melee strike. The shadowed fist gets this attack regardless of whether the foe has taken an action that normally would provoke an attack of opportunity. This attack counts as the shadowed fist’s normal attack of opportunity for that round. Even a shadowed fist with the Combat Reflexes feat can’t use the Opportunist ability more than once per round, however.
Empty Air: Beginning at 6th level, the shadowed fist can avoid a single blow against her, once per round by simply knowing not to be where the strike would fall. She may attempt a Reflex save (DC equal to her opponent’s attack roll) in order to completely avoid the attack. This can only be done once per round and cannot be used to avoid breath weapons and other area effects; it can only be used against normal ranged attacks and melee attacks. Avoiding an attack in this way uses up one of the Shadowed Fist's daily Stunning Fist attempts.
At 9th level, the shadowed fist may use this ability twice per round although it can still be used only once per attack; if the first Reflex save fails, she may not attempt a second save against the same attack.
She needs only try to avoid blows that would otherwise ‘hit’. This ability can only be used if the shadowed fist is wearing no armor and is carrying no more than a light load.
Ki Surge: Beginning at 8th level, the shadowed fist is able to further master her ki, enabling her to move very fast in short bursts. By sacrificing one of her daily uses of Stunning Fist, the shadowed fist can instead take an extra move action in a single round.
Always Sneaky: At 10th level, the shadowed fist has fully mastered the art of not being seen. The shadowed fist is considered to be always taking 10 on Move Silently and Hide checks. Unless the shadowed fist wants to be seen or heard, enemies must make opposed Spot and Listen checks todetect the shadowed fist's presence.
This ability ceases to function if the shadowed fist is rendered unconscious or otherwise helpless.
This draws heavily on the Ninja of the Crescent Moon PrC from the 3.0 Sword & Fist splatbook as well as a view dips into the Ninja base class. Badaxe Games' Mercurial PrC, Monte Cook's "Arcana Evolved", and The Le Games' "17 Monk Feats" helped as well.
I'm no game designer and this is my first attempt at a Prestige Class, so I'm not sure if I got the power curve right. I'd like to know what the community thinks.
----------------------------
Shadowed Fist
HD: d8
Requirements:
To qualify to become a Shadowed Fist, a character must fulfill all of the following criteria.
Base Attack Bonus: +3
Skills: Balance 7 ranks, Climb 7 ranks, Jump 7 ranks, Tumble 7 ranks
Feats: Improved Unarmed Strike, Stunning Fist
Special: Evasion class ability, Sneak Attack or Sudden Strike +1d6 or better
Class Skills:
The Shadowed Fist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Open Lock (Int), Profession (Wis), Search (Int), Swim (Str), Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at each level: 4 + Int modifier.
Code:
Table 1-1: The Shadowed Fist
Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +2 +2 Monk Abilities, Master Acrobat, Sneak Attack +1d6
2nd +1 +3 +3 +3 Uncanny Dodge
3rd +2 +3 +3 +3 Fast Climb, silencing attack
4th +3 +4 +4 +4 Acrobatic Motion, Sneak Attack +2d6
5th +3 +4 +4 +4 Fast Sneak, Improved Evasion
6th +4 +5 +5 +5 Opportunist, Empty Air (1/round)
7th +5 +5 +5 +5 Sneak Attack +3d6
8th +6 +6 +6 +6 Ki Surge
9th +6 +6 +6 +6 Empty Air (2/round)
10th +7 +7 +7 +7 Always Sneaky, Sneak Attack +4d6
Class Features:
All the following are class features of the Shadowed Fist.
Weapon and Armor Proficiency: Shadowed Fists gain no proficiency with any weapon or armor. Many of the shadowed fists abilities depend on unfettered movement and a shadowed fist loses access to these powers when wearing armor (as described below).
Monk Abilities: A shadowed fist adds her class level to her monk level (if any) to determine her class-based AC bonus, her unarmored speed bonus, and the number of daily attempts of her Stunning Fist feat. If she has no monk levels, she gains the AC bonus and unarmored speed bonus of a monk whose level equals her shadowed fist level, but she cannot add her Wisdom bonus to her AC.
A shadowed fist does not count her class levels for the purpose of determining when she gains other monk class features, such as improved unarmed damage, reduced penalties for flurry of blows attack rolls, bonus feats, evasion, or other special abilities.
Master Acrobat: The shadowed fist is a master of the acrobatic arts. Provided he is wearing no armor and is carrying no more than a light load, he may add all levels in the shadowed fist prestige class as a bonus to all Balance, Climb, Jump, and Tumble checks.
Sneak Attack: A shadowed fist deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 4th level, 3d6 at 7th level and 4d6 at 10th. This is identical to the rogue class feature of the same name, described in the Player's Handbook. This damage stacks with Sneak Attack damage gained from another source (such as levels of rogue) and with the Sudden Strike ability if both apply to the same target.
Uncanny Dodge: At 2nd level, a shadowed fist gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC is immobilized.
If a shadowed fist already has uncanny dodge from a different class (such as the rogue class, for instance) he automatically gains improved uncanny dodge instead, and the levels from that class as well as levels of shadowed fist stack to determine the minimum level a rogue must be to flank the character.
Fast Climb: The shadowed fist can scurry up and down walls and slopes with great speed. She can climb at her normal speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface she falls, taking falling damage as appropriate for her distance from the ground.
A shadowed fist retains his Dex bonus to AC when climbing. A shadowed fist needs only one free hand to use the Fast Climb ability. This ability can only be used if the shadowed fist is wearing no armor and is carrying no more than a light load.
Silencing Attack: If the shadowed fist successfully hits a flat-footed opponent with a melee attack dealing Sneak Attack damage, the opponent may be rendered unable to speak. Using this ability reduces the number of Sneak Attack dice by 1 or more and the effect lasts for a number of rounds equal to the number of dice sacrificed. For example, if a shadowed fist sacrifices 3d6 of Sneak attack damage dice then the opponent is rendered unable to speak for 3 rounds. This prevents casting spells with verbal components of shouting warnings or alarms. This attack works only against opponents subject to Sneak Attacks. A shadowed fist cannot sacrifice more sneak attack dice than he is normally allowed per attack.
Acrobatic Motion: The shadowed fist is able to leap, run and tumble with a free-flowing movement and to jump down from great heights, regardless whether there is a wall close to them or not (as per the standard slow fall monk class ability). The shadowed fist receives a +2 competence bonus to Tumble and Jump checks and treats any fall as though it were twenty feet less than it is. This ability can only be used if the shadowed fist is wearing no armor and is carrying no more than a light load.
Fast Sneak: When using the Move Silently and Hide skills, the shadowed fist can move at his normal speed without suffering the usual -5 penalty to those skills for moving at greater than half speed. This ability can only be used if the shadowed fist is wearing no armor and is carrying no more than a light load.
Improved Evasion: If a shadowed fist of 5th level or higher is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw and half damage if the saving throw fails. This ability does not work in conjunction with the Empty Air ability gained at 6th level (see below) but it is otherwise identical to the monk class ability described in the Player's Handbook.
Opportunist: Shadowed Fists excel at taking advantage of their foes’ weaknesses. Once per round, a shadowed fist of 6th level or higher can make an immediate attack of opportunity against an opponent whom another character has just damaged with a melee strike. The shadowed fist gets this attack regardless of whether the foe has taken an action that normally would provoke an attack of opportunity. This attack counts as the shadowed fist’s normal attack of opportunity for that round. Even a shadowed fist with the Combat Reflexes feat can’t use the Opportunist ability more than once per round, however.
Empty Air: Beginning at 6th level, the shadowed fist can avoid a single blow against her, once per round by simply knowing not to be where the strike would fall. She may attempt a Reflex save (DC equal to her opponent’s attack roll) in order to completely avoid the attack. This can only be done once per round and cannot be used to avoid breath weapons and other area effects; it can only be used against normal ranged attacks and melee attacks. Avoiding an attack in this way uses up one of the Shadowed Fist's daily Stunning Fist attempts.
At 9th level, the shadowed fist may use this ability twice per round although it can still be used only once per attack; if the first Reflex save fails, she may not attempt a second save against the same attack.
She needs only try to avoid blows that would otherwise ‘hit’. This ability can only be used if the shadowed fist is wearing no armor and is carrying no more than a light load.
Ki Surge: Beginning at 8th level, the shadowed fist is able to further master her ki, enabling her to move very fast in short bursts. By sacrificing one of her daily uses of Stunning Fist, the shadowed fist can instead take an extra move action in a single round.
Always Sneaky: At 10th level, the shadowed fist has fully mastered the art of not being seen. The shadowed fist is considered to be always taking 10 on Move Silently and Hide checks. Unless the shadowed fist wants to be seen or heard, enemies must make opposed Spot and Listen checks todetect the shadowed fist's presence.
This ability ceases to function if the shadowed fist is rendered unconscious or otherwise helpless.