Silver Griffon
Explorer
This is really a modified core class more than a prestige class, but the idea calls for certain prerequisites so I wrote it as a prestige class. A summary of the changes from a core monk is at the end.
I welcome suggestions and feedback. TIA
Feral Monk
Most monks learn their skills by sequestering themselves in a monastery and undergoing highly ritualized martial arts training. But many martial arts styles were developed from careful study of animals and the way they move and fight. Only later did more spiritual and philosophical elements like ki energy and a decidedly lawful attitude arise. Lacking the natural weaponry of an animal meant that a monk had to sometimes supplement their discipline with weapons studies as well.
The feral monk is a throwback to the roots of martial arts. It is based on the direct study of animals, but through an approach made possible only by spells or spell-like abilities: the feral monk learns from animals by speaking to them directly and by changing his physical form to that of an animal.
Hit Die: d8
Requirements
To become a feral monk, a character must meet all of the following requirements.
Alignment: Lawful neutral, Neutral, or Neutral good
Base Attack Bonus: +3
Skills: Animal Empathy 5 ranks, Wilderness Lore 5 ranks
Feats: Alertness
Special: A feral monk must be able to take the form of an animal with one of the following spells or have an equivalent spell-like ability: alter self, polymorph self, druidic wild shape, or through a natural alternate form. He must also have the means to speak with animals via the spell, spell-like ability, or naturally. Lastly, he must find one or more animals that are willing to act as an instructor.
Class Skills
The feral monk's class skills (and the key ability for each skill) are Animal Empathy (Wis), Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (herbalist) (Wis), Swim (Str), Tumble (Dex) and Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the feral monk.
Weapons and Armor: Feral monks gain no weapon or armor proficiencies, nor can they perform a flurry of blows with a weapon. Having learned from an animal, they have no access to a monk’s weapon training.
A feral monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the feral monk's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a feral monk does not lose either even in situations when he or she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Feral monks do lose these AC bonuses when immobilized.)
When wearing armor, a feral monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement.
Unarmed Strike: A feral monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat just as a monk does and thus does not provoke attacks of opportunity from armed opponents that she attacks. A feral monk can attack with all parts of her body and there is no such thing as an off-hand attack for a feral monk striking unarmed.
A feral monk fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but she suffers the standard penalties for two-weapon fighting. Likewise, a feral monk with a weapon in her off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with a flurry of blows.
Usually, a feral monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual damage when grappling or fighting unarmed without suffering the usual penalty to attack rolls.
Flurry of Blows: Like monks, a feral monk fighting unarmed (or with natural weapons) may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffer a –2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the feral monk might make before her next action. The feral monk must use the full attack action to strike with a flurry of blows.
Evasion: If a feral monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the feral monk instead takes no damage. Evasion can only be used if the feral monk is wearing light armor or no armor. It is an extraordinary ability.
Deflect Arrows: At 2nd level, a feral monk can swat arrows from the air like a cat can tag a bird in flight. He gains the Deflect Arrows feat, even if he doesn't have the prerequisite Dexterity score.
Fast Movement: At 3rd level and higher, a feral monk moves faster than normal. A feral monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a Small feral monk moves more slowly than a Medium-size feral monk. From 9th level on, the feral monk's running ability is actually a supernatural ability.
Bear Hug: At 3rd level, a feral monk no longer provokes an attack of opportunity when initiating a grapple.
Catfall: At 4th level, the feral monk takes damage from a fall as if it were 20 feet shorter than it actually is. This ability increases to 30 feet at 6th level and 50ft at 8th level.
Claws: At 5th level, a feral monk gains the supernatural ability to transform his hands into animal paws complete with claws. The rest of his body is unchanged. This allows him to make claw attacks with a base damage equal to his normal unarmed attack +2. Claw attacks deal both piercing and slashing damage. As a supernatural ability, this minor transformation is a move-equivalent action that does not provoke attacks of opportunity. The transformation can be maintained for a number of rounds per day equal to the character’s feral monk levels. These rounds need not be concurrent. At 8th level, the feral monk’s threat range with his claw attacks increases by one.
Wolf’s Cunning: At 6th level, a feral monk gains the Improved Trip feat. She need not have taken the Expertise feat, normally a prerequisite.
Leap of the Cat: At 7th level or higher, a feral monk's jumping distance (vertical or horizontal) is not limited according to her height.
Scent: At 9th level, a feral monk gains the Scent special ability regardless of his form.
Animal Type: At 10th level, a feral monk gains the animal creature type in addition to his normal creature type. Essentially, his type is counted as either his normal type (humanoid for most feral monks) or as animal to determine which spells and effects can affect him, whichever is most beneficial to the feral monk.
Table 1: The Feral Monk
Level...BAB...Fort...Ref...Will...AC+...Speed...Special
1st.....+0......+2.....+2....+2....+0.....30 ft....Unarmed Strike, Evasion
2nd....+1......+3.....+3....+3....+0.....30 ft....Deflect Arrows
3rd.....+2......+3.....+3....+3....+0.....40 ft....Bear Hug
4th.....+3......+4.....+4....+4....+0.....40 ft....Catfall (20 ft)
5th.....+3......+4.....+4....+4....+1.....40 ft....Claws
6th.....+4......+5.....+5....+5....+1.....50 ft....Catfall (30 ft), Wolf’s Cunning
7th.....+5......+5.....+5....+5....+1.....50 ft....Leap of the Cat
8th.....+6......+6.....+6....+6....+1.....50 ft....Catfall (50 ft), Claws (improved threat)
9th.....+6......+6.....+6....+6....+1.....60 ft....Scent
10th...+7......+7.....+7....+7....+2.....60 ft....Animal Type
Table 2: Feral Monk Unarmed Combat
Level....BAB..........Damage
1..........+0..............1d6
2..........+1..............1d6
3..........+2..............1d6
4..........+3..............1d8
5..........+3..............1d8
6........+4/+1...........1d8
7........+5/+2...........1d8
8........+6/+3...........1d10
9........+6/+3...........1d10
10......+7/+4/+1.......1d10
Ex-Feral Monks: If at any time the feral monk’s alignment changes to one not allowed in the requirements above, he can no longer gain levels as a feral monk. If the character’s alignment changes back to an allowed alignment, then he can again progress as a feral monk. A feral monk also needs to be in contact with an animal to continue his training. If he spends a level without access to an animal, including the ability to take animal form as well as the ability to speak with animals, then he cannot take his next level in this class.
Summary
This class is identical to the core monk class with the following exceptions/modifications:
Changed alignment restriction from Lawful to Lawful neutral, Neutral, or Neutral good to reflect the neutrality of animals
Removed the following as class skills: Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Perform (Cha), and Profession (any) (Wis)
Added the following as class skills: Animal Empathy (Wis), Handle Animal (Cha), Intuit Direction (Wis), Knowledge (nature) (Int), Profession (herbalist) (Wis), and Wilderness Lore (Wis)
Removed monk weapon proficiencies and ability to flurry with a weapon
Removed Stunning Attack ability
Replaced Still Mind (+2 saves vs. Enchantment) ability at 3rd level with Bear Hug ability
Renamed Slow Fall as Catfall
Replaced Purity of Body (immunity to disease) ability at 5th level with Claws; this ability improves at 8th level
Named Improved Trip bonus feat ability at 6th level “Wolf’s Cunning”
Renamed Leap of the Clouds as Leap of the Cat
Replaced Improved Evasion ability at 9th level with Scent
Replaced 10th level Ki strike (strike as +1 weapon vs. damage reduction) ability with Animal Type
Removed multi-classing restriction and added other restrictions on gaining additional levels
I welcome suggestions and feedback. TIA
Feral Monk
Most monks learn their skills by sequestering themselves in a monastery and undergoing highly ritualized martial arts training. But many martial arts styles were developed from careful study of animals and the way they move and fight. Only later did more spiritual and philosophical elements like ki energy and a decidedly lawful attitude arise. Lacking the natural weaponry of an animal meant that a monk had to sometimes supplement their discipline with weapons studies as well.
The feral monk is a throwback to the roots of martial arts. It is based on the direct study of animals, but through an approach made possible only by spells or spell-like abilities: the feral monk learns from animals by speaking to them directly and by changing his physical form to that of an animal.
Hit Die: d8
Requirements
To become a feral monk, a character must meet all of the following requirements.
Alignment: Lawful neutral, Neutral, or Neutral good
Base Attack Bonus: +3
Skills: Animal Empathy 5 ranks, Wilderness Lore 5 ranks
Feats: Alertness
Special: A feral monk must be able to take the form of an animal with one of the following spells or have an equivalent spell-like ability: alter self, polymorph self, druidic wild shape, or through a natural alternate form. He must also have the means to speak with animals via the spell, spell-like ability, or naturally. Lastly, he must find one or more animals that are willing to act as an instructor.
Class Skills
The feral monk's class skills (and the key ability for each skill) are Animal Empathy (Wis), Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (herbalist) (Wis), Swim (Str), Tumble (Dex) and Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the feral monk.
Weapons and Armor: Feral monks gain no weapon or armor proficiencies, nor can they perform a flurry of blows with a weapon. Having learned from an animal, they have no access to a monk’s weapon training.
A feral monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the feral monk's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a feral monk does not lose either even in situations when he or she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Feral monks do lose these AC bonuses when immobilized.)
When wearing armor, a feral monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement.
Unarmed Strike: A feral monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat just as a monk does and thus does not provoke attacks of opportunity from armed opponents that she attacks. A feral monk can attack with all parts of her body and there is no such thing as an off-hand attack for a feral monk striking unarmed.
A feral monk fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but she suffers the standard penalties for two-weapon fighting. Likewise, a feral monk with a weapon in her off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with a flurry of blows.
Usually, a feral monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual damage when grappling or fighting unarmed without suffering the usual penalty to attack rolls.
Flurry of Blows: Like monks, a feral monk fighting unarmed (or with natural weapons) may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffer a –2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the feral monk might make before her next action. The feral monk must use the full attack action to strike with a flurry of blows.
Evasion: If a feral monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the feral monk instead takes no damage. Evasion can only be used if the feral monk is wearing light armor or no armor. It is an extraordinary ability.
Deflect Arrows: At 2nd level, a feral monk can swat arrows from the air like a cat can tag a bird in flight. He gains the Deflect Arrows feat, even if he doesn't have the prerequisite Dexterity score.
Fast Movement: At 3rd level and higher, a feral monk moves faster than normal. A feral monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a Small feral monk moves more slowly than a Medium-size feral monk. From 9th level on, the feral monk's running ability is actually a supernatural ability.
Bear Hug: At 3rd level, a feral monk no longer provokes an attack of opportunity when initiating a grapple.
Catfall: At 4th level, the feral monk takes damage from a fall as if it were 20 feet shorter than it actually is. This ability increases to 30 feet at 6th level and 50ft at 8th level.
Claws: At 5th level, a feral monk gains the supernatural ability to transform his hands into animal paws complete with claws. The rest of his body is unchanged. This allows him to make claw attacks with a base damage equal to his normal unarmed attack +2. Claw attacks deal both piercing and slashing damage. As a supernatural ability, this minor transformation is a move-equivalent action that does not provoke attacks of opportunity. The transformation can be maintained for a number of rounds per day equal to the character’s feral monk levels. These rounds need not be concurrent. At 8th level, the feral monk’s threat range with his claw attacks increases by one.
Wolf’s Cunning: At 6th level, a feral monk gains the Improved Trip feat. She need not have taken the Expertise feat, normally a prerequisite.
Leap of the Cat: At 7th level or higher, a feral monk's jumping distance (vertical or horizontal) is not limited according to her height.
Scent: At 9th level, a feral monk gains the Scent special ability regardless of his form.
Animal Type: At 10th level, a feral monk gains the animal creature type in addition to his normal creature type. Essentially, his type is counted as either his normal type (humanoid for most feral monks) or as animal to determine which spells and effects can affect him, whichever is most beneficial to the feral monk.
Table 1: The Feral Monk
Level...BAB...Fort...Ref...Will...AC+...Speed...Special
1st.....+0......+2.....+2....+2....+0.....30 ft....Unarmed Strike, Evasion
2nd....+1......+3.....+3....+3....+0.....30 ft....Deflect Arrows
3rd.....+2......+3.....+3....+3....+0.....40 ft....Bear Hug
4th.....+3......+4.....+4....+4....+0.....40 ft....Catfall (20 ft)
5th.....+3......+4.....+4....+4....+1.....40 ft....Claws
6th.....+4......+5.....+5....+5....+1.....50 ft....Catfall (30 ft), Wolf’s Cunning
7th.....+5......+5.....+5....+5....+1.....50 ft....Leap of the Cat
8th.....+6......+6.....+6....+6....+1.....50 ft....Catfall (50 ft), Claws (improved threat)
9th.....+6......+6.....+6....+6....+1.....60 ft....Scent
10th...+7......+7.....+7....+7....+2.....60 ft....Animal Type
Table 2: Feral Monk Unarmed Combat
Level....BAB..........Damage
1..........+0..............1d6
2..........+1..............1d6
3..........+2..............1d6
4..........+3..............1d8
5..........+3..............1d8
6........+4/+1...........1d8
7........+5/+2...........1d8
8........+6/+3...........1d10
9........+6/+3...........1d10
10......+7/+4/+1.......1d10
Ex-Feral Monks: If at any time the feral monk’s alignment changes to one not allowed in the requirements above, he can no longer gain levels as a feral monk. If the character’s alignment changes back to an allowed alignment, then he can again progress as a feral monk. A feral monk also needs to be in contact with an animal to continue his training. If he spends a level without access to an animal, including the ability to take animal form as well as the ability to speak with animals, then he cannot take his next level in this class.
Summary
This class is identical to the core monk class with the following exceptions/modifications:
Changed alignment restriction from Lawful to Lawful neutral, Neutral, or Neutral good to reflect the neutrality of animals
Removed the following as class skills: Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Perform (Cha), and Profession (any) (Wis)
Added the following as class skills: Animal Empathy (Wis), Handle Animal (Cha), Intuit Direction (Wis), Knowledge (nature) (Int), Profession (herbalist) (Wis), and Wilderness Lore (Wis)
Removed monk weapon proficiencies and ability to flurry with a weapon
Removed Stunning Attack ability
Replaced Still Mind (+2 saves vs. Enchantment) ability at 3rd level with Bear Hug ability
Renamed Slow Fall as Catfall
Replaced Purity of Body (immunity to disease) ability at 5th level with Claws; this ability improves at 8th level
Named Improved Trip bonus feat ability at 6th level “Wolf’s Cunning”
Renamed Leap of the Clouds as Leap of the Cat
Replaced Improved Evasion ability at 9th level with Scent
Replaced 10th level Ki strike (strike as +1 weapon vs. damage reduction) ability with Animal Type
Removed multi-classing restriction and added other restrictions on gaining additional levels