DonAdam
Explorer
Alright, one to run this by you guys to see how horribly munchkin it is. I made it for a monk/wizard in my campaign because, looking at the classes, they both have exponential power curves, so by mutliclassing he would never get to any really cool abilities (we'll stop around 12th level, I don't like really high level adventuring).
So, I done whipped this up and revised it about 8000 times.
The Shining Hand Disciple
By Adam Martin
Requirements
Alignment: Any Lawful
Patron: Azuth
Feats: Improved Unarmed Strike, Stunning Attack or monk’s stunning ability, Combat Casting
Skills: Concentration 10 ranks, Spellcraft 5 ranks, Knowledge (arcana) 8 ranks
Spells: Ability to prepare and cast 2nd level arcane spells.
Special: Membership in the monks of the Shining Hand, a monastic order dedicated to Azuth. You must pass the trials of the Shining Hand under the supervision of your master.
Skills
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge [any](Int), Listen (Wis), Profession (Wis), Scry (Int), Spellcraft (Int), Swim (Str), Tumble (Dex)
Skill Points per Level: 4 + Int modifier
BAB: Medium
Saves: Fort poor, Ref good, Will good
HD: d8
Spellcasting:
+1/2 levels
Special: (new spell level merely notes a new level of spells being available from the spellcasting progression)
1-Monk abilities, Ki Caster
2-Ki Boost
3-Arcane Strike +1
4-(new spell level)
5-Diamond Soul
6-Arcane Strike +3
7-Spellstrike
8-(new spell level)
9-Arcane Strike +5
10-Spell Apotheosis
Class Features
Weapon and Armor Proficiency: The Shining Hand Disciple gains no new weapon or armor proficiencies.
Monk abilities: The Shining Hand Disciple may stack monk, wizard, and disciple base attack bonus when determining iterative unarmed attacks. Also, the Shining Hand Disciple gains stunning attacks as a monk does, one per level per day. The DC is based on his character level rather than monk class level.
Arcane Strike: The Shining Hand Disciple gains the ability to enchant his hands with magical weapon effects that last for 10 minutes per level. Enchantments are selected from table 8-15 in DMG and similar sources or can be used as a raw enhancement bonus to the disciple’s unarmed strikes, but the DM should exercise his judgment as to what enchantments to allow. Throwing, for instance, makes no sense, and all abilities should be able to be applied to bludgeoning weapons.
The Disciple may use a total bonus per day equal to that listed, even breaking it up into weaker enchantments so as to have a longer duration. The Disciple may suppress and recall the enchantment as desired within the allotted time. Enchanting the hands is a free action, and can be done while the hands are currently already enchanted, causing the abilities to stack (their time still overlaps).
Ki Boost: The disciple may sacrifice a stunning attack to increase his effective caster level by 2 for one round. He may expend a number of stunning attacks equal to his level on any one spell.
Ki Caster: The Shining Hand Disciple learns how to power his spells with his internal ki, meaning that he may expend a number of daily stunning attacks equal to the spell level of a spell he has prepared to cast that spell without losing it from memory. So a 4th level Shining Hand Disciple/4th level monk/3rd level wizard has all the spells per day of a 3rd level wizard, but can spend 1 of his 8 stunning attacks to cast a 1st level spell that he has prepared or 2 to cast a 2nd level spell and not lose the spell from memory. If he had Jump prepared, he could use the spell 8 times with stunning attacks and once by casting the spell. These spells must be touch attack spells or spells which target the Shining Hand Disciple.
Spellstrike: The Shining Hand Disciple can cast one touch attack spell as a free action each round in which he uses the full attack action. Note that this effect does not stack with the Melee Spell metamagic feat.
Diamond Soul: As per the monk ability of the same name, but stacking all monk, wizard, and Shining Hand Disciple Levels.
Spell Apotheosis: The Disciple seamlessly fuses mind, body, spirit, and magic, becoming a living arcana. He no longer suffers the penalties of aging. In addition, if an enemy fails to overcome his spell resistance by 5 or more, the Disciple gains an extra number of stunning attacks per day equal to the spell’s level, up to his normal daily maximum.
So, I done whipped this up and revised it about 8000 times.
The Shining Hand Disciple
By Adam Martin
Requirements
Alignment: Any Lawful
Patron: Azuth
Feats: Improved Unarmed Strike, Stunning Attack or monk’s stunning ability, Combat Casting
Skills: Concentration 10 ranks, Spellcraft 5 ranks, Knowledge (arcana) 8 ranks
Spells: Ability to prepare and cast 2nd level arcane spells.
Special: Membership in the monks of the Shining Hand, a monastic order dedicated to Azuth. You must pass the trials of the Shining Hand under the supervision of your master.
Skills
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge [any](Int), Listen (Wis), Profession (Wis), Scry (Int), Spellcraft (Int), Swim (Str), Tumble (Dex)
Skill Points per Level: 4 + Int modifier
BAB: Medium
Saves: Fort poor, Ref good, Will good
HD: d8
Spellcasting:
+1/2 levels
Special: (new spell level merely notes a new level of spells being available from the spellcasting progression)
1-Monk abilities, Ki Caster
2-Ki Boost
3-Arcane Strike +1
4-(new spell level)
5-Diamond Soul
6-Arcane Strike +3
7-Spellstrike
8-(new spell level)
9-Arcane Strike +5
10-Spell Apotheosis
Class Features
Weapon and Armor Proficiency: The Shining Hand Disciple gains no new weapon or armor proficiencies.
Monk abilities: The Shining Hand Disciple may stack monk, wizard, and disciple base attack bonus when determining iterative unarmed attacks. Also, the Shining Hand Disciple gains stunning attacks as a monk does, one per level per day. The DC is based on his character level rather than monk class level.
Arcane Strike: The Shining Hand Disciple gains the ability to enchant his hands with magical weapon effects that last for 10 minutes per level. Enchantments are selected from table 8-15 in DMG and similar sources or can be used as a raw enhancement bonus to the disciple’s unarmed strikes, but the DM should exercise his judgment as to what enchantments to allow. Throwing, for instance, makes no sense, and all abilities should be able to be applied to bludgeoning weapons.
The Disciple may use a total bonus per day equal to that listed, even breaking it up into weaker enchantments so as to have a longer duration. The Disciple may suppress and recall the enchantment as desired within the allotted time. Enchanting the hands is a free action, and can be done while the hands are currently already enchanted, causing the abilities to stack (their time still overlaps).
Ki Boost: The disciple may sacrifice a stunning attack to increase his effective caster level by 2 for one round. He may expend a number of stunning attacks equal to his level on any one spell.
Ki Caster: The Shining Hand Disciple learns how to power his spells with his internal ki, meaning that he may expend a number of daily stunning attacks equal to the spell level of a spell he has prepared to cast that spell without losing it from memory. So a 4th level Shining Hand Disciple/4th level monk/3rd level wizard has all the spells per day of a 3rd level wizard, but can spend 1 of his 8 stunning attacks to cast a 1st level spell that he has prepared or 2 to cast a 2nd level spell and not lose the spell from memory. If he had Jump prepared, he could use the spell 8 times with stunning attacks and once by casting the spell. These spells must be touch attack spells or spells which target the Shining Hand Disciple.
Spellstrike: The Shining Hand Disciple can cast one touch attack spell as a free action each round in which he uses the full attack action. Note that this effect does not stack with the Melee Spell metamagic feat.
Diamond Soul: As per the monk ability of the same name, but stacking all monk, wizard, and Shining Hand Disciple Levels.
Spell Apotheosis: The Disciple seamlessly fuses mind, body, spirit, and magic, becoming a living arcana. He no longer suffers the penalties of aging. In addition, if an enemy fails to overcome his spell resistance by 5 or more, the Disciple gains an extra number of stunning attacks per day equal to the spell’s level, up to his normal daily maximum.