Corlon
First Post
This is just a prestige class I cooked up today after I finished my math test. It's based on cool defensive martial arts, and the fact that I don't think diarming and all those extra actions are all that great.
This prestige class is based off of making the 3.0 monk cool. I don't know how different the 3.5 monk is as of now...
The Randori Master
note: replace "defensive master" with "randori master" in all instances
**Enter Cool Flavor Text About Defensive Masters about them using enemies size and momentum against them, as well as fighting extremely well with their bodies in close quarters Here**
Prerequisites:
Base Attack Bonuse: +3
Feats: Improved unarmed strike, improved grapple (Oriental Adventures), improved disarm, combat reflexes
skills: tumble 8 ranks, ?
Special: Evasion Class Ability
Weapon/Armor Proficiency: Same as monk
Skills: Sane as monk
BAB: medium
Saves: all high (as monk)
Lv Special
1 Monk Abilities, Any Size Defense
2 Opportunistic Fighting I
3 Defensive Toss I
4 Flying Disarm I
5 Size Doesn't Matter
6 Defensive Toss II
7 Opportunistic Fighting II
8 Flying Disarm II
9 Defensive Toss III
10 Master of Momentum
Monk Abilities: If the Defensive Master has any monk levels, add his master levels to his monk levels to determine number of attacks, unarmed damage, speed, and AC bonus. In 3.5 the monk gains the flurry of blows abilities as the monk.
Any Size Defense: At 1st level while grappling, disarming, tripping, or tossing (see below), the Defensive Master suffers no penalties due to size, and his opponent gains no bonuses due to size. The Master still gains bonuses for his size (if any).
Opportunistic Fighting: At 2nd level if any opponent attacks and misses the Defensive Master then he may immidiatelly make a disarm or trip attempt against that opponent. This uses up an attack of opportunity for that turn, and the Defensive Master can not use the improved trip feat along with this ability. At seventh level, the Defensive Master may attempt to initiate a grapple for free instead of disarming or tripping.
Defensive Toss: At 3rd level defensive toss may be used as an opportunistic fighting action (see above). When this ability is used, the Defensive Master and the target both make opposed grapple checks. If the target fails then he is thrown in the same direction he attacked up to the number of feet (10 at 3rd, 20 at 6th, 30 at 9th). The target can be thrown at another creature (granted the creature is within range) with a ranged touch attack. If the creature is hit then both the thrown and the thrown at creatures take 1d6 damage per 10ft. of force applied behind the throw. If the Defensive Master misses with this throw, the creature just lands in a square as far away as the force behind the throw dictates(ie: the defensive master throws a creature a gorlack the minitaur who is 10ft. away. The defensive master puts 30ft. of force behind the creature so that gorlack will be dealt 3d6 damage if he's hit. The Defensive Master misses, however, so the thrown creature is sent 20ft. past the minitaur). If the creature hits a barrier (wall, etc.) it is dealt falling damage as if it had been falling horizontally (ie: 1d6 per ten feet left in the throw). After thrown, the target may make a reflex save (DC 15 + Defensive Master Levels) to stay standing, otherwise they fall prone. This ability may not be used on creatures the Defensive Master cannot normally grapple. At 6th level, in addition to being able to throw the target 20ft., the Defensive Master can throw the target anywhere within a 180 spread, as opposed to directly in the direction the attacker attacked. At 9th level, in addition to being able the throw the target 30ft., the Defensive Master can throw the target in any direction.
Flying Disarm: At 4th level whenever the Defensive Master disarms an opponent, the Defensive Master may cause the weapon to fly in any direction up to ten feet. At 8th level, the weapon can be sent up to 20 feet, and the defensive master can direct the weapon at any creature within range. The Defensive master makes a ranged attack role with a -4 penalty per size category of the weapon above small.
Size Doesn't Matter: At 5th level, the defensive master may grapple creatures up to three larger categories than him, rather than just two.
Master of Momentum: At 10th level, the Defensive Master can grapple creatures of any size.
First of all: Is the class balanced?
2nd: If not, how can it be balanced. If so, is it cool?
3rd: Should there be any more prerequisites?
Thoughts?
This prestige class is based off of making the 3.0 monk cool. I don't know how different the 3.5 monk is as of now...
The Randori Master
note: replace "defensive master" with "randori master" in all instances
**Enter Cool Flavor Text About Defensive Masters about them using enemies size and momentum against them, as well as fighting extremely well with their bodies in close quarters Here**
Prerequisites:
Base Attack Bonuse: +3
Feats: Improved unarmed strike, improved grapple (Oriental Adventures), improved disarm, combat reflexes
skills: tumble 8 ranks, ?
Special: Evasion Class Ability
Weapon/Armor Proficiency: Same as monk
Skills: Sane as monk
BAB: medium
Saves: all high (as monk)
Lv Special
1 Monk Abilities, Any Size Defense
2 Opportunistic Fighting I
3 Defensive Toss I
4 Flying Disarm I
5 Size Doesn't Matter
6 Defensive Toss II
7 Opportunistic Fighting II
8 Flying Disarm II
9 Defensive Toss III
10 Master of Momentum
Monk Abilities: If the Defensive Master has any monk levels, add his master levels to his monk levels to determine number of attacks, unarmed damage, speed, and AC bonus. In 3.5 the monk gains the flurry of blows abilities as the monk.
Any Size Defense: At 1st level while grappling, disarming, tripping, or tossing (see below), the Defensive Master suffers no penalties due to size, and his opponent gains no bonuses due to size. The Master still gains bonuses for his size (if any).
Opportunistic Fighting: At 2nd level if any opponent attacks and misses the Defensive Master then he may immidiatelly make a disarm or trip attempt against that opponent. This uses up an attack of opportunity for that turn, and the Defensive Master can not use the improved trip feat along with this ability. At seventh level, the Defensive Master may attempt to initiate a grapple for free instead of disarming or tripping.
Defensive Toss: At 3rd level defensive toss may be used as an opportunistic fighting action (see above). When this ability is used, the Defensive Master and the target both make opposed grapple checks. If the target fails then he is thrown in the same direction he attacked up to the number of feet (10 at 3rd, 20 at 6th, 30 at 9th). The target can be thrown at another creature (granted the creature is within range) with a ranged touch attack. If the creature is hit then both the thrown and the thrown at creatures take 1d6 damage per 10ft. of force applied behind the throw. If the Defensive Master misses with this throw, the creature just lands in a square as far away as the force behind the throw dictates(ie: the defensive master throws a creature a gorlack the minitaur who is 10ft. away. The defensive master puts 30ft. of force behind the creature so that gorlack will be dealt 3d6 damage if he's hit. The Defensive Master misses, however, so the thrown creature is sent 20ft. past the minitaur). If the creature hits a barrier (wall, etc.) it is dealt falling damage as if it had been falling horizontally (ie: 1d6 per ten feet left in the throw). After thrown, the target may make a reflex save (DC 15 + Defensive Master Levels) to stay standing, otherwise they fall prone. This ability may not be used on creatures the Defensive Master cannot normally grapple. At 6th level, in addition to being able to throw the target 20ft., the Defensive Master can throw the target anywhere within a 180 spread, as opposed to directly in the direction the attacker attacked. At 9th level, in addition to being able the throw the target 30ft., the Defensive Master can throw the target in any direction.
Flying Disarm: At 4th level whenever the Defensive Master disarms an opponent, the Defensive Master may cause the weapon to fly in any direction up to ten feet. At 8th level, the weapon can be sent up to 20 feet, and the defensive master can direct the weapon at any creature within range. The Defensive master makes a ranged attack role with a -4 penalty per size category of the weapon above small.
Size Doesn't Matter: At 5th level, the defensive master may grapple creatures up to three larger categories than him, rather than just two.
Master of Momentum: At 10th level, the Defensive Master can grapple creatures of any size.
First of all: Is the class balanced?
2nd: If not, how can it be balanced. If so, is it cool?
3rd: Should there be any more prerequisites?
Thoughts?
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