The Psychic Monk UPDATED!

Sravoff

First Post
I have wanted to make this class for quite awhile and have finally gotten around to it. Unfortunatly I don't have my books so the skills are unfinished and the minus fall could be off. However I think I have enough to get the idea out there. The five foot steps may be a bit over powered and may have to be lowered.
The Psychic Monk
HD:d8
Saves: Good: Reflex, Will Poor: Fortitude
Bab:3/4 (As Cleric)
Skl Pts: 4+in mod
Skls:Climb, Bluff, Diplomacy, Move Silent, Hide, Psychic Focus, Spot, Listen,(Other sneaky/monk skills)

Code:
Table 1.1
Move Special
.1 | +10 | Minor Teleport, Wild Talent, Speed of Thought Dodge
.2 | +10 | Fall -10
.3 | +10 | Psychic Weapon
.4 | +10 | Alertness, Evasion
.5 | +20 | Free Step +5', Uncanny Dodge
.6 | +20 | Flee the ground, Fall -15
.7 | +20 |
.8 | +20 | Teleport up
.9 | +20 | Dodge Attack
10 | +30 | Free Step +10', Fall -20
11 | +30 | Improved Teleport, Quick Stand, Improved Evasion
12 | +30 |
13 | +30 |
14 | +30 | Fall -25
15 | +40 | Free Step +15'
16 | +40 |
17 | +40 |
18 | +40 | Fall -30
19 | +40 |
20 | +50 | Free Step +20'

Table 1-2 Psychic Weapon
15-19|+1d6(tree turns)
20-24|+3d6(four turns)
25-29|+5d6(five turns)
30-34|+7d6(six turns)
35-39|+9d6(MAX)(seven turns)

Table 1-3 Psychic Teleport
15-19|+5'
20-24|+10'
25-29|+15'
30-34|+20'

Weapons And armor:
Psychic Monk are proficient with all simple melee weapons and the same exotic weapons monks get. They are also able to wieled slings. Psychic Monks may wear light armor but nothing more. If they wear heavier armor they cannot use there addition five footsteps or teleport abilities, or add their int bonus to AC or use the Fall ability.

Speed of Thought Dodge:
A Psychic Monk adds her Inteligence bonus (if positieve) to her AC. (This bonus will not stack qwith other classes like duelist.)

Wild Talent:
The Psychic Monk gains wild talent as a bonus feat, this is what feuls their teleports and other abilities.

Minor Teleport:
A Psychic Monk Has learned to move at the speed of thought. By focusing his mental energy hae can move through dificult terrain without penalty. This ability can only be used during a five foot step, A psychic monk may teleport as far s his total five foot step. He may not teleport through a space occupied by an enemy unit.

Fall-x:
A Psychic Monk learns to use his psychic power to harden his bones and muscles. A psychic monk treats falls as if they were a shorter distance than they actually were, as noted on table 1-1. The monk does not actually fall slower as a monk, so damage from falling on enemies is as normal. A Psychic Monk does NOT need to be near a wall in order to use this ability like a monk does.

Psychic Weapon:
A Psychic Monk can charge his weapon with Psychic force. As a standard action the Monk can make a Psychic Focus check. Check table 1-2 to determine the increase in weapon damage. This damage lasts untill a hit is scored or until (check result divided by five round down) turns have passed.

Alerness:
At fourth level the Psychic Monk gains Alertness as a Bonus feat.

Evasion:
At fourth Level the Psychic Monk gains Evasion.

Uncanny Dodge:
At fifth level the monk gains uncanny dodge.

Free Step:
As a Psychic Monk gains experience is becomes more apt to moving. A Psychic monk of fifth level can take an additoinal 5 foot step per turn, provided he can becom Psychically focused. Every Five levels this Maximum increases as shown on table 1-1. A Psychic Monk wishing to move farther than five feet with a five foot step must succeed on a Psychic Focus check. The DC is on Table 1-3. If the check is less than the distance the monk wished to go he stops short as far as his check wil let him. If this would put him inside the body of another creature or inside an inanimate object, the Psychic Monk is flung back the way he came from five feet and takes 4d6 damage. When using this ability Minor Teleport is working.

Flee the ground:
A Psychic Monk of sixth level or higher no longer touches the ground when he walks/runs. This means most terrain doesn't cause lessened movement. A Psychic monk may also walk on any horizantal surface. This include water, lava, spikes ect. A Psychic Monk may not walk on molecuiles of steam or the like.

Teleport Up:
At eighth level a psychic monk can teleport up while taking a 5 foot step, up to the max number of feet equal to the max five foot steps they can take. A Psychic monk may also use teleport to teleport over ravines and such, they treat long jumps as if they were shortened my the amount of five foot steps they can take. When Dropping from above on opponents, weapons used deal an additional 1d4 damager per 5 feet dropped. This leaves the Spichic Monk Prone and one square whichever direction from the opponent the Monk desires.

Dodge Attack:
At nineth level a Psychic Monk can dodge incomming attacks by psychically teleporting to safety. To do this a Monk must succeed a Reflex Saving Throw with A DC equal to The Attackers Saving Throw plus half the Attackers Base Attack Bonus. If the Save Succeeds the Monk may try to take teleport step. This requires the monk to become sychically focused like normal. If the save fails the monk still attempts to teleport where he decided to go before.

Improved Teleport:
At 11th level the psychic monk may teleport through enemies and the like. This is a free action like all other teleports so they may teleport behind an enemy to gain a flanking bonus.

Quick Stand:
At eleventh level a Psychic Monk no longer lands prone when "dive bombing" oponents.

Improved Evasion:
At eleventh level the Monk gains Improved Evasion.

There it is for your picking, being civil is all I ask.

Comments Welcome!

-Sravoff
 
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This didn't go so well the first time around, so I'll try one more time. Any feed back would be nice and I am removing the civil clause.

Thanks

-Sravoff
 


What is a psychic focus check?

I would try making it less check based. Maybe give it abilities when its psionically focused or just normally

two 20ft steps a round as free actions? maybe make it an "expend your psionic focus feat to use this ability" and take out the two per round piece.

It may be overpowered but I can't really tell because the abilities are so unusual but i think ive seen the DCs somewhere...
if you got the inspiration from somewhere could you post the source
 

This is really odd ... :\ Well, let's have a look. First, for reference: d20srd.org for the SRD, particularly the Psionic and Monk bits.

Sravoff said:
The Psychic Monk
HD:d8
Saves: Good: Reflex, Will Poor: Fortitude
Why not all good saves like the monk?
Sravoff said:
Bab:3/4 (As Cleric)
Skl Pts: 4+in mod
Skls:Climb, Bluff, Diplomacy, Move Silent, Hide, Psychic Focus, Spot, Listen,(Other sneaky/monk skills)
Ditch Psychic Focus and Add Concentration. That's what you use to become psionicly focused.

Now let's fix your tables :) ... They're not too bad, but the format is slightly confusing and the single code tag pair is hiding some of your tables.
Code:
Table 1.1
Level   Move   Special
  1     +10    Minor Teleport, Wild Talent, Speed of Thought Dodge
  2     +10    Fall -10
  3     +10    Psychic Weapon
  4     +10    Alertness, Evasion
  5     +20    Free Step +5', Uncanny Dodge
  6     +20    Flee the ground, Fall -15
  7     +20 
  8     +20    Teleport up
  9     +20    Dodge Attack
 10     +30    Free Step +10', Fall -20
 11     +30    Improved Teleport, Quick Stand, Improved Evasion
 12     +30 
 13     +30 
 14     +30    Fall -25
 15     +40    Free Step +15'
 16     +40 
 17     +40 
 18     +40    Fall -30
 19     +40 
 20     +50    Free Step +20'

Code:
Table 1-2 Psychic Weapon
Check   Damage   Duration
15-19    +1d6    three turns
20-24    +3d6    four turns
25-29    +5d6    five turns
30-34    +7d6    six turns
 35+     +9d6    seven turns

Code:
Table 1-3 Psychic Teleport
Check   Distance
15-19     +5'
20-24     +10'
25-29     +15'
30-34     +20'
Either change the last row to 30+ or add another row saying +5 +5'

Alright, now let's look at the mechanics :D

By the way, as a guideline, I think you can get much of what you are looking for with a multiclassed Monk / Psychic Warrior who enters the Elocater Prestige Class.

Sravoff said:
Weapons And armor:
Psychic Monk are proficient with all simple melee weapons and the same exotic weapons monks get. They are also able to wieled slings. Psychic Monks may wear light armor but nothing more. If they wear heavier armor they cannot use there addition five footsteps or teleport abilities, or add their int bonus to AC or use the Fall ability.
I would change this to Monk weapons and no armor or shield proficiency and a Psychic Monk who wears armor or a shield loses class abilities.

Sravoff said:
Speed of Thought Dodge:
A Psychic Monk adds her Inteligence bonus (if positieve) to her AC. (This bonus will not stack qwith other classes like duelist.)
I would change this to an Wisdom based insight bonus. Monk's add thier wisdom to AC and Psychic Warriors are Wisdom "casters".

Sravoff said:
Wild Talent:
The Psychic Monk gains wild talent as a bonus feat, this is what feuls their teleports and other abilities.
At first level, I would grant Wild Talent and Improved Unarmed Strike as bonus feats.
at second, I would grant Speed of Thought as a bonus feat.
Sravoff said:
Minor Teleport:
A Psychic Monk Has learned to move at the speed of thought. By focusing his mental energy hae can move through dificult terrain without penalty. This ability can only be used during a five foot step, A psychic monk may teleport as far s his total five foot step. He may not teleport through a space occupied by an enemy unit.
This is very similar to the Psychic Warrior Power Dimension Slide dispite the limited distance. I would delay this ability until 6th or later.

Sravoff said:
Psychic Weapon:
A Psychic Monk can charge his weapon with Psychic force. As a standard action the Monk can make a Psychic Focus check. Check table 1-2 to determine the increase in weapon damage. This damage lasts untill a hit is scored or until (check result divided by five round down) turns have passed.
I would change this to granting monk-like unarmed damage only when psionicly focused.

Sravoff said:
Alerness:
At fourth level the Psychic Monk gains Alertness as a Bonus feat.
It's okay, but I would replace this a Psionic Bonus feat.
Sravoff said:
Free Step:
As a Psychic Monk gains experience is becomes more apt to moving. A Psychic monk of fifth level can take an additoinal 5 foot step per turn, provided he can becom Psychically focused. Every Five levels this Maximum increases as shown on table 1-1. A Psychic Monk wishing to move farther than five feet with a five foot step must succeed on a Psychic Focus check. The DC is on Table 1-3. If the check is less than the distance the monk wished to go he stops short as far as his check wil let him. If this would put him inside the body of another creature or inside an inanimate object, the Psychic Monk is flung back the way he came from five feet and takes 4d6 damage. When using this ability Minor Teleport is working.
Okay, no offense, but this is hideous ;) Change this to a late level dimension slide as a (Su) ability. So movement doen't provoke Attacks of Opportunity. Extra 5ft steps is generally a no-no, especially if you want to make those 5 ft steps further than 5ft :)

Sravoff said:
Teleport Up:
At eighth level a psychic monk can teleport up while taking a 5 foot step, up to the max number of feet equal to the max five foot steps they can take. A Psychic monk may also use teleport to teleport over ravines and such, they treat long jumps as if they were shortened my the amount of five foot steps they can take. When Dropping from above on opponents, weapons used deal an additional 1d4 damager per 5 feet dropped. This leaves the Spichic Monk Prone and one square whichever direction from the opponent the Monk desires.
Uhm, replace this with Leap of Clouds monk ability, IMO

Sravoff said:
Dodge Attack:
At nineth level a Psychic Monk can dodge incomming attacks by psychically teleporting to safety. To do this a Monk must succeed a Reflex Saving Throw with A DC equal to The Attackers Saving Throw plus half the Attackers Base Attack Bonus. If the Save Succeeds the Monk may try to take teleport step. This requires the monk to become sychically focused like normal. If the save fails the monk still attempts to teleport where he decided to go before.
Nice flavor but 1) too much die rolling; 2) too complicated.

Teleportation Dodge: The Psychic Monk gains a +2 dodge bonus to AC. (Dodge bonuses stack)

Sravoff said:
Improved Teleport:
At 11th level the psychic monk may teleport through enemies and the like. This is a free action like all other teleports so they may teleport behind an enemy to gain a flanking bonus.
This becomes unnecessary if you replace Free Step with an innate Dimension Slide as I described above ... though 11th is a good place for it to kick in

Sravoff said:
Quick Stand:
At eleventh level a Psychic Monk no longer lands prone when "dive bombing" oponents.

Improved Evasion:
At eleventh level the Monk gains Improved Evasion.

There it is for your picking, being civil is all I ask.

Comments Welcome!

-Sravoff

Interesting concept, good for a Githzerai character. I would suggest playing with a Monk/Psychic Warrior/Elocater until you find the abilities you like and smooth them out into a core class. Remember Psionic Meditation allows you to attain Psionic Focus as a move action.

I think, at various levels, the class should grant the following bonus feats: Wild Talent, Improved Unarmed Strike, Speed of Thought, Psionic Meditation, and perhaps Mental Leap or Up the Walls
 

Okay, I was trying to make a variant monk and as I was designing the monk in the New Thread box and it started to look alot like this one ... so one computer crash later and I decided to redesign it here... Tell me what you think :D

Psychic Monk

Alignment: Any
Hit Die: d8

Class Skills:
Skill Points: (4 + Int mod) x4 at first level; (4 + Int mod) each additional level

Code:
[b]Table x-x: The Psychic Monk
         Base                                   
        Attack   Fort   Ref    Will   Unarmed     AC  
Level   Bonus    Save   Save   Save   Damage    Bonus[sup]1[/sup]   Special[/b]
  1       +0      +2     +2     +2      1d6        -     Unarmed Strike, Wild Talent
  2       +1      +3     +3     +3      1d6        -     Evasion
  3       +2      +3     +3     +3      1d6        -     Fast Movement
  4       +3      +4     +4     +4      1d6        -     Catfall 10'
  5       +3      +4     +4     +4      1d6       +1     Deflection
  6       +4      +5     +5     +5      1d6       +1     Speed of Thought
  7       +5      +5     +5     +5      1d6       +1     
  8       +6      +6     +6     +6      1d8       +1     Catfall 20'
  9       +6      +6     +6     +6      1d8       +1     Improved Evasion
 10       +7      +7     +7     +7      1d8       +2     Impossible Strike
 11       +8      +7     +7     +7      1d8       +2     
 12       +9      +8     +8     +8      1d8       +2     Catfall 30'
 13       +9      +8     +8     +8      1d8       +2     
 14      +10      +9     +9     +9      1d8       +2     
 15      +11      +9     +9     +9      1d8       +3     
 16      +12     +10    +10    +10     1d10       +3     Catfall 40'
 17      +12     +10    +10    +10     1d10       +3     
 18      +13     +11    +11    +11     1d10       +3     
 19      +14     +11    +11    +11     1d10       +3     
 20      +15     +12    +12    +12     1d10       +4     
[sup]1[/sup] This AC Bonus only applies while Psionicly Focused; see Deflection.
Class Features:
Weapon and Armor Proficiencies: Monk weapons and no armor or shield.

Unarmed Strike (ex):As a monk of 1/2 the Psychic Monk's level (minimum of 1).

Wild Talent: At first level the Psychic Monk gains Wild Talent as a Bonus Feat

AC Bonus (Ex): When unarmored and unecumbered, the psychic monk adds her Wisdom bonus, (if any) as an insight to their AC. This bonus does not stack with the monk AC bonus.

Fast Movement (Ex): At 3rd level, a Psychic Monk's base speed while wearing no heavier than medium armor and carrying no heavier than a medium load, his base speed is increased by 10 ft.

Catfall (Su): Starting at 4th level, the Psychic Monk can reduce any fall by 10'. This reduction increases by 10' every four levels above 4th level. This ability overlaps (does not stack with) other methods of reducing falling distance.

Deflection (Su): Starting at 5th level, a Psychic Monk while Psionicly Focused gains a +1 deflection bonus to their AC. The Psychic Monk gains an additional +1 every 5 levels after 5th level.

Impossible Strike (Ex): The psychic monk may calculate flanking his normal square of from any square he threatens. He may change the square flanking is calculated from as a free action once per turn.

Woohoo. the vB codes work inside
Code:
 tags!

It still needs a bit more oomph. :)

Edit: Whoops. I hit submit too soon. Well, guess I should be saving my progress anyway ;)
 
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What exactly is Psychic about this? It can't manifest any powers.

I'd suggest a modified Psychic Warrior instead.

- Loses / + Gains:
- Armor Proficency
+ Wisdom to AC (when unarmored)
+ Speed bonus (Speed of Thought at 3rd level, +10 ft. every mumble levels)

- Martial Weapon Proficency
+ Improved Unarmed Strike
+ Improved Grapple or Stunning Fist

- Lots of bonus Feat from large list
+ Skill points, skill list, a few fixed bonus Feats
+ One or two more good saves?
+ Flurry?

Using Powers, the Psychic Monk can already do lots of stuff that the normal Monk can do -- make his unarmed strikes magical (with metaphysical weapon), teleport around (dimension swap, dimension slide, psi dimension door), slow his fall (catfall and/or inertial barrier) -- each choice would have a trade-off, but on the whole he would be far more flexible, given the wide range of Psionic powers at his disposal.

Cheers, -- N
 

It's as Psychic as the Soulknife. It's meant to alter the Monk flavor from Arcane/Divine supernatural to Psionic Supernatural.
 

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