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The Psychic Monk UPDATED!
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<blockquote data-quote="Sravoff" data-source="post: 2459715" data-attributes="member: 33724"><p>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.</p><p>The Psychic Monk</p><p>HD:d8</p><p>Saves: Good: Reflex, Will Poor: Fortitude</p><p>Bab:3/4 (As Cleric)</p><p>Skl Pts: 4+in mod</p><p>Skls:Climb, Bluff, Diplomacy, Move Silent, Hide, Psychic Focus, Spot, Listen,(Other sneaky/monk skills)</p><p></p><p>[code]</p><p>Table 1.1</p><p>Move Special</p><p>.1 | +10 | Minor Teleport, Wild Talent, Speed of Thought Dodge</p><p>.2 | +10 | Fall -10</p><p>.3 | +10 | Psychic Weapon</p><p>.4 | +10 | Alertness, Evasion</p><p>.5 | +20 | Free Step +5', Uncanny Dodge</p><p>.6 | +20 | Flee the ground, Fall -15</p><p>.7 | +20 |</p><p>.8 | +20 | Teleport up</p><p>.9 | +20 | Dodge Attack</p><p>10 | +30 | Free Step +10', Fall -20</p><p>11 | +30 | Improved Teleport, Quick Stand, Improved Evasion</p><p>12 | +30 |</p><p>13 | +30 |</p><p>14 | +30 | Fall -25</p><p>15 | +40 | Free Step +15'</p><p>16 | +40 |</p><p>17 | +40 |</p><p>18 | +40 | Fall -30</p><p>19 | +40 |</p><p>20 | +50 | Free Step +20'</p><p></p><p>Table 1-2 Psychic Weapon</p><p>15-19|+1d6(tree turns)</p><p>20-24|+3d6(four turns)</p><p>25-29|+5d6(five turns)</p><p>30-34|+7d6(six turns)</p><p>35-39|+9d6(MAX)(seven turns)</p><p></p><p>Table 1-3 Psychic Teleport</p><p>15-19|+5'</p><p>20-24|+10'</p><p>25-29|+15'</p><p>30-34|+20'</p><p>[/code]</p><p></p><p>Weapons And armor:</p><p>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.</p><p></p><p>Speed of Thought Dodge: </p><p>A Psychic Monk adds her Inteligence bonus (if positieve) to her AC. (This bonus will not stack qwith other classes like duelist.)</p><p></p><p>Wild Talent: </p><p>The Psychic Monk gains wild talent as a bonus feat, this is what feuls their teleports and other abilities.</p><p></p><p>Minor Teleport: </p><p>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.</p><p></p><p>Fall-x: </p><p>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.</p><p></p><p>Psychic Weapon: </p><p>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.</p><p></p><p>Alerness:</p><p>At fourth level the Psychic Monk gains Alertness as a Bonus feat.</p><p></p><p>Evasion:</p><p>At fourth Level the Psychic Monk gains Evasion.</p><p></p><p>Uncanny Dodge:</p><p>At fifth level the monk gains uncanny dodge.</p><p></p><p>Free Step: </p><p>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.</p><p></p><p>Flee the ground: </p><p>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.</p><p></p><p>Teleport Up: </p><p>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.</p><p></p><p>Dodge Attack:</p><p>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.</p><p></p><p>Improved Teleport: </p><p>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.</p><p></p><p>Quick Stand: </p><p>At eleventh level a Psychic Monk no longer lands prone when "dive bombing" oponents.</p><p></p><p>Improved Evasion:</p><p>At eleventh level the Monk gains Improved Evasion.</p><p></p><p>There it is for your picking, being civil is all I ask.</p><p></p><p>Comments Welcome!</p><p></p><p>-Sravoff</p></blockquote><p></p>
[QUOTE="Sravoff, post: 2459715, member: 33724"] 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' [/code] 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 [/QUOTE]
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