PrC - Champion of Khurma - Monk Prc (Vudra)


Homebrew and House Rules


Hello All,

Hereby the next part of my "Vudra" flavoured character options. This time a Prestige Class for monks, using a bow...... the God Khurma is somewhat based on the Indian God Rama.

Champion of Khurma
The Champions of Khurma are an order of monks who aim to emulate the actions of the god Varishan in his incarnation Khurma. Although they strive for inner peace and self-perfection, they also actively champion the cause of good and fight the demons and spirits that plague Vudra. The Champions of Khurma are regarded very highly by commoners and good rulers alike, but are also often actively persecuted by less than just rulers and Rakshasa’s who regard them as a threat. Just as their god, the champions of Khurma favour the bow, and use this with supernatural skill.
Role: Champions of Khurma fill the same role as standard monks, although strongly focused on ranged combat. Additionally they can be effective as diplomats with both commoners and nobles.
Alignment: Champions of Khurma are always lawful, just like all monks. Additionally, because of the tenets of their faith they are never evil, and most Champions of Khurma are lawful good.
Hit Die: D8

Requirements:
In order to qualify to become a Champion of Khurma, a character must fulfill all the following criteria.
Skills: Diplomacy 5 Ranks, Knowledge (religion) 7 ranks.
Feats: Point Blank Shot, Rapid Shot, Manyshot, Martial Weapon Proficiency (Longbow)
Abilities: Flurry of Blows Monk Ability.
Special: The character must have been judged worthy to become a member of the Order of the Champions of Khurma by at least three current members.

Class Skills
The Champion of Khurma’s class skills (and the key ability for each skill) are Acrobatics, Craft (Int), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Swim (Str)
Skill Ranks at each Level: 4 + Int modifier.

Class Features
All of the following are Class Features of the Champion of Khurma prestige class.
Weapon and Armor Proficiency: A Champion of Khurma does not gain proficiency with any weapon or armor.
Monk Abilities: Levels of the Champion of Khurma’s Prestige Class count as Monk levels for the Armour Class Bonus, Flurry of Blows and Maneuver Training abilities. He does not gain other benefits a character of that class would have gained, such as increased unarmed damage or other monk abilities.
Focused Archery: Starting at 1st level a Champion of Khurma can use his wisdom bonus instead of his dexterity bonus for ranged attacks with any type of bow. (But not crossbows)
Slayer of Demons: At 2nd level the Champion of Khurma gets a +1 bonus on attacks and damage against all creatures with the Outsider (Demon) and evil creatures with the Outsider (Native) subtypes, as well as on opposed intimidate, perception and sense motive checks. This bonus increases by +1 at 4th level and every second after that.
Bonus Feat: At 3th and 7th level, a Champion of Khurma received a bonus feat. The Champion of Khurma can select a feat from the following list: Deflect Arrows, Far Shot, Precise Shot, Improved Precise Shot, Pinpoint Targeting, Snatch Arrows, Shot on the Run, Weapon Focus (Longbow).
Flight of Arrows: Starting at 4th level, a Champion of Khurma can treat any type of bow (but not crossbow) as a Monk Weapon, and as such can use it with the Flurry of Blows ability. It is not possible to use Point Blank Shot or Rapid Shot in combination with a Flight of Arrows, as it is already assumed that these shots are included in the Flight of Arrows .
Ki Arrows: Starting at 5th level the Champions of Khurma class levels stack with monk levels for determining his Ki Pool. Also, by spending one Ki point, the Champion of Khurma can bestow his Ki Pool abilities. (e.g. magic, adamantine) until the start of his next turn.
Pierce the Veil: At 9th level, the monk gains the ability to look through magical disguises. This ability works as the spell true seeing, but can be used for a number of minutes per day equal to his class level. These minutes do not need to be consecutive.
Avatar of Khurma: Upon reaching 10th level, the Champion of Khurma becomes a personification of the ideals of his god. His type changes to Outsider (native), and he becomes immune against mind affecting effects. Furthermore his wisdom and charisma scores each increase by 2.

Level BAB Fort Ref Will Special

1 +0 +2 +2 +2 Monk Abilities, Focused Archery
2 +1 +3 +3 +3 Slayer of Demons +1
3 +2 +3 +3 +3 Bonus Feat
4 +3 +4 +4 +4 Slayer of Demons +2, Flight of Arrows
5 +3 +4 +4 +4 Ki Arrows
6 +4 +5 +5 +5 Slayer of Demons +3
7 +5 +5 +5 +5 Bonus Feat
8 +6 +6 +6 +6 Slayer of Demons +4
9 +6 +6 +6 +6 Pierce the Veil
10 +7 +7 +7 +7 Avatar of Khurma, Slayer of Demons +5

Again, any input is appreciated.


Cool idea, I like it.

I am not sure the ranged attcks should be affected by flurry of blows. 7 attacks doesn't fit my idea for a zen archer. Maybe instead they gain the ability to spend one ki point and gain wisdom to damage for one round. Less attacks with more killing power. (The attack bonus from flurry should be applicable though).

Imagine a calm Khurma zen archer releasing an arrow with his bow, the arrow seems to travel slowly its flight beautiful and perfect, but when it hits it hits with the strength of a mountain.

Also the pierce illusion ability should last 2 rounds per class level and activate as a swift or free action. You should be able to split its use as you wish. Like with the barbarians rage.

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