Homebrew "Gentle Fist" archetype.


Homebrew and House Rules


Hello, a player in my pathfinder game was wanting to play a monk with similar abilities to Neji from Naruto. After a bit of discussion he sent me a list of abilities he wants his character to have. I have below the archetype I came up with. Any fixes to balance issues or suggestions are greatly appreciated!

The Way of the Focused Ki
These monks have an unnatural knowledge of the human body and ki, allowing them to disable opponents using precise strikes, blocking the natural energy pathways of the human body.
Class Skills - Add heal to the monk class skill list
Proficiencies - These monks are not proficient in any weapons, instead choosing to devote their lives to unarmed combat.
Unarmed Damage: A focused ki monk’s strikes focus less on beating an opponent and more on disabling them. A focused ki monk’s damage dice are as if they are one size smaller. A focused ki monk also applies dexterity to unarmed strikes instead of strength.

This ability alters Unarmed Damage

Gentle Fist - At 1st level, a focused ki monk gains the ability to attack specific ki points on an enemies body. As a full round action a focused ki monk makes a called shot and can expend ki points to send ki into the opponent’s body. The opponent must make a fortitude save (DC 10 +½ monk level + Wis Modifier). If the opponent fails the save, he suffers the following effect. At 6th level, 11th level and 16th level, the focused ki monk can make another attack using this ability. Each consecutive attack takes a -3 penalty to attack bonus. In addition, focused ki monks gain a +2 bonus on attack rolls while making called shots.

Arm: The opponent must drop any item held in that arm. In addition, he cannot take any actions that would require the use of that arm for 1d3 rounds. Cost: 1 ki point

Chest: This pushes the opponent back 5 feet per ki point spent to a maximum of 30 feet. Cost: (see text)
Head: Opponent becomes confused for 1d3 rounds. Cost: 1 ki point.
Heart: Opponent becomes staggered for (1d4+ ½ Wis Modifier) rounds. Cost: 2 ki point

Leg: Opponent must make a reflex save (DC 10 +½ monk level + Wis Modifier) or fall prone. For every size category larger than medium, the DC increases by 5. For every size category smaller than medium the DC decreases by 5. Flying creatures are not affected by this. The opponent’s movement speed is decreased to 5. Any actions that require this leg cannot be taken. Any prone creature must take a standard action to stand. These effects last for 1d3 rounds.

Vitals: By striking in the center of an opponent’s ki network, you disrupt their ability to manipulate energy. For 1d3 rounds, whenever the opponent attempts to cast a spell or use a spell-like ability he must succeed a caster level check equal to (10+½ monk lvl+Wis Modifier). The caster must also make this check for any ongoing spells or enchantments or have them dispelled (as if with dispel magic) until this effect ends.

This ability replaces flurry of blows.

Extend Gentle Strike: At 5th level a monk can spend an additional ki point while using gentle fist to extend the effects of the called shot by 1d4 rounds. At 7th level he can spend another ki point to make the effects last an additional 1d6 rounds.

This ability replaces purity of body and wholeness of body.

Blade Hand: At 11th level a monk, as long as he has a ki point, a focused ki monk’s strikes are considered piercing and slashing to overcome damage resistance. He can also use this ability add +4 to attacks made to overcome hardness.

This ability replaces diamond body

Ranged Gentle Strike: at 17th level a focused ki monk can make gentle strikes as a ranged attack from 30 feet away.
This ability replaces tongue of sun and moon.


I have also added " If the opponent is pushed 15 or more feet, he must perform a reflex save (DC 10 + ½ monk level + Wis Modifier) or be knocked prone." to the chest gentle fist section.


In the unarmed damage section you say that he applies his dexterity to unarmed strikes. Is that attack, damage, or both. It looks pretty good


CactusUnicorn wrote:
In the unarmed damage section you say that he applies his dexterity to unarmed strikes. Is that attack, damage, or both. It looks pretty good

I was thinking both.


Vitals may be a little too strong. Dispel ongoing effects -and- force caster checks. Yes it replaces a great feature but that's alot of power.


Red Creeper wrote:
CactusUnicorn wrote:
In the unarmed damage section you say that he applies his dexterity to unarmed strikes. Is that attack, damage, or both. It looks pretty good
I was thinking both.

Just for the purpose of cutting down on feats make sure this is treated as having weapon finesse for the purpose of qualifying for feat prerequisites.

Also just a note from me but it seems like giving all these abilities at lvl 1 is very powerful. Although they are full round actions they are still save or suck sort of actions. Meaning either the player wastes their turn making 1 attack or completely cripples the opponent. I think there needs to be some kind of scaling with this ability outside of just adding more attacks if you want it for general use.

However if it's just for your one game you should be able to balance around it with no issue. The real worry is that I can dip a level into this and gain all these abilities immediately.

Now as a Naruto fan I have to point out there is no mention of rotation?!?!?! Or something regarding the lion fist techniques, or something vaugely like the byakugan. Got to say a bit disappointed at nothing on those


What do you think of choosing the different parts of the body at certain levels similar to rogue talents? I could also include learning rotation and byakugan as options.


Also, in the same vein, I may split apart the two abilities of the vitals strike so it would require two of these talents to get the full ability.


Another of these talents could be the ability to attack again when using the ability.


After looking at suggestions and tweaking, I have edited the archetype to the following:

The Way of the Focused Ki

These monks have an unnatural knowledge of the human body and ki, allowing them to disable opponents using precise strikes, blocking the natural energy pathways of the human body.

Class Skills - Add heal to the monk class skill list

Proficiencies - These monks are not proficient in any weapons, instead choosing to devote their lives to unarmed combat.

Unarmed Damage: A focused ki monk’s strikes focus less on beating an opponent and more on disabling them. A focused ki monk’s damage dice are as if they are one size smaller. A focused ki monk also applies dexterity to unarmed strikes instead of strength. This is treated as having weapon finesse for the purpose of qualifying for feats.

This ability alters Unarmed Damage

Gentle Fist - At 1st level, a focused ki monk gains the ability to attack specific ki points on an enemies body. As a full round action a focused ki monk makes a called shot and can expend ki points to send ki into the opponent’s body. The opponent must make a fortitude save (DC 10 +½ monk level + Wis Modifier). If the opponent fails the save, he suffers the following effect. At 6th level, 8th, 11th level and 16th level, the focused ki monk can choose any of the following Gentle Fist Techniques. In addition, focused ki monks gain a +2 bonus on attack rolls while making called shots.

Arm: The opponent must drop any item held in that arm. In addition, he cannot take any actions that would require the use of that arm for 1d3 rounds. Cost: 1 ki point

Chest: This pushes the opponent back 5 feet per ki point spent to a maximum of 30 feet. If the opponent is pushed 15 or more feet, he must perform a reflex save (DC 10 + ½ monk level + Wis Modifier) or be knocked prone. Cost: (see text)

Head: Opponent becomes confused for 1d3 rounds. Cost: 1 ki point.

Heart: Opponent becomes staggered for (1d4+ ½ Wis Modifier) rounds. Cost: 2 ki point

Leg: Opponent must make a reflex save (DC 10 +½ monk level + Wis Modifier) or fall prone. For every size category larger than medium, the DC increases by 5. For every size category smaller than medium the DC decreases by 5. Flying creatures are not affected by this. The opponent’s movement speed is decreased to 5. Any actions that require this leg cannot be taken. Any prone creature must take a standard action to stand. These effects last for 1d3 rounds. Cost: 1 ki point

Vitals Strike: By striking in the center of an opponent’s ki network, you disrupt their ability to manipulate energy. For 1d3 rounds, whenever the opponent attempts to cast a spell or use a spell-like ability he must succeed a caster level check equal to (10+½ monk lvl+Wis Modifier). This technique may be chosen again to allow it to disrupt any ongoing spells or enchantments (as if with dispel magic) until this effect ends. For each enchantment, the opponent must make the same saving throw. Cost: 2 ki point

Quick Strike: While using the gentle fist, a focused ki monk who chooses this technique can attack with a gentle fist technique again. This technique may be chosen multiple times. Each consecutive attack takes a -3 penalty to attack bonus. Cost: 0 ki point

Rotation: By spinning quickly in a circle and striking a focused ki monk can create a dome of ki that serves as an offense and a defense. As a use of Gentle Fist, he can put establish the dome. Any creature that is inside of the dome takes damage equal to your unarmed strike damage every round. This dome also blocks any non-magical projectiles. While using this ability you cannot use quick strike. Cost: 1 ki point per round

This ability replaces flurry of blows.

White Eye: At 3rd level a focused ki monk can move ki into his eyes to enhance his vision. This grants a +5 perception bonus per 2 ki spent for 1 minute per focused ki monk level. While this is active, the focused ki monk is granted the ability to see all around him. At 8th level, while this is active a focused ki monk can spend an additional 2 ki to see through illusions and darkness (as per the true seeing spell) for 1 minute.

This ability replaces Maneuver Training

Extend Gentle Strike: At 5th level a monk can spend an additional ki point while using gentle fist to extend the effects of the called shot by 1d4 rounds. At 7th level he can spend another ki point to make the effects last an additional 1d6 rounds.

This ability replaces purity of body and wholeness of body.

Blade Hand: At 11th level a monk, as long as he has a ki point, a focused ki monk’s strikes are considered piercing and slashing to overcome damage resistance. He can also use this ability add +4 to attacks made to overcome hardness.

This ability replaces diamond body

Ranged Gentle Strike: at 17th level a focused ki monk can make gentle strikes as a ranged attack from 30 feet away.

This ability replaces tongue of sun and moon.


Edit: Add learning a gentle fist technique at 1st and 3rd levels as well.

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