I'm sure you've all seen the "drunken master" prestige class by now, and per my fellow players request, I've re-tooled it to be a pot-smoking monk class. I'm especially happy with the capstone ability, but I'm open to any suggestions. My 7th level monk just took this class, so we'll see where it goes.
GREEN MONK
Hit Die: d8.
Requirements
To qualify to become a Green Monk, a character must
fulfill all the following criteria.
Skills: Acrobatics 5 ranks.
Feats: Dodge, Improved Unarmed Strike(or the monk’s unarmed strike ability).
Special: Flurry of Blows ability; Evasion ability
Class Skills:
The Green Monk’s class skills (and the key ability for each skill) are Acrobatics(Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Stealth (Dex), Sleight of Hand (DEX), Perception (Wis), Diplomacy (Cha), Profession: gardener(Wis), Profession: herbalist(Wis), Perform (Cha), Sense Motive (Wis), and Swim(Str)
HD: d8, Skill Points at Each Level: 4 + Int modifier.
If the character in question has any level of monk then the Green Monk prestige class stack with the monk level in regards to unarmed damage and flurry of blows, but not other abilities are gain in this way.
Level__Fort___Ref____Will_____Special
1______ +0____ +1_____ +0_____ Smoke like a Chimney, improvised weapons
2______ +1____ +1_____ +1_____ Expedient Saunter
3______ +2____ +2_____ +1_____ Stoned Sway
4______ +3____ +2_____ +1_____ AC bonus +2, improved improvised weapons
5______ +3____ +3_____ +2_____ greater improvised weapons
6______ +4____ +3_____ +2_____ Improved Feint
7______ +5____ +4_____ +2_____ Improved Grapple
8______ +6____ +4_____ +3_____ For medicinal purposes
9______ +6____ +5_____ +3_____ AC bonus +4, corkscrew rush, superior improvised weapons
10_____ +7____ +5_____ +3_____ Puff of Smoke
Class Features
All of the following are class features of the Green Monk prestige class.
Weapon and Armor Proficiency: Green Monks gain no proficiency with any weapon or armor, except that they are always proficient with their improvised weapons and shields.
Smoke like a Chimney (Ex): A Green Monk’s body handles herb differently from other people’s. He can smoke a joint as a move action. Every joint he consumes during combat reduces his Dexterity or Intelligence by 2 points, but increases his Wisdom or Constitution by 2 points, as the characters choice. A Green Monk may benefit from a number of joints equal to his class level. The duration of both the penalty and the
bonus is a number of rounds equal to the character’s Green Monk’s level + Wisdom bonus + 3. At the end of this bout of stoned prowess the Green Monk is still stoned but can start the bonus up again by “Maintaining the High”, regaining the previous bonus. However, after the duration is over the Green Monk gains fatigued status. If at this point the Green Monk “Maintains some more” he gains his bonuses back once more but still sufferers the fatigue status penalties and after the duration his status changes to exhausted. If the Green Monk dares to “Maintain” even more for the same duration, after the duration ends he falls asleep.
Improvised Weapons (Ex): While bongs and pipes are a Green Monk’s preferred improvised weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A Green Monk’s improvised weapon deals as much damage as his unarmed strike plus an extra 1d4 points. Most improvised weapons deal bludgeoning damage, although some (a broken glass bottle, for example) would deal piercing or slashing damage. A Green Monk can also throw an improvised weapon for damage equaling the extra damage it would receive as a melee weapon. When a Green Monk rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless. Lastly, improvised weapons in a Green Monk’s hands are considered a special monk weapon for purposes of using it with flurry of blows.
Expedient Saunter (Ex): By zigzagging, stumbling, and staggering, a Green Monk of 2nd level or higher can make a charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need not be in a straight line, even though the character can still move up to twice his speed. Second, if a Green Monk makes a DC 15 acrobatic check before beginning a charge, his movement through threatened squares provokes no attacks of opportunity.
Stoned Sway (Ex): At 3rd level, a Green Monk knows how to weave and bob during an attack, making him more difficult to hit. The character gains a +2 dodge bonus to Armor Class against any one opponent he chooses during his turn.
AC Bonus (Ex): At 4th level, a Green Monk gains a +2 bonus to Armor Class. This bonus improves to +4 at 9th level.
Improved Improvised Weapons (Ex): A Green Monk of 4th level or higher can use long improvised weapons (such as ladders) as reach weapons according to their length. In addition, flexible objects like clothing or towels may be used as improvised grappling weapons, granting a +4 bonus to grapple checks. Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields. Lastly, any improvised weapons weighing less than five pounds are considered to be a light weapon.
Greater Improvised Weapons (Ex): At 5th level and higher, a Green Monk wielding an improvised weapon deals an extra 1d8 points of damage instead of 1d4. In addition improvised weapons weighing less than ten pounds are considered light weapons.
Improved Feint (Ex): A Green Monk who attains 6th level gains Improved Feint as a bonus feat even if he does not meet the prerequisites.
For Medicinal Purposes (Sp): At 8th level, a Green Monk gains the ability to convert a single joint he has smoked into a single potion of cure moderate wounds, as if he had just drunk a dose of the potion. To use this ability, the character must be under the effect of a joint (see Smoke like a Chimney, above). When he converts one joint into one dose of the potion, his ability scores change (-2 to Constitution or Wisdom, +2 to Intelligence or Dexterity) as if the duration of the alcohol’s effect had expired. This ability can be used up to three times per day. It is a standard action that does not provoke an attack of opportunity. This however will not remove a fatigue or exhausted status.
Corkscrew Rush (Ex): A Green Monk of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt an opponent. When making a charge attack he can, in addition to dealing normal damage, initiate a bull rush (without provoking an attack of opportunity). If the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save (DC 10 + the Green Monk’s class level + the
Green Monk’s Wis modifier). However, if the bull rush attempt fails, the Green Monk lands prone in front of the opponent.
Superior Improvised Weapons (Ex): At 9th level and higher, a Green Monk wielding an improvised weapon deals an extra 1d12 points of damage instead of 1d8.
Puff of Smoke (Sp): A Green Monk who attains 10th level gains the ability to fill a small room or area with smoke, blinding all in it except for the Green Monk, whose eyes are used to the haze. A Green Monk can do this a number of times per day equal to his half his levels of Green Monk. The area of smoke fills a 30-foot radius sphere around the monk, which follows him wherever he goes and last for a number of minutes equal his Constitution modifier.
Multiclass Note: A monk who becomes a Green Monk may continue advancing as a monk.