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What kind of strength bonus is that?

Asking for a potential mythic build.


ok, so I had an idea to basically turn BAB into a skill. The first thing is that the skill isn't just one, it'd be spread amongst the weapon groups as the fighter's class has them and dividing that into three categories:simple, martial and exotic. proficiency is converted over to treating weapons of those groups as class skills and weapon focus replaced by skill focus. among other changes, feat based increases to the skills are treated as "bonus ranks" and these open up combat tricks and advanced skills. at 6+ ranks, you can use a standard action to attack twice at a -5 penalty to the second attack and no penalties as a full round action;I could use a little help with other combat tricks. Also, classes that previously possessed fast BAB progressions gain skill focus a bonus feat that could only be used for a weapon group skill.

also, as for martial classes not really having enough skill points to throw around, but I have a fix. Fast progression classes who expend one skill point into weapon skills may spread it to 3 weapons skills;medium progression can spread to 2 and slow progression is stuck at 1.

thoughts?


just checking, I made a build for a one shot where a guy I knew said you cant go toe to toe with the tarrasque as a martial and I made character, long story short, monk+war lord+dragon fury+barb (alignment change towards the end) plus the right style feats and a certain stance equaled tarrasque chunks.

I need to know if I did it right though. okay, I used combat stamina + dragon style and dragon ferocity to get double my strength mod on each hit and was in iron hide stance to double that, so was to I use quadruple my strength or not?


so, I was reading Iron hide stance.

it says you double your strength damage bonuse or triple if you are weilding a two-handed weapon.

just trying to figure out if my math is right.

so, we have a strength score of 30 for a mod of +10 to damage and +15 damage with a two handed weapon. If I'm in this stance, do I now add +20 and +30 or +20 and +45?


so, having read over pummeling style and pummeling charge, if that was paired up with improved cleaving finish or charge of the ravager, do you hit everybody with the haymaker of hell?


what would the rules be for an amulet with a continuous "moment of greatness" enchantment? is it a constant effect and if so who would let a bloodrager wear it.


can someone help me out....I'd like to build a martial who can replicate everything Roland the paladin pulled off.


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how would you guys handle a body slam?

current method I've got so far is as such:

grapple cmb=succeed

damage=unarmed damage (considered one size category larger), treated as a two-handed attack for damage/feat purposes.

effects=enemy "falls prone", provoking attacks of opportunity as normal.

keep in mind, this applies to real martial art slams like the kind you mostly see in western unarmed martial arts.


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Improved heavy armor proficiency

prereqs: heavy armor proficiency, con or str 13

benefits:You gain the benefits of this feat so long as you are wearing heavy armor. At BAB+3 and every +3 there after, all weapons that strike you have their weapon dice downgraded by one step. sleeping in heavy armor has no negative effects.

at BAB+8,reduce your armor check penalty by an amount equal to your strength bonus. Also, reduce arcane spell failure by 5% per point of strength bonus.

at BAB +12,add your armor bonus to your CMB and CMD for trips,bull rushes, grapples, and disarm attempts.

at BAB+16,a number of times per day equal to your constitution bonus, you may make a fortitude save DC 10+1/2 attackers level+str, if you succeed this save, you may negate a critical or sneak attack.

yeah, for both this feat and heavy armor specialization, certain types of natural armor count as heavy. thinks things like metal/stone constructs, earth elements, dragons, the tarrasque, generally creatures that are know for being bullet proof and nigh-invulnerable.


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Improved light armor proficiency

prereq: light armor proficiency, dex 13

benefits:You gain the benefits of this feat when wearing light or no armor at all and carrying no more than a light load.when using combat expertise, you gain a +2 to AC instead of a +1 for every -1.

at BAB+8, once per day, you may take 20 on a reflex save. you gain an additional use of this ability per day for every +4 BAB beyond that.

at BAb +12, as a swift action, you may gain an insight bonus equal to your HD to one dexterity based skill for a number of rounds equal to your dexterity bonus. you may apply this bonus to an additional skill at BAB+16 and BAB+20.

at BAB +16, when using acrobatics to move through a threatened area, you may move at full speed with no penalty.This acrobatic's check also allows you to rise from prone as part of a movement. You add any dodge bonuses you may have to this check.

Special: Ninjas,Rogues, and Bards use their level instead of BAB for determing when they get these benefits.

same goes for light armor specialization.


ah, a class after my own wrought iron heart...lets see if we can pump him up a tier or two.

Barbarian:

HD:D12 mutha f&%@A!!
BAB:Full
Fort:good
ref:bad
will:bad

The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Proficiency:A barbarian is proficient with all simple and martial weapons, light armor, medium armor and shields (except tower shields).

fast movement(ex): a barbarian can move 10 ft as a swift action at level 1, this movement speed increases to 20 ft at level 11 and 30 ft at level 20. a Barbarian may not benefit from this if she is wearing heavy armor or is carrying more than a medium load.

rage(ex):A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier.Temporary constitution boosts do not increase rage rounds. At each level after 1st, she can rage for 2 additional rounds. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Finally, a Barbarian may use her fast movement while carrying a heavy load.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers(ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).

instincts(ex): at 3rd level, a Barbarian is gifted with an uncanny ability to tell when there is something wrong with a given situation. a Barbarian may make a perception check anytime she is being observed to notice her observer or is within 10 feet of the area of effect of spells, spell-like abilities,traps or extraordinary abilities to determine where it is.This check adds half her Barbarian levels as bonus to the check.

Aspect of rage(ex): at 4th level,as a free action once enraged, a barbarian can dig deeper and deeper into her raging spirit to manifest more and more primal power. When a barbarian enters into an aspect of rage, she burns through two rounds of rage per round and her furious mind finds it harder to differentiate friend from foe as she must make a DC 10+1 per rounds she has raged to keep herself from attacking the nearest target, she must also make such a will save if she wishes to release herself from the deep embrace of her aspect. she may choose from the following aspects.

Aspect of the beast(ex): he who makes a beast out of himself, gets rid of the pain of being a man. a Barbarian who manifests this aspect of her fury can become a horrifying monster. Most Barbarian's transform into a humanoid bear-like beast with bony ridges on there brow and back, though exact details can very, though all are reduced to beastial sounds as their only means to communicate. The barbarian is granted toughness, an additional +4 bonus to strength and constitution while she is enthralled in her beastly form, as well as gain an appropriately sized bite and claw attacks, though she still possesses the martial knowledge and dexterity to wielded manufacture weapons. She also gains a +2 natural armor bonus, and gains a constant frightful presence with DC equal to 10+1/2 her barbarian levels+ her charisma.
special:if she possesses the lesser beat totem, her claws are sized for one size category larger than she is.

Aspect of Psychosis[/b](ex):When the senses are shaken, and the soul is driven to madness, Who can stand? a Barbarian with this aspect has let her mad power run wild with her, turning her into an inescapable, undying psychopath. a Barbarian with this aspect is granted the die hard feat and increases her fast movement speed by 20 feet,gains a +2 to attack and will saves against mind affecting effects for every round she slips farther into madness, gains a constant frightful presence with DC equal to 10+1/2 her barbarian levels+ her charisma, she doubles her constitution for the purposes of determining when she dies,regains a round of rage when every she slays a foe and is immune to fear affects.

[i]Aspect of Malice(ex):To the pain.....a Barbarian who chooses this aspect of rage has allowed hatred to rouse her to new heights of wrath. A barbarian with this aspect gains intimidating prowess as a bonus feat,the ability to smite a foe, gains a frightful presence with a DC equal to 10+1/2 her level+her strength, she regains a round of rage when ever she slays a foe, and can cast see invisibility with her barbarian levels as her caster level.

aspect of the desert(ex): I side with those who favor fire. A barbarian's rage truly bursts forth when she selects this aspect. she gains fire resistance 10, is wreathed in an at will aura of flames that extends out 10 feet from her dealing 1d6 to all creatures within said aura(except the barbarian herself), she gains a constant frightful presence with a DC of 10+1/2 her Barbarian level+ her charisma bonus, gains a line breath weapon that deals 1d6 fire damage per two barbarian levels with a range equal to 5 ft per point of constitution bonus with a DC 10+1/2 barbarian level+constitution bonus, gain a flight speed of 30 feet( good maneuverability) that she may apply her fast movement speed to and is immune to bleed damage.

aspect of the tundra(ex): Ice would suffice. the barbarian with aspect shows the world just how unfeeling and cold she can be.she gains cold resistance 10, is wreathed in an at will aura of cold that extends out 10 feet from her dealing 1d6 to all creatures within said aura(except the barbarian herself), she gains a constant frightful presence with a DC of 10+1/2 her Barbarian level+ her charisma bonus, gains a line breath weapon that deals 1d6 cold damage per two barbarian levels with a range equal to 5 ft per point of constitution bonus with a DC 10+1/2 barbarian level+constitution bonus, gains a fly speed of 30 feet (good maneuverability) that she may apply her fast movement speed to and is immune to bleed damage.

Improved uncanny dodge(ex):At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Damage Reduction(ex):At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Improved aspect of Rage(ex):at the 8th level, the aspect that the barbarian has chosen has now grown even stronger.

Improved aspect of the Beast(ex):The Barbarian's monstrous form grows even more terrifying as the barbarian swells in size. The beast gains powerful build, her strength and constitution are now increased by +8, her natural armor becomes a +6, her fast movement increases by 10 feet again, she gains low-light vision (or dark vision 60 feet if she already possessed low-light vision), scent,grab,pounce,SR 10+1/2 her level+her constitution bonus(she may choose to allow a spell to effect her regardless) and she may make an additional attack at her highest BAB on a full attack action.

Improved aspect of psychosis(ex):The madness has continued to grow, spoiling every last corner of the barbarian's mind. The Barbarian gains immunity to mind affecting effects to such a strong degree that any one attempting to use such an effect on her much succeed a will save DC 10+1/2 barbarian levels+cha bonus or be stunned for 4d6 rounds and suffer 3d6 intelligence damage, she also gains an initiative bonus equal to 1/3 her barbarian levels, her fast movement increases by another 10 feet, she may make an additional attack at her highest BAB on a full attack action and she now regains a round of rage on every critical hit.

Improved aspect of Malice(ex):the hatred has taken deep root in her heart and now no one is safe. A Barbarian with this aspect may grant her weapon a enchantment bonus equal to 1/3 her Barbarian level, this bonus stacks with any previous enchantment and may be swapped out for other abilities such as keen or bane, she also gains the ability to cast scrying on any target she has every interacted with while in or out of rage using her Barbarian levels as her caster level, she is also under the constant effect of detect scrying with her barbarian level as the caster level (the very act of scrying on her leaves one open to being scryed upon in return), she gains blind sight out to her con bonus*5 feet, scent and the ability to make an additional attack at her highest Bab on a full round attack.

Improved Aspect of the Desert(ex):The barbarians searing rage is enough to give dragons and elementals reason to pause. The Barbarian gains immunity to fire, her fire aura now extends out to 40 ft, all creatures within 10 ft of her take 1d10+her constitution bonus as damage, she may step into any fire and use it to teleport to any other fire within range using her barbarian level as her caster level, she may make an additional attack at her highest BAB on a full attack action, she may now fly up to 300 ft per turn in a straight line and detonate a massive explosion akin to a fire ball when she stops moving that uses her Barbarian level as her caster level.

Improved Aspect of the Tundra(ex): the barbarian's indifference is a plague that drives even the undead to seek shelter. The Barbarian gains immunity to cold, her cold aura now extends out to 40 ft. all creatures within 10 ft of her take 1d10+her constitution bonus as damage ,she may step into any water (in liquid or ice state) and step out of any other water as if by teleport using her Barbarian levels as her caster level, she may now fly up to 300 ft per turn in a straight line and detonate a massive explosion akin to a fire ball when she stops moving, except that it obviously deals cold damage instead, this uses the barbarian levels as her caster level, and finally, the Barbarian may make an additional attack at her highest BAB on a full round attack action.

Greater Rage:At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Indomidable will(ex):While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

secondary aspect(ex): a barbarian of 12th level may select another aspect, this one starts at it's 1st tier and levels up ever 4 levels as her previous one did. she may activate her secondary aspect as a free action with the expenditure of a rage round, though having two aspects active at the same time burns through 3 rounds of rage per round and doubles the rate at which her will save DC increases.

Greater Aspect of Rage(ex): at level 16, a Barbarian gains the 3rd tier in her selected Aspect and may select another first tier aspect. She must be extremely cautious with this though, she take 4 damage per round in rage if she has two aspects active and the rate at which the DC to control herself increases by 2 per round instead of 1.

Greater aspect of the Beast(ex): it's hard to tell who the monster is, the Tarrasque attacking the city or the barbarian "hero" fighting it. The Beast now gains a +12 to strength and constitution, a +8 natural armor, dark vision 120, her powerful build now treats her as huge instead of large, she has Blind-sight 60 ft, gains trample, fast healing equal to the Barbarian's level and gains improved power attack.

Greater aspect of psychosis(ex): what difference is there between a hero this far gone and a villian? a barbarian with this Greater aspect has lost all grasp of sane though and is no longer subject to the alignment system when being attacked by spells and abilities that target alignment, detect though now stuns the caster for 4d6 rounds and causes 3d6 intellgence damage should the caster fail a save,fear effects, mind affecting effects and divinations also have said consequences and now have the initially effect reflected on their user,her fast movement ability increases by 10 feet, and the psycho now regains a rage round if she deals damage with a melee attack.

Greater Aspect of Malice(ex): hell hath no fury like this barbarian. This barbarian's hatred has manifested itself into a gaze that can crush lesser men as though with a dominate person, the barbarian may also cast dimensional anchor using her Barbarian level as the caster level, she also gains a constant death knell effect,she gains a number of critical feats equal to half her constitution bonus that must be selected at the beginning of rage, and regains a rage round every time she criticals.

Greater Aspect of The Desert(ex): fire itself is scalded by your approach. any time you would take damage from fire, it now heals you by 1 point per every 3 damage you would normally take. Any creature with fire immunity must now make a fortitude save DC 10+1/2 barbarian levels+con bonus, if they fail, they take half damage and none if they succeed. Creatures with fire resistance have their resistance lowered by 1/2 barbarian levels+con bonus. A number of times per day equal to your constitution bonus, you treat any target of your fire damage as though they had fire vulnerability.

Greater Aspect of the Tundra(ex): the iceman cometh.any time you would take damage from cold, it now heals you by 1 point per every 3 damage you would normally take. Any creature with cold immunity must now make a fortitude save DC 10+1/2 barbarian levels+con bonus, if they fail, they take half damage and none if they succeed. Creatures with cold resistance have their resistance lowered by 1/2 barbarian levels+con bonus. A number of times per day equal to your constitution bonus, you treat any target of your cold damage as though they had cold vulnerability.

Tireless rage(ex):Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Mighty Rage(ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.

Supreme Aspect of Rage(ex):at 20th level, the barbarian has become one with your aspect, she no longer consume 2 rounds of rage for going into one aspect.

supreme aspect of the Beast(ex): foes tremble at your warp spasms. a barbarian in beast form's powerful build ability has her considered gargantuan, she gains a +16 to strength and constitution, and a +10 natural armor bonus. Her fast healing becomes regeneration and the only way that she may die is to be coup de grace by a creature using an epic weapon with a minimum HD total of her Barbarian level-2.She is considered a magical beast for the purposes of spells, spell-like abilities and effects, but only if she so chooses.She may reflect spells, spell-like abilities, breath weapons and the such a number of times per day equal to her constitution bonus, using her barbarian level as the caster level.

Supreme aspect of Psychosis(ex):some people just need a little push, where as you have hurled yourself. The barbarian's mind is far gone that she can ignore effects simply by way of not believing it. She can no longer die no matter how far down her hit points are beaten, even spells like disentigrate only kill her if she fails her saves against them, though massive damage can still end her life should she fail that save. The use of mind affecting effects on her now causes 1d4 hours of unconsciousness and 3d6 damage to intelligence, wisdom and charisma. She may sacrifice one round of rage per target and strike them with he psychotic mind, forcing them to make a save as if they had tried to effect her with a mind affecting effect. Should anyone fail a save against her psychotic back lashing abilities, she may spend a round of rage to control them as though with a dominate monster spell.

Supreme aspect of Malice(ex): you'd be surpised how far you can run on spite and hate. the barbarian may spend a round of rage and the next attack that hits a creature forces that creature to make a fortitude save DC 10+1/2 barbarian levels+ the barbarian's strength bonus or be knocked out for 1d4 hours, paralyzed for 2d6 rounds or slain. she may also spend a round of rage to remove immunity to fear, mind affecting effects, critical hits, precision damage or flanking from a single target, this automatically ignores damage reduction that isn't DR/-, which is cut in half instead before applying feats like penetrating strike. She may also increase her barbarian levels by 50% for determining the save DC's for her actions such as massive damage, coup de grace, and her aspect powers. any creature that comes within 10 feet of her must make a fortitude save equal to 10+1/2 barbarian leve+charisma bonus or be rendered unconscious for 1d4 rounds, she may also select a target she is able to perceive and inflict them with such a save a number of times per day equal to her con bonus.

Supreme aspect of the Desert(ex): they say an fire elemental is the truest embodiment of fire, you beg to differ. A barbarian with this supreme aspect is considered an elemental of the fire subtype for the purposes of spells, spell-like abilities and other such effects, but only if she so chooses. she may cast fire storm a number of times per day equal to her con bonus, she uses her Barbarian levels as her caster level. Her fiery form can drive away cold weather effects, both natural and magical, as if using calm weather with her barbarian levels as the caster level. She also gains the ability to control her aura, selecting what creatures burn and what creatures are spared. She burns with such power that any barbarian with anything less than improved aspect of the tundra loses the offensive powers of their aspect while in her aura. Her aura now extends up to 40 ft per point of con bonus and any spells with cold descriptor cast in or into her aura fail.

Supreme aspect of the Tundra(ex): Your breath is long winter.A barbarian with this supreme aspect is considered an elemental of the cold subtype for the purposes of spells, spell-like abilities and other such effects, but only if she so chooses. she may cast ice storm a number of times per day equal to her con bonus, she uses her Barbarian levels as her caster level. Her frigid form can drive away hot weather effects, both natural and magical, as if using calm weather with her barbarian levels as the caster level. She also gains the ability to control her aura, selecting what creatures freeze and what creatures are spared. She chills with such power that any barbarian with anything less than improved aspect of the desert loses the offensive powers of their aspect while in her aura. Her aura now extends up to 40 ft per point of con bonus and any spells with fire descriptor cast in or into her aura fail.


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Heavy armor specialization

prereqs: heavy armor proficiency, str and con 13.

benefits: you must be wearing heavy armor to gain these benefits. at BAB +3 and every +3 there after, you gain a +2 armor bonus. if you have the stand your ground feat, you gain a +4 damage resistance bonus for every -1 you take to your AC, instead of +3 for -1

at BAB+6, you gain a damage resistance bonus equal to your base fortitude save.

at BAB+11, a number of times per round equal to your strength or constitution bonus (which ever is higher), you may make a fortitude save with a DC equal to 10+1/2 level+stat+attack bonuses from feats like weapon focus, if you succeed, there damage is halved before any other defenses are applied. (ex. if you have damage resistance 15 and a foe strikes you for 2d8+10 damage, if you make your save, this damage is reduced to 1d8+5 before your damage resistance is applied)


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medium armor specialization.

prereqs: medium armor proficiency, dex and wis 13 or str and con 13.

benefits: you must be wearing medium armor and be carrying no more than a medium load to benefit from this feat. at BAB+3 and every +3 there after, you gain a +1 dodge bonus and a +1 armor bonus. you may choose to make a fortitude save in place of a reflex save and vice versa.

at BAB +6, you may shift your dodge and armor bonuses around, though the amount is limited. at BAB+6, you may shift one point in either direction. at BAB +9, you may shift two points in either direction. at BAB+12, you may shift three points in either direction and so on in that progression. You may do this as a free action at anytime, even in response to someone else's actions.

at BAB+11, you may gain a reflex bonus equal to your current dodge bonus or gain a damage resistance bonus equal to your base fortitude save. you may choose one and shift this about once per round as a free action.


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light armor specialization.

prereqs: light armor proficiency, dex 13, wis 13

benefits: you may only gain these benefits when wearing light or no armor and carrying no more than a light load. At bab +3 and every +3 there after, gain a +2 dodge bonus. You may combine total defense or fighting defensively with combat expertise.

at bab+6, you gain a bonus to reflex saves equal to your current dodge bonus.

at BAB +11, a number of times equal to your dexterity or wisdom bonus (which ever is higher), you may make a reflex save instead of relying on AC or repel rolls.If you avoid the attack, you may move 5 feet without provoking an AoO, this does not count against your 5ft adjustment per round nor against your maximum movement per round.


well, I've tried my hand at monks and I'm getting some good feed back and I think I'm heading in the right direction...now lets try doing the same for some other classes like the titular rogue.

rogue:

hit dice: d8
BAB:3/4
fort:bad
ref:good
will:bad
skills:int+8

The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
special:

sneak attack:Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment

Style pool: your good, you look good doing what you do good and you know it. starting at the 1st level a Rogue gains a style pool equal to 1/2 her level(minimum of 1)+ her intelligence bonus. So long as she has at least 1 point in this pool, she may add 1/2 her rogue levels to checks made with a number of skills equal to her intelligence bonus, she may spend a style point and a swift action to change her skill selections. This bonus counts as skill ranks for the purposes of qualifying for feats and prestige classes. This allows you to disable magical traps and devices with disable device.

by spending 1 style point, a rogue can make an additional attack at her highest BAB, but only on a full attack. In addition, she may spend 1 style point move 20 feet as a swift action. Finally, a rogue can spend 1 style point to gain a +4 insight bonus on any one skill she has selected from her previous ability for 1 round. A rogue can activated a number of these abilities per round equal to her intelligence bonus as a free action.A rogue can gain additional powers that consume points from her style pool by selecting certain rogue talents.

The style pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive

evasion:At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

rogue talents:As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

the old list is still here, a rogue may also take a ninja trick as a rogue talent unless it has the same name.....ninja tricks that require a ki pool might be off limits for now just as the new rogue talents that require a style pool would be off limits for the ninja.....tell me if this should drop. style points spent on talents don't count towards your limit.

acrobatic master(ex): spend a style point and gain a +20 to acrobatic checks for 1 round.

whisper(ex): people don't just detect pick pockets with their eyes, those pesky ears can be quit a b%&%* themsleves. by spending a style point, a rogue may act as if under the effects of a silence spell that only effects her. Her caster level is equal to her rogue levels.

not alone in the dark(ex): a rogue has realized that not being seen is only half the game. A rogue may spend 1 style point as a standard action and gain darkvision out to 60 ft for 1 hour.

now you see me, now you don't,(ex): you know some people who can go unseen if they wish, but you've got a rare gift indeed when it comes to stealth. turn invisible for 1 round per level by spending a style point.

just the wind(ex): sometimes it's easier to make 'em believe they saw nothin than to just not be seen. a rogue may spend 1 style point per target, said target(s) are now subject to a memory lapse with the rogue's levels as the caster level.

ventriloquism(ex): as the ninja trick..yeah, couldn't come up with any better name

wall crawler(ex): as the ninja trick wall climber.

extraordinaire(ex):at 3rd level and every 3rd level thereafter, a rogue gains skill focus on any one skill she has selected for her style bonuses, if a rogue changes her stylized skills, she may also change the skills that benefit from skill focus now.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

originators and innovators: at 6th level, a rogue's stylish abilities have now begun mixing and shifting quite abit, allowing the rogue to pull off unorthodox feats of...well..style.

a Rogue may select several of the options below, these options require a full round action and an expenditure of 2 style points per option to change once they have been chosen. she may benefit from a number of these options equal to her intelligence bonus.

1. a rogue may select any talent or style ability that costs only 1 style point and instead may use that ability so long as she has any style points.

2. a rogue may select any skill she currently has stylized, anytime she rolls for said skill, if she rolls less than a 10 on the check, treat the roll as if it were a 10.

3. a rogue may select any skill she currently has stylized, should she fail a roll with that skill, she may instantly reroll the check and take the better of the two rolls.

4. a rogue may spend 2 style points and flank an opponent all by herself for a round. If she is flanking with ally, her flanking bonus increases by +2 at level 6 and increases by an additional +1 for every 3 levels there after.

improved uncanny dodge(ex):A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent. She may also choose a master trick from the ninja's list.

again, keep the old list of advanced talents, and please, I need to know if ninja's and rogues can use ki/style abilities

flanking dodge: a rogue gains just as much defense from flanking as she does offense.A rogue with this talent gains a dodge bonus equal to the flanking bonus she would receive.

expert flanker: some rogues are just plain better at fighting dirty. A rogue with this rogue talent may spend 4 style points and is considered 4 levels higher for all sneak attack purposes including damage and determining if you can sneak attack a target.

the man who wasn't there: when a rogue uses now you see me, now you don't, she is considered to be under the effects of greater invisibility. A rogue must have taken now you see me, now you don't before she can take this talent.

paranoid(ex): call it what you will, if it saves your life, it's worth it. a rogue with this rogue talent may add half her rogue levels to the will save to resist divination spells. she may spend 4 style points and "cast" non-detection and detect scrying on herself using her stealth ranks as the caster level.

I see you(ex): a rogue with talent knows when some is trying way too hard to go unnoticed. As a swift action, the rogue can cast see invisibility, using her level as the caster level. Each use of this ability uses up 1 style point.

shadow walker(ex): a rogue with this talent just seems to come and go with cover of darkness, she may spend 2 style point if she is standing in a shadow or darkness of any sort and cast teleport using her rogue levels as her caster level, with the limit that she must teleport into another area of darkness.

flick of the wrist: when repelling an attack, a rogue with this rogue talent may spend 2 style points and use her acrobatics ranks in place of her BAB to determine the number of attacks per round she may repel and is used in place of BAB when rolling to repel an attack.

Master of the underworld: get away from me, I know what happens to gold when your around

At 20th level, a rogue gain access to the purer aspects of what it means to be a rogue, she may choose two of these aspects. She may also spend a full round action and 10 style points to change your selection.

the assassin; a rogue becomes the silent hand of death come to claim a new victim. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Creatures with immunity to sneak attack damage and/or death effects are immune to this effect, though the rogue may spend 5 style points to negate the target's immunity to sneak attacks and/or for a number of rounds equal to her intelligence bonus.

the non-existant(ex): this rogue's existence is a topic of debate even among the divine. A rogue of this aspect can truly vanish, She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her rogue level as her caster level for this ability. She can also cast's Modify memory on any creature that has interacted with her, with the spell wiping any memory of her from their memories in such a way as to not draw suspicion, the rogue need not be with in range of the target to erase herself from their minds, though she must do so with in 1 week per point of intelligence she has. The target gets a will save at a DC of 10+1/2 the rogue's level+int bonus to resist the effect, though the target may still only vaguely remember the rogue unless the target beats the DC by an amount equal to rogue's intelligence bonus. Creatures with immunity to mind-affecting effects are immune to the memory wipe, though a rogue may spend 5 style points to remove such an immunity, though such creatures make their will save with a +5 bonus and will remember the rogue with full clarity if they beat the save at all.

the thieves(ex): nothing is forbidden, everything is permissible. a rogue with this aspect is capable over coming any measure to keep her out, she may dispel all magic with a simple disable device check against the DC of the magic or a caster check. The rogue is under a constant true seeing effect that nothing can be hidden from and may "cast" greater scrying when searching for a target of any sort with a constant detect magic/chaos/law/good/evil/read magic/tongues effect. If you have the shadow walker ability, she may expend 5 style points to upgrade the ability to greater teleport and gate.

so? whatcha think? yes, I know...them capstones


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Monk

HD:D8

BAB:full

FORT:Good

REF:Good

WILL:Good

proficients:club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling,spear and all monk weapons, no armor or shields.

Intuitive combat(need better name!!!)(Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 3rd level. This bonus increases by 1 for every three monk levels thereafter, up to a maximum of +6 at 20th level.

The monk may use his wisdom bonus in place of his strength or dexterity bonus on attack rolls made with unarmed strikes and monk weapons.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. A monk may add his level based AC Bonus to repel rolls(rules here, don't like it?don't use it).

Two-weapon fighting (Ex): at level 1, a monk gains the benefits of two-weapon fighting as a bonus feat even if he does not meet the prerequisites.

improved unarmed strike(Ex): at level 1, a monk gains improved unarmed strike as a bonus feat. (not a fan of this? just keep his normal unarmed strike progression and flurry of blows instead then)

Bonus Feat: At 1st level, 2nd level,3rd level,6th level and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: two-weapon fury, Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist(Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion(Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement(Ex): At 3rd level, a monk may move up to the speed provided on the monk table for fast movement as a swift action.A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind(Ex): A monk of 3rd level and every three levels thereafter gains a cumulative +1 bonus on saving throws against enchantment spells and effects.

Ki Pool(Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction and grant his unarmed attacks a +1 enchantment bonus. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction and his enchantment bonus increases to +2. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction and his enchantment bonus increases to +3.At 13th level, his unarmed strikes enchantment bonus increases to +4. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness and his enchantment bonus to his unarmed strikes increases to +5.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus. In addition, he can spend 1 point to increase his fast movement ability distance by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. The monk may activate a number of these powers equal to half his monk levels per round as a free action. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall(Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump(Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body(Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Wholeness of Body(Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Improved Evasion(Ex): At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body(Su): At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Quivering Palm(Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack a number of times per day equal to his wisdom bonus, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. a Monk may expend 5 ki points and use a quivering palm on a creature immune to critical hits.

Timeless Body(Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Tongue of the Sun and Moon(Ex): A monk of 17th level or higher can speak with any living creature.

Empty Body(Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Monk feats...kinda...ish..

Ki blast:

prereqs: wisdom 15, ki pool ability

benefits: as a standard action,you may spend 1 point of ki and choose to deal your unarmed damage with your wisdom in place of your strength in a ranged touch attack that has a range increment of 5' per point of wisdom bonus.

if you have a base attack bonus of +6 or higher, you may perform a ki blast as a swift action.

Ki manipulation

prereqs: wisdom 15, ki pool ability, an enchantment bonus of +1 or higher on an unarmed strike/natural attack.

benefits:as a swift action, you may spend a number of ki points equal to a given magical enchantment's enchantment value and convert your preexisting enchantment bonus into your desired ability.This ignores the rule of a weapon needing at least a +1 enchantment to gain magical abilities.These enchantments last a number of rounds equal to the level of the class that gave you a Ki pool, afterwards the effect returns to being a simple enchantment bonus. if you have two classes that gave you the ki pool ability, they stack for determining duration (Ex. spend 1 ki point and grant your unarmed strike the flaming quality in place of it's +1 enchantment bonus)

so, any more suggestions? feed back? criticism? hell, I'll take hate posts.


hello, been hearing a lot from me recently, haven't we?

massive damage in it's current state is....boring, flat 50 points of damage and DC 15 to die? let's try my rules for it

Trauma save: when ever you lose 50% of your current HP to lethal damage, you must make a DC10+1/2 the attackers BAB+relevant stat (most likely strength). two-handed uses will get almost immediate kick out of it and will keep that kick with my upgrading two-handed feats. two weapon won't really benefit until the battle drags on and there death by a thousand cuts techniques begin pilling up. Magic users...gain absolutely no benefit from it.

Vorpal: 20, confirm, dead...except in 3.5 with sirushi? shirish?...armor dog monster that hunts dragons!!! and what great defense did he have against the mighty vorpal sword? what great magical powers kept his neck safe do you ask? a thick plate of armor.....so basically, a vorpal sword can slice through bodies easier than most weapons, but a tough enough body and strong enough armor will put a quick stop to it...so..instead of it's normal mechanics. use this.

Vorpal saves: when ever you threaten or confirm a crit by 5 or more, your foe must make a DC10+1/2 BAB+strength fortitude save or die instantly (nope, being able to live without a head won't save you, the sword will instead chop you in half or vibrate you body enough to temporarily turn off regeneration..basically, it says f#&& you). If you deal massive damage with a vorpal weapon, the DC becomes 10+BAB+str. If both effects activate, the DC becomes 10+BAB+str+enchanment bonuses.

coup de grace: keep it as is, though change the save to DC10+1/2BAB+str(or damaging stat). if the blow deals Massive damage, the DC become 10+BAB+str. A vorpal weapons abilities activate on a coup de grace as well, resulting in the same DC of 10+BAB+Str. Coup de grac+massive damage+vorpal=DC 10+(2*BAB)+str+enchantment bonus....I know that save is almost impossible to make and given the circumstances needed to force such a save, it damn well should be.


Monk

HD:D8

BAB:full

FORT:Good

REF:Good

WILL:Good

proficients:club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear all monk weapons, no armor or shields.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 3rd level. This bonus increases by 1 for every three monk levels thereafter, up to a maximum of +6 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. A monk may add his level based AC Bonus to repel rolls.

Two-weapon fighting (Ex): at level 1, a monk gains the benefits of two-weapon fighting as a bonus feat even if he does not meet the prerequisites.

improved unarmed strike: at level 1, a monk gains improved unarmed strike as a bonus feat.

Bonus Feat: At 1st level, 2nd level,3rd level,6th level and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: two-weapon fury, Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex): A monk of 3rd level and every three levels thereafter gains a cumulative +1 bonus on saving throws against enchantment spells and effects.

Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. The monk may activate a number of these powers equal to half his monk levels per round as a free action. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

force of life:(Su)At 7th level or higher, as a swift action, a Monk may spend 1 point of ki and choose to deal his unarmed damage with his wisdom in place of his strength as any of these ranged attacks

line: the line has a range of 10*(wis mod+monk levels)ft with a reflex save DC of 10+1/2 monk levels+wisdom mod to avoid damage

cone: the cone has an area of 5*(wis mod+monk levels)X5*(wisdom+monk levels) with a DC of 10+1/2 monk levels+wisdom mod to avoid damage.

ray: this ray is fired as a ranged touch attack with a range increment of 5 ft*(Wis mod+monk levels). This attack uses the monk's wisdom in place of his dex and uses your unarmed strikes crit range and multiplier

burst: this burst is fired as a ranged touch attack with a range increment of 1ft*(wis mod+monk levels) and covers the first three squares in the direction of the attack, expanding outwards by two squares for every one square forward. this attack uses the monk's wisdom in place of his dex and uses your unarmed strikes crit range and multiplier

eruption: at level fifteen, a monk may expend an additional 4 ki points when firing a ray and have the projectile explode with ki energy, this deals unarmed damage to every creature (baring the monk who performed the attack) within a radius equal to 1ft*(wisdom mod+monk levels). creatures may make a reflex save DC 10+1/2 monk levels+wisdom mod and half damage.
(before anyone says it, yes, you can now pull off the Kamehameha wave)

Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack a number of times per day equal to his wisdom modifier, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. a Monk may expend 5 ki points and use a quivering palm on a creature immune to critical hits.

Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.


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drop the BAB+4 prereq from the other two.
hoplon power

prereqs: dex and str 15, sword and board

benefits: at BAB+4 and every +4 there after, you gain a +1 to attack and damage while wielding a shield and weapon. you don't lose your AC bonus when shield bashing.

at BAB +8, you may make a free bull rush,trip, or disarm attempt after striking a foe with a shield bash,this CMB does not provoke an AoO. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

at BAB+12,You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus. you may also make two CMB checks when shield bashing or repelling. EX: if you repel a foes strike, you make a disarm attempt and a bull rush, a trip attempt and a bull rush, or a disarm and trip attempt. if you successfully repel an attack, you may make a free bull rush, trip or disarm attempt that provokes no AoO

at BAB +16, when shield bashing an opponent, you may make free bull rush, disarm and trip attempt, the target of your shield bash must also make a DC 10+1/2 your BAB+str mod or become stunned for 1 round and an additional round per 5 points the save is failed by (so failing it by 15 points leaves the target stunned for 4 rounds). a successful repel attempt lets you perform two different CMB's out of these three:bull rush, trip or disarm.


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two-handed momentum
prereqs: str 15, two-handed fighting, bab+4

benefits: at BAB+4 and every +4 there after, you gain a +1 to attack and damage while wielding a weapon in two-hands. when calculating CMB and CMD, you use 1-1/2 times your strength modifier.

at BAB +8, when a foe attempts to repel your attacks, if his repel rolls is the higher of his defenses, you may use 1-1/2 times you strength on the attack roll. you also use 1-1/2 times your strength when rolling to repel an attack.

at BAB +12, you may declare to be building up momentum, doing so provokes an attack of opportunity and causes a -10 penalty to your AC until your next turn. when you perform this action, if your attack connects, you may roll another attack immediately there after, if both attacks connect, roll damage for each attack separately and then add the results together before any defenses are applied. both attacks hit, threaten and confirm separately of each other. this attack may only be used once per round, though if the initially attack fails to connect, the attempt is not expended. (think arc of might/deliverance from dragon's dogma).

at BAB +16, when building up momentum, you may increase the AC penalty to -15 and with a successfull hit the opponent takes 1d6 bleed damage. this bleed damage become 1d8 at BAB+18 and 1d10 at BAB+20. bleed damage is cumulative.


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two-weapon furry
prereqs: dex 15, two-weapon fighting, bab+4

benefits: at bab+4 and every +4 there after, you gain a +1 bonus to attack and damage rolls while wielding two-weapons. your off-hand now adds your strength modifier to damage instead of half your strength modifier.

at BAB+8, you may make an extra attack on attacks of opportunity.

at BAB+12, when you successfully hit with two attacks, you rend the opponent for 1d10+1-1/2 your strength mod. this damage upgrades to 2d6+1-1/2 str mod at BAB+14, 2d8+1-1/2 str mod at +17 and 2d10+1-1/2 str mod at BAB+20. you may only rend once per round.

at BAB+16, you may now rend twice per round and you inflict 1d6 bleed damage per round if you deal damage with two rends this round. this bleed damage become 1d8 at BAB+18 and 1d10 at BAB+20. bleed damage is cumulative


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prereqs: dex 13, str 13

benefits: when wielding a shield, you may repel a number of attacks as though you were wielding two weapons (1 extra base, 2 extra bab +6,3 extra BAB+11),sans the penalty. at BAB+3 and every three there after, your weapon's damage increases by one step and your shield gains a +1 to AC and repels.

bab+ 6, dex 15 and str 15, you gain an additional repel attempt per round equal to your dex modifier.you may also repel whilst flat footed.

bab +11, dex 17 and str 17, add your shield bonus to reflex saves.


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Improved Two-handed fighting

prereqs: str 15

benefits: whilst you are wielding a weapon in two hands, you use double your strength modifier on damage rolls instead of one and a half. This also changes your power attack from 3:1 to 4:1. at BAB +3 and every +3 there after, your weapons base damage dice increases by one step.

at Bab +6 and strength 17, whilst wielding a weapon in two-hands, you may take a -4 to attack and double all numerical bonuses to damage (excluding your strength mod and power attack bonuses). If you are wielding a two-handed weapon or a one and a half hand weapon (bastard swords for example), you do not take the -4 to attack.

at BAB +11 and strength 19, when wielding a weapon in two hands, you may take a -10 to attack, if your attack lands, you threaten a critical. if your are wielding a two-handed weapon or a one and a half handed weapon, this penalty is instead a -5.


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two weapon fighting
prereqs: dex 15

benefits:Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

at bab +3 and every +3 there after, you weapons base damage increases by one step.

at bab +6, you gain an additional attack at -5 so long as you have a dex of 17

at bab +11, you gain an additional attack at -10 so long as you have a dex of 19


Improved unarmed strike
your fists hurt,be it from tae-kwon do, pankration, ringen, karate,ect. you are never with out a weapon.

benefits: your unarmed strike no longer provoke attacks of opportunity. you may deal lethal and non-lethal damage without penalty. your fist deals 1d6 damage, they are considered natural and manufactured weapons for the purposes of feats, magic,ect. you unarmed strikes are considered light, one-handed or two-handed weapons at your choice. at a bab of +3 and every +3 there after, your damage dice increases as such

+3: 1d8

+6: 1d10

+9: 2d6

+12: 2d8

+15: 2d10

+18: 4d6


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hello, this is the place for homebrew and I've got some stuff to drop off here for some consumer input. Each item won't be displayed all at once, I want some input to make sure people are at least a bit interested before moving on the next item on my to-do list. I'm aware that some of my items with render some PrC and Archetypes useless. If I recieve enough feedback, I'll look into away to rectify it or at least explain why I might not. A lot of these items will require that your players put a tiny smidgen of effort towards remembers and utilizing a small increase in number crunching and action options. most of these changes will only really be helping martial characters because....melee should be getting nice things

New mechanic/maneuver that help with defense: Blocking and damage resisting.

first: making AC kinda useful...and slightly irrelevant...though AC is useless after like level 10...so who gives a damn.

Repelling

either parrying with your weapon or blocking with your shield, you are being slightly more confrontational with your defense.

when you are targeted by an attack, you may spend an immediate action and make an attack roll, if your attack equals or exceeds that of your attacker, the attack misses. if you posses a shield, you may add it's AC bonus to the roll. once this immediate action is spent, you can not take any other immediate actions this round, this immediate action kinda covers the whole round as you may block a number of attacks equal to the amount of attacks you would get in a full round action. So, a level 6 fighter can block 2 attacks per round. now, what if your attack roll is lower than your AC? easy, the defender takes the higher of the two defensive numbers...I'm not that damn mean, the tactical side of this comes in when you start having to choose which attacks you block and which you attempt to side step. you may also repel ranged attacks, but you must first make a reflex save equal to 10+half the attackers HD+relevant stat (most likely dex)...yes, this applies to spells because it is totally bad ass to knock a smug tier 2 sorcerer down a peg by baseball batting his fire balls and light bolts to the side

now...for some manly defenses, like learning to take s#&+ to the jaw.

Damage Resistance

this is a form of resistance that reduces all forms of incoming damage, regardless of there source, because it's better to get steamed inside an iron pot of full-plate then to take that fire ball directly.

DRe is determined by taking ones total armor bonus+there con mod and dividing the number by two (baring feats/item and s~*#) + any feats, items and such that add directly to damage resistance.

so, lets say our level 6 fighter from before has a con of 22 and is decked out in adamantine full plate armor and has the variant for toughness which grants +3 damage resistance and +1 damage resistance for every 3 HD. he's siting at (10+6)/2=8+3+2=13, which stacks on top of his DR 3/- when he gets his by swords,mace,lances,ect. for a total protection of 16.

now, this may come with the often suggested rule of letting full attacks take place as a standard action and these new features do have some feat and spell support, if you'd like to hear about it, just ask. I hope to see some good feed back from this....or any feed back really


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can a creature with regeneration die from starvation, suffocation, and/or thirst?

RAW and RAI readings and rulings are accepted.


hey, I'd like some critique on this.

I was looking through the feats and found that two-handed was quite lacking in feats geared towards it, so I tried to help it out a bit.

1. Powerful Grip

you are exceptionally deadly with massive weapons.

Prerequisites:Str 13

Benefits: when wielding a two-handed weapon or a one handed weapon in two hands, apply double your strength modifier instead of one and half times.

Normal: you may only apply 1-1/2 times your strength modifier to damage rolls with two-handed weapons.

2.improved power attack

you wild swings are more devastating

Prereqs: str 15, Powerful grip, power attack, BAB+1

Benefits: when wielding a weapon in two hands, you power attack bonus is +4 instead of +3.

3.Momentum
you've learned to allow weight of you strikes to help you follow through with your attacks

prereqs:Powerful grip, BAB+16

Benefits:if you are wielding a two-handed weapon and you use a full-attack action, you gain a bonus to damage equal to 1/4 your BAB(round down)

4.circular assault

the momentum carried in your strikes can be harnessed for quicker recoveries and swifter onslaughts

Prereqs:Powerful grip,Momentum, BAB+18
Benefits:when using a full attack action with a weapon wielding in two hands, you may make one extra attack at your highest BAB, but all attacks this round take a -4 penalty.


so, a friend of mine and I are wonder, when a creature with regeneration is dropped below -con score in hitpoints, can it be targeted by spells that target corpse...lets use the regen king for example, break out the tarrasque.