Arcane Monk dues it need change??


Homebrew and House Rules


Yo all this character is from a book called Magic, to change it over to pathfinder how would we change things feed back would me GREAT

Arcane Monk
Fusing a knowledge of arcane magic with intensive training in the martial arts, arcane monks learn the unique brand of magic that makes them powerful, magical warriors. Arcane monks stand at the forefront of any battle, incorporating their magical techniques into combat maneuvers that allow them to deliver spells without drawing attacks. Unlike other spellcasters, arcane monks eagerly engage the enemy in melee. Other monks may be superior martial artists, but when an arcane monk combines his unarmed attacks with his spells he can deal more damage in a single strike that other monks can in two or three.
Adventures: As part of their training, most arcane monks leave their monasteries and seek their way in the world. By pitting their martial and magical arts against monsters and other threats, young arcane monks hope to improve their skills progresses, they also pool money and eventually create a monastery of their own. Many arcane monks seek to establish their own schools to pass along the skills their have mastered, the philosophies they embrace, and the theories they espouse.

Characteristics: Arcane monks study martial arts similar to those pursued by standard monks, their bare handed strikes can hit with the same force as a longsword or greataxe, though they cannot strike as rapidly as other monks. Furthermore, they learn to master their ki and home their bodies’ defended against spells and disease.
Arcane monks can cast spells like sorcerers. They master their inborn ability to cast a few spells and never need prepare them before casting. As part of their training, they learn to meld spellcasting with martial arts. Arcane monks substitute their spells’ somatic components with elaborate sequences of punched and kicks, allowing them to attack a foe while casting their spells/ arcane monks can press the attack without pausing to cast many of their spells.

Alignment: Mastering martial arts requires dedication, commitment, and focus. Only lawful character may become arcane monks.

Religion: Arcane monks worship gods of magic, health, strength and war. Generally a monastic order selects one or two deities as patron gods. Usually, these deities each represent one off the aspects of the arcane monks’ abilities. Magic and strength gods are the two most popular for their purpose, an arcane monk seek to combine the arcane principles of magic with the more practical, physical teaching of martial arts.
Some monasteries form small, unique cults dedicated to the worship of the monk or monk who founded the order. These ancestral cults treat their forbears as saints and minor encountered, the monks believe that founding fathers transcend death and instead go on to a near divine state after mastering the principles of arcane martial arts.

Background: Most arcane monks studied for several years at an isolated monastery. There, they learned the basics of martial arts and magic. After several years as an apprentice, a monk is sent forth to explore the world and test his training. Only after surviving on his own for a few years may the monk return to his studies. However, many monks choose to continue on their own and pursue the adventure’s life or take up some cause.
Adventuring arcane monks are either fresh from training in their monastery and eager to see the world, or experienced travelers for a year or two and are now used to the excitement and promise of adventure.
Arcane monks hail from a diverse range of backgrounds. Before joining a monastery, a monk may have been a wealthy noble, an abandoned orphan, or simply a curious youth who felt drawn to the martial arts. The monasteries make no judgement on an applicant’s past deeds any lifestyle. Any would-be monk who has the physical ability and mental fitness to withstand a monastery’s training regimen is welcome to study there.

Races: Arcane monks are most commonly human, as that race’s natural tendancy to curiosity and experimentation makes them more likely to embrace the arcane monks training. Tradition-bound, many see arcane monks as corrupters of the original teachings of the martial arts. Elves, half-elves, and half-orcs also join this class. Elves and half-elves are always fascinated by new experienced, and their love of magic makes them more apt to view the arcane monk’s path as a fascinating new development rather than a twisted blasphemy of true martial arts. With their great physical strength, half-orcs excel at both the martial arts and the arcane monk’s arcane teaching, the prospect of not only learning it but mastering a style uniquely suited to their natural tendancies attracts many to this class

Other Classes: Arcane monks have a natural rivalry with their more traditional brethren. The two classes often compare their fighting styles and engage in good-natured rivalries to outperform each other. Sometimes this rivalry can turn violent, especially if the monks have radically different alignments. Arcane monks respect the spells abilities of wizards and sorcerers, though they often believe that perhaps those casters should pay as much attention to their physical well-being as to their studies. Arcane monks have no-special likes or dislikes for other classes.

Game Rule Information
Arcane monks have all the following game statistics.

Abilities: Strength is the arcane monk’s most important statistic as it regulates his spellcasting ability and can improve melee attacks. Wisdom provides an arcane monk with his defensive skill and dictates the effectiveness of his special abilities. Dexterity improves his armor class, an important consideration as arcane monks normally shun armor.

Alignment: any lawful
Starting Money: 5d4 gp.
HP: d8
Class Skills: Arcane monk’s class skills are:- Acrobatics (dex), Climb (str), Craft (int), Escape artist (dex), Knowledge (arcane) (int), Preception (wis), Profession (wis), Spellcraft (int), Stealth (dex), Swim (str)
Skills Points: 4 + int modifier

Class Features
All of the following are class features of the arcane monk.

Weapon and armor proficiency: Arcane monks gain proficiency with neither armor nor shields. They are proficient with the following weapons: clubs, crossbow (light or heavy), dagger, hand-axe, kama, nunchaku, quarter-staff, shuriken, siangham, and sling
While an arcane monk has no training with armor, his intuitive sense of ki energy and his intensive training give him a sixth sense that allows him to dodge blows. The arcane monk adds his Wisdom bonus to his armor class. In addition, as he gains additional bonus to his ac, representing awareness and intuition. Therefore, the arcane monk does not loose these bonuses when he is caught flatfooted or would otherwise lose his Dexterity bonus to AC. If the monk is held or immobile he loses these bonuses.
While the arcane monk is trained to fight and cast spells, he suffers an arcane spell falure chance when wearing armor or carrying a shield. In addition, if he wears armor or carries a shield he loose the AC bonus granted by his level and does not add his Wisdom bonus to his AC

Spells: An arcane monk cant cast arcane spells. The monk’s selection of spells is extremely limited. Like a sorcerer, he gains a limited set of spells that he may cant many times per day. Rather than prepare spells, each time he casts he chooses one spell he knows to use. The arcane monk learns to cast his spells by drawing on ki energy to shape arcane effects. Loud, flashy magic such as fireball is generally beyond the capabilities of ki energy. Instead the arcane monk focuses on the spells that augments his unarmed attacks and increases his combat abilities, such as bull strength and haste.
The arcane monk learns martial arts maneuvers that replace somatic spells components with carefully designed unarmed attacks. Thus, the arcane monk may cast any touch spell as a free action in conjunction with a full-attack or attack action used to make an unarmed strike. The monk executes a quick series of strikes that hammers his foe and activates his spell. When the arcane monk uses his spells in this manner, he does not draw attacks of opportunity for spells casting.
The arcane monk may use a ranged touch spell in melee. Rather than hurl the spell effect or aim it at his foe, but delivers it via a melee touch attack. The arcane monk may use a free action to cast and deliver this spell as described above.
When using a melee touch attack, the arcane monk may deliver the spell with an unarmed attack. Roll to hit as normal. If the monk hits his opponent’s normal AC, he delivers damage for his unarmed strike and deals the touch spell’s effect. If he hits his foe touch AC but not his normal one, the touch spell takes effect but does not deal melee damage.
The arcane monk uses his strength score to determine the maximum spell level he may cast, his bonus spells, and the saving throw DC necessary to resist his incantations. He must have a strength equal to 10 + a spell’s level in order to use it. The Difficulty Class for a saving throw against an arcane monk’s spells is 10 + the spell’s level + the arcane monk’s Strength modifier. These spellcasters use their physical prowess to master and direct ki energy Physically strong monk generate intense surges of ki powers necessary to power their spells.
At some spell levels, the arcane monk’s spell per day chart list 0 spells rather than a dash or higher number. In this case, if the monk’s Strength is high enough to grant him a bonus spell of that level, he may use that bonus spell and gain access to the spells of that level.

Unarmed Strike: Just like their traditional brethren arcane monks are trained to fight unarmed. Then deal more damage than normal, as show on their advancement table. Small size monks deal one die size smaller in damage with their strikes. At 1st and 2nd level, such monks deal 1d3 damage. An arcane monks gains the benefits of improved unarmed strike feat and thus does not draw attacks of opportunity when he attacks.
When fighting unarmed, the arcane monk uses his fist interchangeably along with his feet, elbows and keens. When fighting with a melee weapon, he may use either the weapon or his unarmed strike as an off-hand strike.
A monk’s barehanded attacks deal normal damage rather than subdual. However, when grappling an arcane monk may choose to deal subdual rather than normal damage

Flurry of Blows: The arcane monk may launch’s rapid succession of attack at his opponent, sacrificing accuracy for the chance to land multiple hits. The monk gains one additional attack at his best base attacks for the round, but suffers a -2 penalty to all of his attacks for the round,

Medium BAB
Spell Progression as by table below
Saves: fort slow, ref fast, will fast
AC Bonus: +1 every five levels (max of +4 at lvl 20)

Special:
1, unarmed strike, flurry of blows, evasion, spells
2, bonus feat
3, still mind,
4, flurry of spells, purity of body
5, none
6, slow fall 20ft
7, high jump
8, none
9, slow fall 30ft
10, ki pool (+1), thunkerstrike
11, improved evasion
12, slow fall 50ft,
13, ki pool (+2)
14, none
15, arcane strike
16, ki pool (+3)
17, none
18, slow fall (any distance)
19, none
20, perfect self, bonus feat

Flurry of spells: As part of his magical training, the arcane monk learns to hold touch spell in his off hand while casting to his primary hand. At 5th level the arcane monk may hold touch spells, one on each hand. If he has already cast a touch spell, he may cast a second one without losing the first. If for some reason the monk casts a third spell before discharging either spell, he must choose one of the two spells he holds to replace with the one he just cast.
Thunderstrike: at 10th level, the arcane monk learns to channel a wider range of power. He may cast any spell that deals damage as an attack action, though if the spell is not delivered via touch or a ranged touch attack casting the spell replaces his melee attack. However, as per the attack action he is not subject to attacks of opportunity when using his spell.

Arcane strike: at 15th level, the arcane monk learns to channel his ki energy to cloak his body in a crackling field of energy three times per day. When making an unarmed attack, he may choose to add an energy descriptor to his damage. He may select from acid, cold, electricity, fire or sonic. When he strikes, his armed damage is considered to be the type he choose. The arcane monk must spend a full round action summoning the ki energy he needs to activate this ability. During this round he must choose the type of energy he wishes to use for 10 + the arcane monk’s strength modifier rounds, his unarmed attacks deal that type of damage he selected. He gains no other benefits from this attack. For example, if a monk uses this ability to deal fire energy, a troll cannot regenerate damage it sustains from the arcane monk’s attacks. However, the arcane monk cant ignite flames with his hands or otherwise gain any other benefits from this ability. If a creature takes double damage or any other additional damage from an energy type, the monk deals the extra damage.

Arcane monk spells per day
Level /0 /1 /2 /3 /4 /5 /6
1 /2 - - - - - -
2 /3 /0 - - - - -
3 /3 /1 - - - - -
4 /3 /2 /0 - - - -
5 /3 /3 /1 - - - -
6 /3 /3 /2 - - - -
7 /3 /3 /2 /0 - - -
8 /3 /3 /3 /1 - - -
9 /3 /3 /3 /2 - - -
10 /3 /3 /3 /2 /0 - -
11 /3 /3 /3 /3 /1 - -
12 /3 /3 /3 /3 /2 - -
13 /3 /3 /3 /3 /2 /0 -
14 /4 /3 /3 /3 /3 /1 -
15 /4 /4 /3 /3 /3 /2 -
16 /4 /4 /4 /3 /3 /2 /0
17 /4 /4 /4 /4 /3 /3 /1
18 /4 /4 /4 /4 /4 /3 /2
19 /4 /6 /6 /6 /4 /4 /3
20 /4 /6 /6 /6 /4 /4 /4

Arcane monk spells known
Level /0 /1 /2 /3 /4 /5 /6
1 /4 - - - - - -
2 /4 /2* - - - - -
3 /6 /3 - - - - -
4 /6 /3 /2* - - - -
5 /6 /4 /4 - - - -
6 /6 /4 /4 - - - -
7 /6 /4 /4 /2* - - -
8 /6 /4 /4 /3 - - -
9 /6 /4 /4 /3 - - -
10 /6 /4 /4 /4 /2* - -
11 /6 /4 /4 /4 /3 - -
12 /6 /4 /4 /4 /3 - -
13 /6 /4 /4 /4 /4 /2* -
14 /6 /4 /4 /4 /4 /3 -
15 /6 /4 /4 /4 /4 /3 -
16 /6 /5 /4 /4 /4 /4 /2*
17 /6 /5 /5 /4 /4 /4 /3
18 /6 /5 /5 /5 /4 /4 /3
19 /6 /5 /5 /5 /5 /4 /4
20 /6 /5 /5 /5 /5 /5 /4

• Provided the arcane monk has a high enough strength to gain a bonus spell to his level


first off, i would have put this in community content not advanced players guide but reguardless.

so you trade improved speed, wis mod to ac, extra attacks later on through flurry of blows, and some other cool but nonessential features, to gain spells that you can cast in conjunction with normal attacks, AND you use your str score as your casting ability score.

All that leaves me with 1 question, why play a normal monk?


I love the concept for this class.

Rename arcane strike, its already a feat, one that every member of this class would take.
First level seems a bit front loaded. Evasion should be moved.
Typically, when I think of caster-monks, their power doesn't come from their str. I would make wisdom their casting stat.
If they miss a melee attack but hit the opponents touch AC, I would not let them still get the spell off.
I would not let them cast spells durring full attacks. I would allow them to replace the free touch attack that you normally get with an unarmed strike, but not give them this until higher level (~5) I would also make it so that offensive touch attacks do not provoke AoO to cast, though I may give them this at lvl 8, where they get nothing now.

I would also limit their spell list to appropriate spells.


Arcane monk Spell List:
0... Detect magic, Disrupt undead, Flare, Guidance, Resistance, Read magic, virtue
1... Burning hands, chill touch endure elements, entropic shield, expeditions retreat, inflict light wounds, mage armor, magic weapon, shield, shocking grasp, true strike.
2... Acid arrow, aid bull’s strength, cast’s grace, death knell, endurance, ghoul touch, inflict moderate wounds, invisibility, mirror image, resist elements.
3... Contagion, haste, inflict serious wounds, keen edge, protection from elements, vampiric touch, water walk.
4... Air walk, enervation, freedom of movement, fire shield, greater magic weapon, improved invisibility, inflict critical wounds, polymorph self, poison other, stoneskin.
5... Dimension door, fly, lightning bolt, righteous might, slay living, telekinesis.
6... Cone of cold, harm iron body mass haste, repulsion, tenser transformation.

Note this spells are from 3.5


Moved to the appropriate forum.

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