Ki Warrior (A Monk Archetype)


Homebrew and House Rules


Ki Warrior (A Monk Archetype)
The Ki Warrior has found how to form their Ki power into raw energy that they can throw at their enemy or increase their natural abilities.

Ki Power (Su): At 3rd level, a ki mystic gains a pool of ki points equal to his Wisdom modifier. The pool increases to 1/2 his monk level + his Wisdom modifier + 4, at level 4. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Strength and Dexterity skill checks. As a swift action, the monk can spend 1 ki point immediately before making a Strength and Dexterity ability check, or a Strength and Dexterity skill check to gain a +2 insight bonus on the check.
Maneuver training moves to 4th level.
This ability replaces still mind.

Fiery Ki Fist (Su):
By channeling your Ki energy, you sheathe your limbs in magical fire. At 3rd level. As a swift action, by spending 1 point from your ki pool, to surround your fists and feet in flame. For the rest of the round, you gain an extra 1d6 points of fire damage on your unarmed strikes.
This ability replaces Stunning Fist.

Ki Ball (Su)
You focus your ki into a ball of energy that you can hurl at an opponent.
At 6th level you can expend two of your ki points as a move action to create an orb of raw ki energy. You can then throw the seething orb as a standard action with a range of 60 ft. This ranged attack deals damage equal to 3d6 + your Wis modifier, the ki orb is a force effect. If you fail to throw the orb before the end of your turn, it dissipates harmlessly.
This ability replaces purity of body.


Kaio-ken (Su)
At 7th level you channel your ki energy into a cloak of flame that injures all who attempt to strike you, and you get added effects.
As a swift action, you can expend 3 ki points to cloak yourself in flame; Any creature that strikes you with a melee attack takes 1d6 points of fire damage. And get the effects of both the Haste and Rage spells. This affect lasts for 4 + con bonus rounds. (+2 Str, +2 Dex and +2 Con, +1 to Ref saves, +1 to AC, x2 your speed, +1 attack per round, which can be added to your flurry of blows). After which he is fatigued for a number of rounds equal to 2 times the number of rounds spent in Kaio-ken.
This ability replaces wholeness of body.

Kamahamaha (Su)
At 11th level you use your Ki energy to produce a terrible blast of flame
and force. As a standard action you expend all your remaining Ki pool to produce a blast of force and flame that dose Xd6 damage. X being the number of Ki points you have left for the day. As a ranged attack, this blast bull rushes away from you with a Str bonus of X, X being the number of Ki points you have left for the day. As a ranged attack.
This ability replaces diamond body.

At 20th level, if you have 20 or more Ki points as your maximum, you can choose how many Ki points you use up. For example: you have 23 ki points, when you use the Kamahamaha you can expend only 10 instead of 23. (you can still use 23 if you want)
This ability replaces Perfect self.

Fly (Su)
Your training has given you the ability to defy gravity itself.
At 12th level by expending 2 Ki points you can fly as the spell for 1 hour, except your fly speed is your “Fast movement” speed.
If you fall unconscious for any reason, you fall.
This ability replaces Abundant step.

Kaio-ken X2 (Su)
Your ki energy cloak of flame has additional effects
At 17th level, as Kaio-ken, but you expend 8 ki points to cloak yourself in flame; any creature that strikes you with a melee attack takes 2d6 points of fire damage. And you get the effects of both an improved Haste and Rage. This affect lasts for 8 + con bonus rounds. (+4 Str, +4 Dex and+4 Con, +2 to Ref saves, +3 to AC, x4 your speed, +2 extra attacks per round, which can be added to your flurry of blows). After which you are fatigued for a number of rounds equal to 4 times the number of rounds spent in Kaio-ken.
This ability replaces Timeless body.


just want some feed back, positive if at all possible.
mainly i want to change the names of the abilities and want to know if it is too unballanced.


just want some feed back, positive if at all possible.
mainly i want to change the names of the abilities and want to know if it is too unballanced.


You will probably get this a lot, but this reminds me of DBZ an all of that.

Anyway...I like this idea for a monk archetype, I can easily see this working. As of right now I can't see anything wrong with it, but that might just be me.


yes it is DBZ, thats why i need to change the names...
and THANKS!


Ha! I got something right for once, lol. And you're welcome. I think a monk could easily do this, besides I read some books about monks being able to do this using the chi flow.


Sowde Da'aro wrote:
thats why i need to change the names...
Quote:

sooo... any ideas?

The Exchange

The only thing that jumps out at me as problematic is this:

Sowde Da'aro wrote:


Fiery Ki Fist (Su):
By channeling your Ki energy, you sheathe your limbs in magical fire. At 3rd level. As a swift action, by spending 1 point from your ki pool, to surround your fists and feet in flame. For the rest of the round, you gain an extra 1d6 points of fire damage on your unarmed strikes.
This ability replaces Stunning Fist.

In every other monk archetype if you replace Stunning Fist, you get another feat that operates on a once per day per monk level and that improves as you gain levels. This does not. That is not good. I'd either leave Stunning Fist, give them Elemental Fist, or give them some homebrew feat that works like all the other feats (Stunning Fist, Perfect Strike, Elemental Fist, etc) that fits.


Elemental Fist (Combat)
You empower your strike with elemental energy
Prerequisites: Con 13, Wis 13, Improved Unarmed
Strike, base attack bonus +8.

Benefit: When you use Elemental Strike pick one of the
following energy types: acid, cold, electricity, or fire. On a
successful hit, the attack deals damage normally plus 1d6
points of damage of the chosen type. You must declare that
you are using this feat before you make your attack roll (thus
a failed attack roll ruins the attempt). You may attempt an
elemental fist attack once per day for every four levels you have
attained (see Special), and no more than once per round.

Special: A Ki Warrior Monk receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

(this replaces Fiery ki fist)


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Hi I like the build you have made I only found it because I have made a similar one after finding that ki arrow doesn’t work without arrows I enjoy what you have written and altered mine in a few places after reading it the below is my version.

Monk archetype: ki warrior

Class Features:
Ki sense: At 1st level, a ki warrior gains a pool of ki points equal to his Wisdom modifier. The pool increases to 1/2 his monk level + his Wisdom modifier + 2 at level 4. As a swift action a ki warrior can spend 1 ki point to cast Detect Life as a spell like ability. Replaces first level monk bonus feat.

Ki shot: From 1st level when making an unarmed melee attack spend 1 ki point to extend the range to 100ft + 5ft per level of monk. This can be used with a full round attack or flurry of blows by spending 1 ki point per attack. Replaces stunning fist.

Floating Breath (Su): From 6th a monk with this ki power can spend 1 point from his ki pool as a swift action to balance on the air, hovering in place, until the end of his next turn. This power does not allow the monk to fly or otherwise move into the air; he must jump or use some other ability to reach his position. This otherwise functions as air walk. replaces sixth level monk bonus feat.

ki charge: From 7th level as a full round action become unable to take action until the start of your next turn. On the next turn restore 1d6 ki points. If attacked roll a concentration check if failed restore 1d3 ki points instead. replaces wholeness of body.

Ki energy wave:
From 11th level as a full round action spend a minimum of 5 ki points and a maximum of 1/2 the players monk level ki points to make a single melee attack at a range of 200ft + 10ft per monk level on a successful hit make as many unarmed damage rolls on the target as ki points spent. Replaces Diamond body.

Wind Jump (Su): From 12th level a monk can spend 1 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his base land speed. He must end his movement each round on solid ground (or some other surface that can support his weight) or fall as normal. Once activated, this ability lasts for 1 minute. replaces Abundant step.

Ki form: From 17th level as a swift action spend 3 ki point to gain up to +6 to strength dexterity and constitution. At the start of each round spend 1 ki point to remain in ki form. When exiting ki form take the same amount of strength dexterity and constitution damage for 1d8 hours. Replaces timeless body.


Flavour text and slight change to ki sense.

Monk archetype: ki warrior
By drawing out their inner life force a ki warrior can emit energy from their bodies in the form of attacks, limited flight and the power to sense the ki within others.

Class Features:
Ki sense: At 1st level, a ki warrior gains a pool of ki points equal to his Wisdom modifier. The pool increases to 1/2 his monk level + his Wisdom modifier + 2 at level 4. As a swift action a ki warrior can spend 1 ki point to cast Detect Life as a spell like ability. At level 8 by spending an additional 2 ki points Detect Life effects all targets in range. Replaces first level monk bonus feat.


Just saying. It would save you so much headache to make a Saiyan homebrew if you just make it an Kineticist Archetype.

Give it a Ki Pool and Improved Unarmed Attack and Flurry as class features.

Burn affects Ki Pool instead of CON.

Gather Power replenishes the Ki pool. At later Levels, Gathering Power exceeding beyond the Ki Pool makes this kineticist a Super Saiyan, granting bonuses to Attack and Damage per round equal to its level.

As an added bonus, it can use Flurry of Blows with Kinetic Blasts.

DONE!


The Green Traveller wrote:

Just saying. It would save you so much headache to make a Saiyan homebrew if you just make it an Kineticist Archetype.

Give it a Ki Pool and Improved Unarmed Attack and Flurry as class features.

Burn affects Ki Pool instead of CON.

Gather Power replenishes the Ki pool. At later Levels, Gathering Power exceeding beyond the Ki Pool makes this kineticist a Super Saiyan, granting bonuses to Attack and Damage per round equal to its level.

As an added bonus, it can use Flurry of Blows with Kinetic Blasts.

DONE!

My one is different i have also put it on ki champion


AlanM wrote:

The only thing that jumps out at me as problematic is this:

Sowde Da'aro wrote:


Fiery Ki Fist (Su):
By channeling your Ki energy, you sheathe your limbs in magical fire. At 3rd level. As a swift action, by spending 1 point from your ki pool, to surround your fists and feet in flame. For the rest of the round, you gain an extra 1d6 points of fire damage on your unarmed strikes.
This ability replaces Stunning Fist.
In every other monk archetype if you replace Stunning Fist, you get another feat that operates on a once per day per monk level and that improves as you gain levels. This does not. That is not good. I'd either leave Stunning Fist, give them Elemental Fist, or give them some homebrew feat that works like all the other feats (Stunning Fist, Perfect Strike, Elemental Fist, etc) that fits.

Instead of giving fire damage I think it better that your fist damage it considered 1 rank higher and Whit a duration of 1 min/level

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