Master Arminas's Tattooed Mystic: An Alternate Monk Class (Complete)


Homebrew and House Rules


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Well, this one is finished. I've made a few alterations to add some of my own ideas to the flurry and more traditional monkish class abilities, but by and large it is the class that so many of you have chimed in with. The original thread is here, if you want to read through any of that debate.

I hope you enjoy it, feel free to use it, and let me know what you think!

Master Arminas

Tattooed Mystic: A Monk Alternate Class

Adorned across his body with dozens of colorful and fearsome tattoos, the tattooed mystic is a martial character able to perform feats of magic and skill beyond the ken of most mortals. No two tattooed mystics have the exact range of powers and abilities: versatility is the watchword of this class. Skilled at fighting with the weaponry of peasents (and without weapons at all), the tattooed mystic relies upon the scores of magnificent tattoos that adorn his body from head to foot for his supernatural mystical powers. As it is his own life force that powers the tattoos, the tattooed mystic is more limited than a traditional spell caster . . . but then how many traditional spell casters truely want to engage in front-line combat?

Role: The tattooed mystic serves as a secondary combatent that is able to perform a limited number of magical tricks and abilities that enhance his role in and out of combat. Focused on the pursuit of internal perfection, the tattooed mystic often possesses a range of skills and abilities perfect for integration into any adventuring party.

Alignment: Any lawful.

BAB: Medium.

Hit Die: d8.

Saves: All good.

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapons and Armor Proficiency: A tattooed mystic is proficient with all simple weapons, with the exception of the heavy crossbow, heavy mace, long spear, morning star, and spear. Tattooed mystics are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a tattooed mystic loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Intuitive Defense (Ex): When unarmored and unencumbered, the tattooed mystic adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a tattooed mystic gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four tattooed mystic levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the tattooed mystic is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he uses a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels gained as a tattooed mystic thereafter, a tattooed mystic may select a bonus feat. These feats must be taken from the following list: Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, and Weapon Focus.
At 6th level, the following feats are added to the list: Improved Blind-Fight, Improved Bull Rush, Improved Disarm, Improved Trip, Ki Stand, and Mobility.
At 10th level, the following feats are added to the list: Combat Expertise, Greater Blind-Fight, Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.
At 14th level, the following feats are added to the list: Greater Bull Rush, Greater Disarm, Greater Grapple, Greater Sunder, Greater Trip, and Penetrating Strike.
A tattooed mystic need not have any of the prerequisites normally required for these feats to select them.

Monastic Skill Training: Different monasteries emphasize different skill sets for the tattooed mystics that they train. At first level, a tattooed mystic may choose any three of the following skills: Diplomacy (Cha), Intimidate (Cha), Knowledge (Any) (Int), or Linguistics (Int). These skills become class skills for the mystic. Once chosen, these selections are forever after fixed, even if the mystic places no skill ranks in the specific skills selected.

Tattoos of Power (Sp): A tattooed mystic begins the game with his arms, legs, back, stomach, chest, and perhaps even his neck and face, covered with brilliantly colored exquisite tattoos. These tattoos have been inked onto the tattooed mystic’s skin over the years that he spent in the monastery. As the tattooed mystic grows in experience, he may activate the latent individual tattoos; this allows him to access their powers.
Starting at 1st level, a tattooed mystic has activated a single Tier 1 tattoo of power. At each additional level gained in this class thereafter, one of the dozens of tattoos that cover the character’s body activates and bestows a magic property upon the tattooed mystic that he can then use. The mystic can select any of the magic tattoos listed below, so long as he is of sufficient level to activate the selected tattoo. At 4th level, the tattooed mystic gains access to Tier 2 tattoos, in addition to Tier 1. At 7th level, and every three levels gained thereafter, the tattooed mystic can select tattoos from a progressively higher Tier, to a maximum of Tier 6 tattoos of power at 16th level.
A magic tattoo must be activated in order to be used. Unless otherwise specified in the tattoo description below, each tattoo requires a standard action to activate. As a free action, the tattooed mystic can spend 1 ki point from his ki pool (see below) in order to instead activate a tattoo as a swift action.
If the tattoo has an effect that requires an opponent to make a saving throw, the DC for that saving throw is 10 + the level of the Tattoo + the tattooed mystic’s Wisdom modifier. Magic tattoos are considered spell-like abilities. The level of the tattooed mystic is the effective caster level for any effects listed.
A tattooed mystic may not selected the same tattooed multiple times.

Unarmed Strike (Ex): A tattooed mystic gains Improved Unarmed Strike as a bonus feat. A tattooed mystic’s unarmed attack may be made with any part of his body, including his limbs or head. This means that a tattooed mystic may make unarmed strikes with his hands full. A tattooed mystic may apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a tattooed mystic’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A tattooed mystic deals more damage with his unarmed strikes than normal; from 1st-3rd level the damage is 1d6. This increases to 2d4 at 5th level. At 9th level, the damage increases again to 2d6. At 13th level, and again at 17th level, a tattooed mystic gains an additional die of damage (to 3d6 and 4d6 respectively). This damage is for a tattooed mystic of Medium size. Small size tattooed mystics reduce the damage die by one step (to d3s and d4s), whereas Large size tattooed mystics increase the damage die by one step (to d6s and d8s).

Stunning Fist (Ex): The tattooed mystic gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels gained as a tattooed mystic thereafter, the tattooed mystic 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 tattooed mystic 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.
A tattooed mystic can select which condition to apply each time he makes a stunning fist attack, limited only by his tattooed mystic level.
A tattooed mystic gains one use of this feat for every tattooed mystic level he possesses, as described in the Stunning Fist feat for the monk class

Evasion (Ex): At 2nd level or higher, a tattooed mystic can avoid damage from many area-effect attacks. If a tattooed mystic 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 tattooed mystic is wearing no armor and is not carrying a medium or heavy load. A helpless tattooed mystic does not gain the benefit of evasion.

Flurry of Blows (Ex): At 3rd level, a tattooed mystic gains the ability to make a flurry of blows. When using unarmed strikes, simple melee weapons with which he gains proficiency as part of this class, or darts a tattooed mystic can make a flurry of blows attack. A tattooed mystic may use flurry of blows as a part of a full-attack; it is not an action in and of itself. When using flurry of blows a tattooed mystic gains one additional attack at his highest base attack, but forfeits his normal iterative attacks. For example, a 7th level tattooed mystic using flurry of blows has two attacks (+5/+5). The tattooed mystic may use any combination of unarmed strikes or weapons with which he is proficient for this additional attack.
At 8th level, the tattooed mystic gains a second bonus attack at his highest base attack bonus when making a flurry of blows attack. For example, an 8th level mystic using flurry of blows has three attacks (+6/+6/+6).
At 13th level, the tattooed mystic gains a third bonus attack at his highest base attack bonus when making a flurry of blows attack. For example, a 13th level mystic using flurry of blows has four attacks (+9/+9/+9/+9).
At 18th level, the tattooed mystic gains a fourth bonus attack at his highest base attack bonus when making a flurry of blows attack. For example, a 18th level mystic using flurry of blows has five attacks (+13/+13/+13/+13/+13).
A tattooed mystic applies his full Strength bonus to his damage rolls for all successful attacks made with a flurry of blows, whether the attacks are made with an unarmed strike, a weapon held in the mystic's off-hand, or a double weapon. A mystic may freely substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A mystic with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Flurry of blows cannot be combined with two-weapon fighting (as per the feats) for additional attacks, even if the mystic wields two weapons or a double weapon while making a flurry of blows attack. A tattooed mystic can wield two weapons when using flurry of blows without penalty.

Maneuver Training (Ex): At 3rd level, a tattooed mystic uses his tattooed mystic level in place of his base attack bonus when calculating his Combat Maneuver Bonus and his Combat Maneuver Defense. Base attack bonuses granted from other classes are unaffected and are added normally.

Ki Pool (Su): At 4th level, a tattooed mystic begins to slowly access his internal ki, a supernatural energy that he can use to accomplish amazing feats. The tattooed mystic gains a pool of ki points, equal to his tattooed mystic level + his Wisdom modifier. By spending 1 point from his ki pool as a swift action, a mystic can invoke any one of the following options: he can gain a +4 dodge bonus to AC for 1 round; he can gain a +4 insight bonus to his attacks for 1 round; he can gain a +2 insight bonus to his unarmed damage, melee weapon damage, and thrown weapon damage for 1 round; or he can gain a +4 insight sight on his saving throws for 1 round.
Certain tattoos of power (see below) may grant additional benefits that consume points from the tattooed mystics 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.

Improved Evasion (Ex): At 9th level, a tattooed mystic’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 tattooed mystic does not gain the benefit of improved evasion.

Quivering Palm (Su): Starting at 15th level, a tattooed mystic can set up vibrations within the body of another creature that can thereafter be fatal if the tattooed mystic so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the tattooed mystic strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the tattooed mystic 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 tattooed mystic level. To make such an attempt, the tattooed mystic merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the tattooed mystic’s level + the tattooed mystic’s Wisdom 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 tattooed mystic can have no more than 1 quivering palm in effect at one time. If a mystic uses quivering palm while another is still in effect, the previous effect is negated.

Tattoos of Power List:

Tier 1 Tattoos:

Black Sun: Two times per day, a character with the black sun tattoo gains dark-vision out to a distance of 60’. He can see in both natural and magical darkness to the extent of his vision. Each use of the tattoo lasts for 10 minutes per tattooed mystic class level.

Cheetah: A character with the cheetah tattoo gains a +10’ bonus to his movement. This tattoo is always active, and is not considered an enhancement bonus. In addition, starting at 4th level a tattooed mystic can spend 1 point from his ki pool to gain a further +20’ enhancement bonus to his movement for 1 minute. At 7th level, and three levels gained as a tattooed mystic thereafter, this enhancement gained from spending ki improves by an additional +10’, to a maximum bonus of +70’ at 20th level.

Mask: Three times per day, a character with the mask tattoo may use disguise self, as per the spell, except with a duration of 1 minute per tattooed mystic class level. When the tattooed mystic reaches 10th level, this ability improves to alter self, as per the spell; however the duration remains 1 minute per tattooed mystic class level.

Grasshopper: A character with the grasshopper tattoo gains a bonus on all Acrobatics checks made to jump equal to his tattooed mystic class level. This tattoo is always active. If the tattooed mystic spends 1 point of ki, he gains an additional bonus of +20 on the skill check.

Harp: A character with the harp tattoo gains a +4 competence bonus on all Diplomacy and Perform skill checks. At 7th level, and again at 13th and 20th level, this bonus increases by an additional +2. This tattoo is always active.

Oak: Three times per day, a character with the oak tattoo gains a natural armor enhancement bonus, as per the spell barkskin. This ability lasts for 1 minute per tattooed mystic level.

Shield: Two times per day, a character with the shield tattoo can activate this tattoo to gain a +2 shield bonus to his armor class for 1 round per tattooed mystic class level. This shield bonus is a force effect and applies against incorporeal touch attacks. In addition, this tattoo absorbs the force darts created by the spell magic missile. Once an active shield tattoo has absorbed a number of darts equal to the tattooed mystic’s class level, this ability immediately ends, and any remaining darts damage the character.

Snowflake: Three times per day, a character with the snowflake tattoo can, as an immediate action, use feather fall, as per the spell.

Spider: Two times per day, a character with the spider tattoo can use spider climb, as per the spell, except that this ability only lasts for 1 round per tattooed mystic class level.

Tome: Three times per day, a character with the tome tattoo can use comprehend languages, as per the spell, except with a duration of 1 minute per tattooed mystic class level.

Unicorn: Three times per day, a character with the unicorn tattoo can select an alignment opposed to his own and gains a measure of protection from the attacks of creatures of that alignment, as per the spells protection from chaos/evil/good/law. This ability lasts 1 minute per tattooed mystic class level. Lawful good tattooed mystics can select either protection from chaos or protection from evil; lawful neutral tattooed mystics must select protection from chaos; and lawful evil tattooed mystics can select either protection from chaos or protection from good.

Wolf: Three times per day, a character with the wolf tattoo gains low-light vision, scent, and he cannot be tracked by mundane means (as though under the effect of the spell pass without trace). Each use lasts for 1 minute per tattooed mystic class level.

Tier 2 Tattoos:

Angel: Three times per day, a character with the angel tattoo can lay his hands upon a creature or character (but not himself) and heal their wounds. Each use of this ability cures 2d8 points of hit point damage, plus the character’s Wisdom modifier, plus the character’s tattooed mystic class level (to a maximum of +10).

Bear: Three times per day, a character with the bear tattoo gains a +4 enhancement bonus to his Strength ability score and is protected from heat and cold as per the spell endure elements. Each use of this tattoo lasts for 1 minute per tattooed mystic class level.

Bloody Rose: Three times per day, a character with the bloody rose tattoo can heal a small amount hit point damage that he has taken. Each use heals the character 2d8 points of damage, plus the character’s Wisdom bonus (if any), plus 1 point for each of the character class levels as a tattooed mystic (to a maximum of +10). A tattooed mystic cannot use this ability on others, only himself.

Boar: Three times per day, a character with the boar tattoo gains a number of temporary hit points equal to 1d10 plus his tattooed mystic class level (maximum of +10). Each use of this tattoo lasts for 1 hour per tattooed mystic class level or until the temporary hit points are used. This tattoo can be activated as an immediate action if the character is reduced to 0 or fewer hit points by an attack, but only once per round.

Chameleon: Two times per day, a character with the chameleon tattoo may active this tattoo of power to become invisible, as per the spell.

Displacer Beast: Two times per day, a character with the displacer beast tattoo may activate this tattoo of power to grant himself blur, as per the spell. Each use of this ability lasts for 1 round per tattooed mystic level.

Eye of Power: A character with the eye of power tattoo may use detect magic, as per the spell, at will. Three times per day, he may also use detect chaos/evil/good/law, as per the spell, and see invisibility, as per the spell, for up to 1 minute per use. When using the detect alignment ability of this tattoo, the tattooed mystic also gains an impression of the relative strength of the target observed (after three rounds of concentration, depending on class levels and/or hit die): weaker than the tattooed mystic, approximately the same as the tattooed mystic, or stronger than the tattooed mystic.

Feathered Serpent: Three times per day, a character with the feathered serpent tattoo gains a +4 enhancement bonus to his Wisdom ability score. While this tattoo is active, the tattooed mystic also gains a +2 enhancement bonus on his Perception and Sense Motive skill checks. This bonus increases to +4 at 7th level, to +6 at 13th level, and to +8 at 20th level. Each use of this tattoo lasts for 1 minute per tattooed mystic class level.

Full Moon: A character with the full moon tattoo allows his unarmed attacks to be treated as silver weapons for the purpose of overcoming damage reduction. This tattoo is always active.

Hill Giant: Two times per day, a character with the hill giant tattoo can use enlarge person, as per the spell, upon himself and his possessions only. Each use of this tattoo lasts for 1 round per tattooed mystic class level.

Hummingbird: Three times per day, a character with the hummingbird tattoo can use levitate, as per the spell.

Iron Fist: Three times per day, a character with the iron fist tattoo can activate this tattoo, as a swift action, to gain a +1 enhancement bonus to attacks and damage with his unarmed strike for the next minute. At 7th level, and every three levels gained thereafter, this bonus increases by +1 to a maximum enhancement bonus of +6 at 19th level.

Lion: Three times per day, a character with the lion tattoo becomes immune to fear and fear effects. If the character performs a charge or uses the Spring Attack feat while this tattoo is active, he may spend 1 ki point as a swift action to gain an additional attack at his highest attack bonus. Each use of this tattoo lasts for 1 round per tattooed mystic class level.

Maul: Three times per day, a character with the maul tattoo can use shatter, as per the spell.

Monkey: Three times per day, a character with the monkey tattoo gains a +2 competence bonus on all Acrobatics and Climb skill checks. At 7th level, and again at 13th and 20th level, this bonus increases by an additional +2. He may climb at his full speed and retains his Dexterity bonus to his Armor Class. Each use of this tattoo lasts for 1 minute per tattooed mystic class level.

Scorpion: Twice per day, as an immediate action, a character with the scorpion tattoo can make an attack of opportunity against a creature that successful strikes him in combat. This attack of opportunity receives a competence bonus of +2 on the attack roll and deals double normal damage (as per a critical hit, neither precision damage nor elemental damage is multiplied). If this special attack of opportunity is successful, and if the creature attacking the mystic is reduced to zero hit points or lower by this attack, than the attack which provoked the use of the scorpion tattoo is completely negated. If the character fails to hit his opponent, or if he hits and deals insufficient damage to drop him to zero hit points or below, then the character with this tattoo suffers the full effects of his opponent’s attack.

Sprite: A character with the sprite tattoo allows his unarmed attacks to be treated as cold iron weapons for the purpose of overcoming damage reduction. This tattoo is always active.

Tiger: Three times per day, a character with the tiger tattoo gains a +4 morale bonus to his Dexterity ability score and can move through thickly overgrown areas without penalty (as per the druid ability woodland stride). Each use of this tattoo lasts for 1 minute per tattooed mystic class level.

Tier 3 Tattoos:

Broken Chains: Twice per day, a character with the broken chains tattoo receives the bonuses granted by the spell freedom of movement for 1 round per tattooed mystic class level.

Constrictor: A character with the constrictor tattoo gains a +2 competence bonus on all grapple checks. This tattoo is always active. In addition, twice per day, if the tattooed mystic successful strikes an opponent with an unarmed strike, he may start a grapple with a free action in addition to dealing his normal damage.

Erinyes: Two times per day, a character with the erinyes tattoo can use fear, as per the spell. A tattooed mystic can spend 2 ki points from his ki pool as a swift action to gain a +2 bonus to the save DC of this ability.

Falcon: A character with the falcon tattoo gains a constant +4 competence bonus on all visual Perception checks. This tattoo is always active. In addition, twice per day, he may use fly as per the spell, except that his speed while flying is equal to his normal land movement and his maneuverability is perfect. This use of the tattoo lasts for 1 round for tattooed mystic class level.

Flaming Sword: Three times per day, a character with the flaming sword tattoo can sheath his fists in magical flames that deal either cold or fire damage (chosen by the character when the ability is activated). Alternatively, he can choose one weapon that he is currently wielding instead of his unarmed strikes. This adds +1d6 of either cold or fire damage to the character’s unarmed strike damage (or weapon damage). Each use of this tattoo lasts for 1 round per tattooed mystic class level.

Gargoyle: Twice per day, a character with the gargoyle tattoo can active this tattoo to gain DR 5/adamantine. Each use of this ability lasts for 1 minute per tattooed mystic class level, or until the DR has absorbed 5 points of damage per tattooed mystic class level (maximum of 75 points). A tattooed mystic can spend 2 ki points from his ki pool as a swift action to make the damage reduction 5/adamantine and magic.

Ghostly Visage: Twice per day, a character with the ghostly visage tattoo can gain the ability to bestow ghost touch, as per the special weapon property, upon his unarmed strikes, melee or thrown weapons, and combat maneuvers. This ability lasts for 1 round per tattooed mystic class level.

Heart: A character with the heart tattoo gains the Endurance feat as well as a +4 morale bonus against any magical effect that would fatigue or exhaust the character. If a spell, spell-like ability, or supernatural ability that causes fatigue or exhaustion without a saving throw targets the character, the character instead make a Fortitude saving throw (without the above bonus) against an appropriate DC set by the GM for the effect in question. This tattoo is always active.

Lightning Bolt: Three times per day, a character with the lightning bolt tattoo can sheath his fists in magical crackling electricity that deals electrical damage. This adds +1d6 of electrical damage to the character’s unarmed strike damage. Each use of this tattoo lasts for 1 round per tattooed mystic class level. On a successful critical hit, the character’s unarmed strikes also deal an additional 1d8 points of sonic damage.

Serrated Dagger: A character with the serrated dagger tattoo gains the ability to deal precision sneak attack damage as a Rogue. Three times per day, as a swift action, the tattooed mystic can activate this ability for 1 round. If his opponent is denied his Dexterity bonus to AC or is flanked, the tattooed mystic gains 1d6 of sneak attack dice. At 13th level, and again at 19th level, the number of sneak attack dice possessed by the tattooed mystic when he uses this ability increases by +1, to a maximum of 3d6 at 19th level.

Shark: Three times per day, a character with the shark tattoo can gain the ability to breath water as well as air and is immune to the effects of water pressure. While this tattoo is active, the character also gains a Swim speed equal to his normal land movement and a +8 bonus on Swim checks made to avoid hazards (no Swim check is necessary to move underwater). The character suffers no penalties for using slashing and bludgeoning weapons while submerged. This ability lasts for 1 minute per tattooed mystic class level.

Tornado: Two times per day, a character with the tornado tattoo may use haste, as per the spell, for 1 round per tattooed mystic level. This tattoo affects only the tattooed mystic.

Viper: Twice per day, as a swift action, a character with the viper tattoo can inflict the victim of one of his successful unarmed strikes with a virulent poison, as per the spell poison. As a swift action, a tattooed mystic can spend 2 ki points from his ki pool to add +2 to the save DC of this effect.

Tier 4 Tattoos:

Anchor: Two times per day, a character with the anchor tattoo can use dimensional anchor, as per the spell, upon a single creature that he successfully touches. The tattooed mystic can make a single touch attack against a creature as part of using this ability, or he can hold the charge. This ability lasts for 1 minute per tattooed monk class level.

Bat: A character with the bat tattoo gains blind-sense out to a distance of 5’. This tattoo is always active. In addition, two times per day, the tattooed mystic may increase his blind-sense range to 60’. This use of the tattoo lasts for 1 minute per tattooed mystic class level.

Battleaxe: A character with the battleaxe tattoo deals x3 damage on a successful critical hit with his unarmed strikes. In addition, he gains a +4 competence bonus on attack rolls made to confirm a critical hit with his unarmed strikes. This tattoo is always active.

Black Wave: A character with the black wave tattoo becomes immune to the effects of poison and disease. This tattoo is always active.

Crescent Moon: Two times per day, a character with the crescent moon tattoo can use dispel magic, as per the spell. When the tattooed mystic reaches 15th level in this class, this ability improves to greater dispel magic, as per the spell.

Dragon: Three times per day, a character with the dragon tattoo can exhale a 30’ cone of either cold or fire that deals a number of d6 in damage equal to one-half the level of the tattooed mystic (rounded down).

Eye of Knowledge: A character with the eye of knowledge tattoo can understand and communicate with all living creatures, as per the mystic class ability tongue of the sun and moon. This tattoo is always active.

Harlequin: Two times per day, a character with the harlequin tattoo can use either good hope or crushing despair, as per the spells. The tattooed mystic can select which specific spell he uses upon activating this tattoo of power.

Skull with Thorns: Two times per day, a character with the skull with thorns tattoo can produce a death ward, as per the spell, on himself. This ability lasts for 1 round per tattooed mystic class level.

Werewolf: Two times per day, a character with the werewolf tattoo can use beast shape III, as per the spell, on himself. This ability lasts for 1 minute per tattooed mystic class level.

Tier 5 Tattoos:

Blink Dog: Two times per day, a character with the blink dog tattoo can use the spell dimension door, but for himself only. Using this ability is a move action, and the character retains all of his remaining actions for the round once the teleportation effect is complete. If the tattooed mystic is in contact with a Medium-sized or smaller creature when he actives this ability, and he spends 1 ki point from his ki pool, he may transport that creature with him as he teleports. He may spend up to 2 ki points to transport a Large-sized creature or two Medium-sized or smaller creatures, but he cannot transport more than that with this ability.

Breached Wall: Once per day, a character with the breached wall tattoo can use the spell sympathetic vibration, as per the spell, upon a free standing structure which he touches. It requires one minute of intense concentration to activate this tattoo, during which time the tattooed mystic must remain in contact with the structure.

Castle: A character with the castle tattoo gains spell resistance equal to 10 + his tattooed mystic class levels. Once per round, if the tattooed mystic is the target of a spell cast by an ally, he may choose, as a free action that can be taken even if it is not his turn, to lower his spell resistance. His spell resistance is immediately restored after the completion of his ally’s spell (no action required). This tattoo is always active.

Eye of Truth: Two times per day, a character with the eye of truth tattoo can use true seeing, as per the spell, except with a duration of 1 minute per tattooed mystic class level.

Flaming Skull: Two times per day, a character with the flaming skull tattoo gains Resistance 30 to either fire or cold (chosen when the ability is activated). This ability lasts for 1 round per tattooed mystic class level.

White Stag: Two times per day, a character with the white stag tattoo can active this tattoo of power as an immediate action to reroll a saving throw, attack roll, skill check, or ability check. The tattooed mystic must take the results of the reroll, even if it is worse than the original. A tattooed mystic spend up to 4 ki points from his ki pool to add the same amount as he spend as an unnamed bonus on his second die roll.

Wraith: Two times per day, a character with the wraith tattoo can become ethereal, as per the spell etherealness. Each use lasts for only one minute and the character cannot affect any other creature (even willing creatures) with this ability.

Tier 6 Tattoos:

Chrysanthemum: A character with the chrysanthemum tattoo stops aging and cannot be magically aged. He no longer accrues any penalties to his physical ability scores, but this tattoo does not remove penalties he has previously gained. In addition, the character needs only two hours of meditation each night (rather than 8 hours of sleep) to rest and regain his abilities, and he no longer requires food or water to survive. This tattoo of power does not prolong life; when the tattoos mystic time (as calculated for his race) expires, he will still die. This tattoo is always active.

Compass Rose: Once per day, a character with the compass rose tattoo can shadow walk, as per the spell.

Helm of Glory: Once per day, a character with the helm of glory tattoo can use mind blank, as per the spell.

Phoenix: Once per day, a character with the phoenix tattoo can activate this ability to receive the effects of both a heal spell and a greater restoration spell.

Portal: Twice per day, a character with the portal tattoo can plane shift, as per the spell. In addition, the character always knows which way is north, and whether or not his is above or below ground level. After using plane shift, the tattooed mystic instinctively knows which direction the closest town, village, or city lies, but not the distance.

Shining Star: A character with the shining star tattoo becomes a magical creature. He gains damage reduction (DR/magic and chaotic) equal to one-half his tattooed mystic class level. He is immune to any spell which affects only humanoids. This tattoo is always active.


While I skimmed over about half of it, the concept itself sounds a lot like the Runemaster from World of Warcraft's lore, it being a primarily unarmed combat fighter covered in mystical tattoos that grant the person different powers based on some theme of the tattoo itself.

http://www.wowpedia.org/Runemaster

Regardless, it does sound like something that would be fun to play.

Also, I'm having trouble figuring out just how many tattoos this class actually gets. Can you clarify?


It gets 1 tattoo per level.


Harrison wrote:

While I skimmed over about half of it, the concept itself sounds a lot like the Runemaster from World of Warcraft's lore, it being a primarily unarmed combat fighter covered in mystical tattoos that grant the person different powers based on some theme of the tattoo itself.

http://www.wowpedia.org/Runemaster

Regardless, it does sound like something that would be fun to play.

Also, I'm having trouble figuring out just how many tattoos this class actually gets. Can you clarify?

As Clawoftiamat says, you start off with 1 Tier 1 tattoo of power, and every additional class level you gain as you get one more tattoo, for a maximum of 20 at 20th level. Starting at 4th level, you can pick Tier 1 and 2 tats, at 7th level Tier 1, 2, and 3 tats, at 10th level Tier 1, 2, 3, and 4 tats, at 13th level Tier 1, 2, 3, 4, and 5 tats, and from 16th level onwards, you can pick from any of the Tiers.

The whole concept is you get the absolute minimum that defines a monk (i.e., AC Bonus/Wisdom to AC, Improved Unarmed Strike, Flurry of Blows, Evasion/Improved Evasion, Bonus Feats, Maneuver Training, Quivering Palm, Ki Pool) and then customize every other part of the design to what you want.

Don't want slow fall? Don't pick the snowflake tattoo. It provides a player with tremendous options . . . and manages to fix some of the problems with the monk as written.

Master Arminas

Liberty's Edge

Having tattoos that increase ability to hit with unarmed strike as they grow more complete (at appropriate cost) would pretty much fix all of the problems of the monk class for me.

Just sayin' (cough, cough, hey Devs...)


2 people marked this as a favorite.

Revised and cleaned up. Enjoy!

Tattooed Monk: An Alternate Class

Adorned across his body with dozens of colorful and fearsome tattoos, the tattooed monk is a martial character able to perform feats of magic and skill beyond the ken of most mortals. No two tattooed monks have the exact range of powers and abilities: versatility is the watchword of this class. Skilled at fighting with the weaponry of peasants (as well as without any weapons at all), the tattooed monk relies upon the scores of magnificent tattoos that adorn his body from head to foot for his supernatural mystical powers. As it is his own life force that powers the tattoos, the tattooed monk is more limited than a traditional spell caster in many respects; but then few traditional spell casters combine the martial prowess of a tattooed monk with their mystical powers.

Role: The tattooed monk serves as a secondary combatant that is able to perform a limited number of magical tricks and abilities that enhance his role in and out of combat. Focused on the pursuit of internal perfection, the tattooed monk often possesses a range of skills and abilities perfect for integration into any adventuring party.

Alignment: Any lawful.
BAB: Medium.
Hit Die: d8.
Saves: All good.

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Knowledge (History) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Weapons and Armor Proficiency: A tattooed monk is proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Tattooed monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a tattooed monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Intuitive Defense (Ex): When unarmored and unencumbered, the tattooed monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a tattooed monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four tattooed monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the tattooed monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he uses a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels gained as a tattooed monk thereafter, a tattooed monk may select a bonus feat. These feats must be taken from the following list: Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, and Weapon Focus.
At 6th level, the following feats are added to the list: Improved Blind-Fight, Improved Bull Rush, Improved Disarm, Improved Trip, Ki Stand, and Mobility.
At 10th level, the following feats are added to the list: Combat Expertise, Greater Blind-Fight, Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.
At 14th level, the following feats are added to the list: Greater Bull Rush, Greater Disarm, Greater Grapple, Greater Sunder, Greater Trip, and Penetrating Strike.
A tattooed monk need not have any of the prerequisites normally required for these feats to select them.

Monastic Skill Training: Different monasteries emphasize different skill sets for the tattooed monks that they train. At first level, a tattooed monk may choose any three of the following skills: Diplomacy (Cha), Intimidate (Cha), Knowledge (Any) (Int), or Linguistics (Int). The tattooed monk gains 1 skill rank in each of these skills for every level he possesses as a tattooed monk; these skill ranks are in addition to the skill ranks a tattooed monk gains normally and cannot be exchanged for other skills. In addition, the tattooed monk treats these skills as class skills. Once chosen, these selections are forever after fixed.

Tattoos of Power (Sp): A tattooed monk begins the game with his arms, legs, back, stomach, chest, and perhaps even his neck and face, covered with brilliantly colored exquisitely detailed tattoos. These tattoos have been inked onto the tattooed monk’s skin by the master of his order, usually over the course of many months sequestered within the monastery. As the tattooed monk grows in experience, he may activate the latent individual tattoos; this allows him to access their powers.
Starting at 1st level, a tattooed monk may selected a single Tier 1 tattoo of power. From this point onward, he may use this tattoo as described below. At each additional level gained in this class thereafter, the tattooed monk can selected an additional Tier 1 tattoo of power which he is afterwards able to activate and use. The tattooed monk can select any of the magic tattoos listed below, so long as he is of sufficient level to activate the selected tattoo. At 4th level, the tattooed monk gains access to Tier 2 tattoos, in addition to Tier 1. At 7th level, and every three levels gained thereafter, the tattooed monk can select tattoos from a progressively higher Tier, to a maximum of Tier 6 tattoos of power at 16th level.
A magic tattoo must be activated in order to be used. Unless otherwise specified in the tattoo description below, each tattoo requires a standard action to activate (some tattoos bestow a constant effect upon the monk and do not need to be activated; these tattoos are described as such in their description). As a free action, the tattooed monk can spend 1 ki point from his ki pool (see below) in order to instead activate a tattoo as a swift action.
If the tattoo has an effect that requires an opponent to make a saving throw, the DC for that saving throw is 10 + the level of the Tattoo + the tattooed monk’s Wisdom modifier. Magic tattoos are considered spell-like abilities. The level of the tattooed monk is the effective caster level for any effects listed.
A tattooed monk may not selected the same tattooed multiple times.

Unarmed Strike (Ex): A tattooed monk gains Improved Unarmed Strike as a bonus feat. A tattooed monk’s unarmed attack may be made with any part of his body, including his limbs or head. This means that a tattooed monk may make unarmed strikes with his hands full. A tattooed monk may apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a tattooed monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A tattooed monk deals more damage with his unarmed strikes than normal, dealing 1d6 points of damage with his unarmed strikes. This damage is for a Medium monk; smaller and larger monks deal less or greater damage accordingly. A Small monk deals 1d4 points of damage with his unarmed strikes; a Large monk deals 1d8 points of damage with his unarmed strikes..

Stunning Fist (Ex): The tattooed monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels gained as a tattooed monk thereafter, the tattooed 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 tattooed 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.
A tattooed monk can select which condition to apply each time he makes a stunning fist attack, limited only by his tattooed monk level.
A tattooed monk gains one use of this feat for every tattooed monk level he possesses, as described in the Stunning Fist feat for the monk class

Evasion (Ex): At 2nd level or higher, a tattooed monk can avoid damage from many area-effect attacks. If a tattooed 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 tattooed monk is wearing no armor and is not carrying a medium or heavy load. A helpless tattooed monk does not gain the benefit of evasion.

Flurry of Blows (Ex): At 3rd level, a tattooed monk gains the ability to make a flurry of blows. When using unarmed strikes or one of the following monk weapons (club, dagger, handaxe, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, or spear) a tattooed monk can make a flurry of blows attack. A tattooed monk uses flurry of blows as a part of a full-attack; it is not an action in and of itself. When using flurry of blows a tattooed monk gains one additional attack at his highest base attack, but forfeits his normal iterative attacks. For example, a 3rd level tattooed monk using flurry of blows has two attacks at +2/+2. The tattooed monk may use any combination of unarmed strikes or weapons with which he is proficient for this additional attack.
At 8th level, the tattooed monk gains a second bonus attack at his highest base attack bonus when making a flurry of blows attack. For example, an 8th level monk using flurry of blows has three attacks at +6/+6/+6.
At 13th level, the tattooed monk gains a third bonus attack at his highest base attack bonus when making a flurry of blows attack. For example, a 13th level monk using flurry of blows has four attacks at +9/+9/+9/+9.
At 18th level, the tattooed monk gains a fourth bonus attack at his highest base attack bonus when making a flurry of blows attack. For example, a 18th level monk using flurry of blows has five attacks at +13/+13/+13/+13/+13.
A tattooed monk applies his full Strength bonus to his damage rolls for all successful attacks made with a flurry of blows, whether the attacks are made with an unarmed strike, a weapon held in the monk's off-hand, or a double weapon. A monk may freely substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Flurry of blows cannot be combined with two-weapon fighting (as per the feats) for additional attacks, even if the monk wields two weapons or a double weapon while making a flurry of blows attack. A tattooed monk can wield two weapons when using flurry of blows without penalty (and may still make unarmed attacks while wielding two weapons).

Maneuver Training (Ex): At 3rd level, a tattooed monk uses his tattooed monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus and his Combat Maneuver Defense. Base attack bonuses granted from other classes are unaffected and are added normally.

Ki Pool (Su): At 4th level, a tattooed monk begins to slowly access his internal ki, a supernatural energy that he can use to accomplish amazing feats. The tattooed monk gains a pool of ki points, equal to his tattooed monk level + his Wisdom modifier. By spending 1 point from his ki pool as a swift action, a monk can invoke any one of the following options: he can gain a +4 dodge bonus to AC for 1 round; he can gain a +1 insight bonus to his attacks for 1 round (this increases to +2 at 9th level, +3 at 14th level, and +4 at 19th level); he can ignore an opponents damage reduction equal to or less than twice his level as a tattooed monk for 1 round, melee weapon damage, and thrown weapon damage for 1 round; he can gain a +4 insight bonus on his saving throws for 1 round; or he can make one additional attack when performing a flurry of blows.
Certain tattoos of power (see below) may grant additional benefits that consume points from the tattooed monks 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.

Ki Strike (Su): At 4th level, as long as a tattooed monk retains 1 or more points in his ki pool, his unarmed strikes are considered as magical weapons for the purposing of striking incorporeal creatures and bypassing damage reduction. At 8th level, the tattooed monk also bypasses DR/lawful when using ki strike. At 16th level, the tattooed monk also bypasses DR/adamantine when using ki strike; a tattooed monk of this level also ignores all hardness of less than 20 when using his unarmed strikes.

Improved Evasion (Ex): At 9th level, a tattooed 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 tattooed monk does not gain the benefit of improved evasion.

Quivering Palm (Su): Starting at 15th level, a tattooed monk can set up vibrations within the body of another creature that can thereafter be fatal if the tattooed monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the tattooed monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the tattooed 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 tattooed monk level. To make such an attempt, the tattooed monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the tattooed monk’s level + the tattooed monk’s Wisdom 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 tattooed monk can have no more than 1 quivering palm in effect at one time. If a tattooed monk uses quivering palm while another is still in effect, the previous effect is negated.
At 17th level, and again at 19th level, the tattooed monk gains the ability to use the quivering palm one additional time per day.

Perfect Self: At 20th level, a tattooed 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 tattooed 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 tattooed monk can still be brought back from the dead as if he were a member of his previous creature type.

TATTOOS OF POWER LIST

Tier 1 Tattoos:

Spoiler:

Black Sun: Two times per day, a character with the black sun tattoo gains dark-vision out to a distance of 60’. Within the listed distance, he can see in both natural and magical darkness. Each use of the tattoo lasts for 10 minutes per tattooed monk class level.
Cheetah: A character with the cheetah tattoo gains a +10’ bonus to his movement. This effect is always active, and is not considered an enhancement bonus, but a natural increase in the tattooed monk‘s speed. In addition, starting at 4th level a tattooed monk can spend 1 point from his ki pool as a swift action to gain a +20’ enhancement bonus to his movement for 1 minute. At 7th level, and three levels gained as a tattooed monk thereafter, this enhancement gained from spending ki improves by an additional +10’, to a maximum bonus of +70’ at 19th level.
Mask: Three times per day, a character with the mask tattoo may use disguise self, as per the spell, except with a duration of 1 minute per tattooed monk class level. When the tattooed monk reaches 10th level, this ability improves to alter self, as per the spell; however the duration remains 1 minute per tattooed monk class level.
Grasshopper: A character with the grasshopper tattoo gains a bonus on all Acrobatics checks equal to his tattooed monk class level; furthermore the tattooed monk is always considered to have a running start when using the Acrobatics skill to jump, even if he is standing still. This tattoo is always active. If the tattooed monk spends 1 point of ki as a swift action, he gains an additional bonus of +20 on any Acrobatics skill checks made to jump.
Harp: A character with the harp tattoo gains a +4 competence bonus on all Diplomacy and Perform skill checks. At 7th level, and again at 13th and 20th level, this bonus increases by an additional +2. This tattoo is always active.
Oak: Three times per day, a character with the oak tattoo can gain a natural armor enhancement bonus, as per the spell barkskin. This ability lasts for 1 minute per tattooed monk level.
Shield: Two times per day, a character with the shield tattoo can activate this tattoo to gain a +2 shield bonus to his armor class for 1 round per tattooed monk class level. This shield bonus is a force effect and applies against incorporeal touch attacks. In addition, this tattoo absorbs the force darts created by the spell magic missile. Once an active shield tattoo has absorbed a number of darts equal to the tattooed monk’s class level, this ability immediately ends, and any remaining darts damage the character.
Snowflake: Three times per day, a character with the snowflake tattoo can, as an immediate action, use feather fall, as per the spell. In addition, a monk with the snowflake tattoo always lands on his feet after a fall and receives a +2 bonus to his CMD to avoid being tripped. These last two effects are always active.
Spider: Two times per day, a character with the spider tattoo can use spider climb, as per the spell, except that this ability only lasts for 1 round per tattooed monk class level.
Tome: Three times per day, a character with the tome tattoo can use comprehend languages, as per the spell, except with a duration of 1 minute per tattooed monk class level.
Unicorn: Three times per day, a character with the unicorn tattoo can select an alignment opposed to his own and gains a measure of protection from the attacks of creatures of that alignment, as per the spells protection from chaos/evil/good/law. This ability lasts 1 minute per tattooed monk class level. Lawful good tattooed monks can select either protection from chaos or protection from evil; lawful neutral tattooed monks may select protection from chaos, protection from evil, or protection from good; and lawful evil tattooed monks can select either protection from chaos or protection from good.
Wolf: Three times per day, a character with the wolf tattoo gains low-light vision, scent, and he cannot be tracked by mundane means (as though under the effect of the spell pass without trace). Each use lasts for 1 minute per tattooed monk class level.

Tier 2 Tattoos:

Spoiler:

Angel: Three times per day, a character with the angel tattoo can lay his hands upon a creature or character (but not himself) and heal their wounds. Each use of this ability cures 2d8 points of hit point damage, plus the character’s Wisdom modifier, plus the character’s tattooed monk class level (to a maximum of +10).
Bear: Three times per day, a character with the bear tattoo gains a +4 enhancement bonus to his Strength ability score and is protected from heat and cold as per the spell endure elements. When the tattooed monk reaches 10th level, this enhancement bonus increases to +6. Each use of this tattoo lasts for 1 minute per tattooed monk class level.
Bloody Rose: Three times per day, a character with the bloody rose tattoo can heal a small amount hit point damage that he has taken. Each use heals the character 2d8 points of damage, plus the character’s Wisdom bonus (if any), plus 1 point for each of the character class levels as a tattooed monk (to a maximum of +10). A tattooed monk cannot use this ability on others, only himself.
Boar: Three times per day, a character with the boar tattoo gains a number of temporary hit points equal to 1d10 plus his tattooed monk class level (maximum of +10). Each use of this tattoo lasts for 1 hour per tattooed monk class level or until the temporary hit points are used. This tattoo can be activated as an immediate action if the character is reduced to 0 or fewer hit points by an attack, but only once per round.
Chameleon: Two times per day, a character with the chameleon tattoo may active this tattoo of power to become invisible, as per the spell.
Displacer Beast: Two times per day, a character with the displacer beast tattoo may activate this tattoo of power to grant himself blur, as per the spell. Each use of this ability lasts for 1 round per tattooed monk level.
Eye of Power: A character with the eye of power tattoo may use detect magic, as per the spell, at will. This aspect of the tattoo is always active. Three times per day, he may also see invisibility, as per the spell, with a duration of 1 minute per tattooed monk level.
Feathered Serpent: Three times per day, a character with the feathered serpent tattoo gains a +4 enhancement bonus to his Wisdom ability score. While this tattoo is active, the tattooed monk is also under a nondetection effect, and neither he nor his equipment radiates a magic aura, as per the spell magic aura. When the tattooed monk reaches 10th level, this enhancement bonus increases to +6. Each use of this tattoo lasts for 1 minute per tattooed monk class level.
Full Moon: A character with the full moon tattoo allows his unarmed attacks to be treated as silver weapons for the purpose of overcoming damage reduction. This tattoo is always active.
Hill Giant: Two times per day, a character with the hill giant tattoo can use enlarge person, as per the spell, upon himself and his possessions only. Each use of this tattoo lasts for 1 round for every two tattooed monk class levels.
Hummingbird: Three times per day, a character with the hummingbird tattoo can use levitate, as per the spell.
Iron Fist: Three times per day, a character with the iron fist tattoo can activate this tattoo (as a swift action) to gain a +1 enhancement bonus to attacks and damage with his unarmed strikes for the next minute. At 7th level, and every three levels gained thereafter, this bonus increases by +1 to a maximum enhancement bonus of +5 at 16th level. A tattooed monk that has used his daily allotment of this power may continue to activate it by spending 2 ki points from his ki pool as a swift action; each ki powered use lasts for 1 minute.
Lion: Three times per day, a character with the lion tattoo becomes immune to fear and fear effects for 1 round per tattooed monk class level. If the character performs a charge or uses the Spring Attack feat while this tattoo is active, he may spend 1 ki point as a swift action to gain an additional attack at his highest attack bonus.
Maul: Three times per day, a character with the maul tattoo can use shatter, as per the spell.
Monkey: Three times per day, a character with the monkey tattoo gains a +2 competence bonus on all Climb skill checks. At 7th level, and again at 13th and 20th level, this bonus increases by an additional +2. He may climb at his full speed and retains his Dexterity bonus to his Armor Class. Each use of this tattoo lasts for 1 minute per tattooed monk class level.
Scorpion: Twice per day, as an immediate action, a character with the scorpion tattoo can make an attack of opportunity against a creature that successful strikes him in combat. This attack of opportunity receives a competence bonus of +2 on the attack roll and deals double normal damage (as per a critical hit, neither precision damage nor elemental damage is multiplied). If this special attack of opportunity is successful, and if the creature attacking the monk is reduced to zero hit points or lower by this attack, than the attack which provoked the use of the scorpion tattoo is completely negated. If the character fails to hit his opponent, or if he hits and deals insufficient damage to drop him to zero hit points or below, then the character with this tattoo suffers the full effects of his opponent’s attack.
Sprite: A character with the sprite tattoo allows his unarmed attacks to be treated as cold iron weapons for the purpose of overcoming damage reduction. This tattoo is always active.
Tiger: Three times per day, a character with the tiger tattoo gains a +4 morale bonus to his Dexterity ability score and can move through thickly overgrown areas without penalty (as per the druid ability woodland stride). When the tattooed monk reaches 10th level, this enhancement bonus increases to +6. Each use of this tattoo lasts for 1 minute per tattooed monk class level.

Tier 3 Tattoos:

Spoiler:

Broken Chains: Twice per day, a character with the broken chains tattoo receives the bonuses granted by the spell freedom of movement for 1 round per tattooed monk class level.
Constrictor: A character with the constrictor tattoo gains a +2 competence bonus on all grapple checks. This tattoo is always active. In addition, twice per day, if the tattooed monk successful strikes an opponent with an unarmed strike, he may start a grapple with a free action in addition to dealing his normal damage.
Erinyes: Two times per day, a character with the erinyes tattoo can use fear, as per the spell (but using the save DC for a tattoo of power, see above). A tattooed monk can spend 2 ki points from his ki pool as a swift action to gain a +2 bonus to the save DC of this ability.
Falcon: A character with the falcon tattoo gains a constant +4 competence bonus on all visual Perception checks. This aspect of the tattoo is always active. In addition, twice per day, he may use fly as per the spell, except that his speed while flying is equal to his speed (including any enhancement bonuses) and his maneuverability is perfect. This use of the tattoo lasts for 1 round for tattooed monk class level.
Flaming Sword: Three times per day, a character with the flaming sword tattoo can sheath his fists in magical flames that deal either cold or fire damage (chosen by the character when the ability is activated). Alternatively, he can choose one weapon that he is currently wielding instead of his unarmed strikes. This adds +1d6 of either cold or fire damage to the character’s unarmed strike damage (or weapon damage). Each use of this tattoo lasts for 1 round per tattooed monk class level.
Gargoyle: Twice per day, a character with the gargoyle tattoo can active this tattoo to gain DR 5/adamantine. Each use of this ability lasts for 1 minute per tattooed monk class level, or until the DR has absorbed 5 points of damage per tattooed monk class level (maximum of 75 points). A tattooed monk can spend 2 ki points from his ki pool as a swift action when activating this tattoo to make the damage reduction 5/adamantine and magic.
Ghostly Visage: Twice per day, a character with the ghostly visage tattoo can gain the ability to bestow ghost touch, as per the special weapon property, upon his unarmed strikes, melee or thrown weapons, and combat maneuvers. This ability lasts for 1 round per tattooed monk class level.
Heart: A character with the heart tattoo gains the Endurance feat as well as a +4 morale bonus against any magical effect that would fatigue or exhaust the character. If a spell, spell-like ability, or supernatural ability that causes fatigue or exhaustion without a saving throw targets the character, the character instead make a Fortitude saving throw (without the above bonus) against an appropriate DC set by the GM for the effect in question. This tattoo is always active.
Lightning Bolt: Three times per day, a character with the lightning bolt tattoo can sheath his fists in magical crackling electricity that deals electrical damage. This adds +1d6 of electrical damage to the character’s unarmed strike damage. Each use of this tattoo lasts for 1 round per tattooed monk class level. On a successful critical hit, the character’s unarmed strikes also deal an additional 1d8 points of sonic damage.
Serrated Dagger: A character with the serrated dagger tattoo gains the ability to deal precision sneak attack damage as a Rogue. Three times per day, as a swift action, the tattooed monk can activate this ability for 1 round. If his opponent is denied his Dexterity bonus to AC or is flanked, the tattooed monk gains 1d6 of sneak attack dice. At 13th level, and again at 19th level, the number of sneak attack dice possessed by the tattooed monk when he uses this ability increases by +1, to a maximum of 3d6 at 19th level.
Shark: Three times per day, a character with the shark tattoo can gain the ability to breath water as well as air and is immune to the effects of water pressure. While this tattoo is active, the character also gains a Swim speed equal to his speed (including any enhancement bonuses) and a +8 bonus on Swim checks made to avoid hazards (no Swim check is necessary to move underwater without hazards). The character suffers no penalties for using slashing and bludgeoning weapons while submerged. This ability lasts for 1 minute per tattooed monk class level.
Tornado: Two times per day, a character with the tornado tattoo may use haste, as per the spell, for 1 round per tattooed monk level. This version of haste allows a tattooed monk to gain one additional attack with his unarmed strikes, instead of just manufactured or natural weapons. This tattoo affects only the tattooed monk.
Viper: Twice per day, as a swift action, a character with the viper tattoo can inflict the victim of one of his successful unarmed strikes with a virulent poison, as per the spell poison (but using the save DC for a tattoo of power, see above). As a swift action, a tattooed monk can spend 2 ki points from his ki pool to add +2 to the save DC of this effect.

Tier 4 Tattoos:

Spoiler:

Anchor: Two times per day, a character with the anchor tattoo can use dimensional anchor, as per the spell, upon a single creature that he successfully touches. The tattooed monk can make a single touch attack against a creature as part of using this ability, or he can hold the charge. This ability lasts for 1 minute per tattooed monk class level.
Bat: A character with the bat tattoo gains blind-sense out to a distance of 5’. This tattoo is always active. In addition, two times per day, the tattooed monk may increase his blind-sense range to 60’. This use of the tattoo lasts for 1 minute per tattooed mystic class level.
Battleaxe: A character with the battleaxe tattoo deals x3 damage on a successful critical hit with his unarmed strikes. In addition, he gains a +4 competence bonus on attack rolls made to confirm a critical hit with his unarmed strikes. This tattoo is always active.
Black Wave: A character with the black wave tattoo becomes immune to the effects of poison and disease. This tattoo is always active.
Crescent Moon: Two times per day, a character with the crescent moon tattoo can use dispel magic, as per the spell. When the tattooed monk reaches 15th level in this class, this ability improves to greater dispel magic, as per the spell.
Dragon: Three times per day, a character with the dragon tattoo can exhale a 30’ cone of either cold or fire that deals a number of d6 in damage equal to one-half the level of the tattooed monk (rounded down). Alternatively, the tattooed monk can exhale a 60’ line of electricity that deals the same damage.
Eye of Knowledge: A character with the eye of knowledge tattoo can understand and communicate with all living creatures, as per the monk class ability tongue of the sun and moon. This tattoo is always active.
Harlequin: Two times per day, a character with the harlequin tattoo can use either good hope or crushing despair, as per the spells (but using the save DC for a tattoo of power, see above). As a swift action, a tattooed monk can spend 2 ki points from his ki pool to add +2 to the save DC of this effect. The tattooed monk can select which specific spell he uses upon activating this tattoo of power.
Skull with Thorns: Two times per day, a character with the skull with thorns tattoo can produce a death ward, as per the spell, on himself. This ability lasts for 1 round per tattooed monk class level.
Werewolf: Two times per day, a character with the werewolf tattoo can use beast shape III, as per the spell, on himself. While polymorphed, a tattooed monk may choose to use flurry of blows with the natural weapons of the creature selected as if they were unarmed strikes. This ability lasts for 1 minute per tattooed monk class level.

Tier 5 Tattoos:

Spoiler:

Blink Dog: Two times per day, a character with the blink dog tattoo can use the spell dimension door, but for himself only. Using this ability is a move action, and the character retains all of his remaining actions for the round once the teleportation effect is complete. If the tattooed monk is in contact with a Medium-sized or smaller creature when he actives this ability, and he spends 1 ki point from his ki pool, he may transport that creature with him as he teleports. He may spend up to 2 ki points to transport a Large-sized creature or two Medium-sized or smaller creatures, but he cannot transport more than that with this ability.
Breached Wall: Once per day, a character with the breached wall tattoo can use the spell sympathetic vibration, as per the spell, upon a free standing structure which he touches. It requires one minute of intense concentration to activate this tattoo, during which time the tattooed monk must remain in contact with the structure.
Castle: A character with the castle tattoo gains spell resistance equal to 10 + his tattooed monk class levels. Once per round, if the tattooed monk is the target of a spell cast by an ally, he may choose, as a free action that can be taken even if it is not his turn, to lower his spell resistance. His spell resistance is immediately restored after the completion of his ally’s spell (no action required). This tattoo is always active.
Eye of Truth: Two times per day, a character with the eye of truth tattoo can use true seeing, as per the spell, except with a duration of 1 minute per tattooed monk class level.
Flaming Skull: Two times per day, a character with the flaming skull tattoo gains Resistance 30 to one of the following: [I\electricity[/I], fire, or cold (chosen when the ability is activated). This ability lasts for 1 round per tattooed monk class level.
White Stag: Two times per day, a character with the white stag tattoo can active this tattoo of power as an immediate action to reroll a saving throw, attack roll, skill check, or ability check. The tattooed monk must take the results of the reroll, even if it is worse than the original. A tattooed monk spend up to 4 ki points from his ki pool to add the same amount as he spends as a bonus on his second die roll (he must choose the amount he spends before making the reroll).
Wraith: Two times per day, a character with the wraith tattoo can become ethereal, as per the spell etherealness. Each use lasts for only one minute and the character cannot affect any other creature (even willing creatures) with this ability.

Tier 6 Tattoos:

Spoiler:

Chrysanthemum: A character with the chrysanthemum tattoo stops aging and cannot be magically aged. He no longer accrues any penalties to his physical ability scores, but this tattoo does not remove penalties he has previously gained. In addition, the character needs only two hours of meditation each night (rather than 8 hours of sleep) to rest and regain his abilities, and he no longer requires food or water to survive. This tattoo of power does not prolong life; when the tattooed monks time (as calculated for his race) expires, he will still die. This tattoo is always active.
Compass Rose: Once per day, a character with the compass rose tattoo can shadow walk, as per the spell.
Helm of Glory: Once per day, a character with the helm of glory tattoo can use mind blank, as per the spell.
Phoenix: Once per day, a character with the phoenix tattoo can activate this ability to receive the effects of both a heal spell and a greater restoration spell. This tattoo cannot be used on other, only on the tattooed monk.
Portal: Twice per day, a character with the portal tattoo can plane shift, as per the spell. In addition, the character always knows which way is north, and whether or not his is above or below ground level. After using plane shift, the tattooed monk instinctively knows which direction the closest town, village, or city lies, but not the distance.
Shining Star: Once per day, a character with the shining star tattoo can touch the remains of a dead creature and restore him to life. This functions as the spell resurrection, except that no material components are required and the creature might not be restored to full power. When a tattooed monk uses this power, he loses one-half of his maximum hit points immediately, becomes exhausted, and suffers one negative level (which may then be removed as normal). The tattooed monk can die from using this ability if the loss of hit points would reduce him to a status of dead or dying.. The target of the resurrection gains two hit points for every hit point that the monk loses, up to his normal maximum. He retains any spell slots or memorized spells he had available at the time of his demise. The resurrected creature does not gain a negative level for being raised.


Looking at the Gargoyle, Viper, and Harlequin powers, you might want to change the optional Ki effect to just something you can do as part of the action. RAW you can't downgrade a move or a standard to get an extra swift (even though I've never met anyone who actually played it that way), so if you used your ki to use Gargoyle or Harlequin as a swift action (as per the Tattoo feature description) you would be unable to spend the ki to augment them. For Viper, it costs a swift to activate and then a swift to augment which is two swifts in a turn. There's also the issue that even if you could downgrade an action, you wouldn't be able to use it as part of a full attack (which seems to be the intended use) if you wanted to do both.

Also did you consider a tattoo that would add the "monk" property to a weapon? I was thinking something like:

Coat of Arms: Three times per day, a character with the Coat of Arms tattoo can activate this tattoo (as a swift action) to treat all weapons he wields as though they had the "monk" weapon property for the next minute. A tattooed monk that has used his daily allotment of this power may continue to activate it by spending 2 ki points from his ki pool as a swift action; each ki powered use lasts for 1 minute.

Really like what you did here though :D


master arminas wrote:

Unarmed Strike (Ex): A tattooed monk gains Improved Unarmed Strike as a bonus feat. A tattooed monk’s unarmed attack may be made with any part of his body, including his limbs or head. This means that a tattooed monk may make unarmed strikes with his hands full. A tattooed monk may apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a tattooed monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A tattooed monk deals more damage with his unarmed strikes than normal, dealing 1d6 points of damage with his unarmed strikes. This damage is for a Medium monk; smaller and larger monks deal less or greater damage accordingly. A Small monk deals 1d4 points of damage with his unarmed strikes; a Large monk deals 1d8 points of damage with his unarmed strikes..

A Tattooed Mystic's unarmed strike doesn't increase past a d6? Wondering if that's intended or just a typo.


chaoseffect wrote:
master arminas wrote:

Unarmed Strike (Ex): A tattooed monk gains Improved Unarmed Strike as a bonus feat. A tattooed monk’s unarmed attack may be made with any part of his body, including his limbs or head. This means that a tattooed monk may make unarmed strikes with his hands full. A tattooed monk may apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a tattooed monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A tattooed monk deals more damage with his unarmed strikes than normal, dealing 1d6 points of damage with his unarmed strikes. This damage is for a Medium monk; smaller and larger monks deal less or greater damage accordingly. A Small monk deals 1d4 points of damage with his unarmed strikes; a Large monk deals 1d8 points of damage with his unarmed strikes..
A Tattooed Mystic's unarmed strike doesn't increase past a d6? Wondering if that's intended or just a typo.

That is intended.

MA


chaoseffect wrote:
Looking at the Gargoyle, Viper, and Harlequin powers, you might want to change the optional Ki effect to just something you can do as part of the action. RAW you can't downgrade a move or a standard to get an extra swift (even though I've never met anyone who actually played it that way), so if you used your ki to use Gargoyle or Harlequin as a swift action (as per the Tattoo feature description) you would be unable to spend the ki to augment them. For Viper, it costs a swift to activate and then a swift to augment which is two swifts in a turn. There's also the issue that even if you could downgrade an action, you wouldn't be able to use it as part of a full attack (which seems to be the intended use) if you wanted to do both.

All three of those tattoos take a standard action to activate. In fact, MOST of the tattoos require a standard action, but a few may be constant or activated as a swift or immediate, according to their description.

Quote:

Also did you consider a tattoo that would add the "monk" property to a weapon? I was thinking something like:

Coat of Arms: Three times per day, a character with the Coat of Arms tattoo can activate this tattoo (as a swift action) to treat all weapons he wields as though they had the "monk" weapon property for the next minute. A tattooed monk that has used his daily allotment of this power may continue to activate it by spending 2 ki points from his ki pool as a swift action; each ki powered use lasts for 1 minute.

Really like what you did here though :D

Good idea, but I did not put it in there. I think it would fit in either Tier 2 or Tier 3, so feel free to add it if you want.

MA


master arminas wrote:
chaoseffect wrote:
Looking at the Gargoyle, Viper, and Harlequin powers, you might want to change the optional Ki effect to just something you can do as part of the action. RAW you can't downgrade a move or a standard to get an extra swift (even though I've never met anyone who actually played it that way), so if you used your ki to use Gargoyle or Harlequin as a swift action (as per the Tattoo feature description) you would be unable to spend the ki to augment them. For Viper, it costs a swift to activate and then a swift to augment which is two swifts in a turn. There's also the issue that even if you could downgrade an action, you wouldn't be able to use it as part of a full attack (which seems to be the intended use) if you wanted to do both.

All three of those tattoos take a standard action to activate. In fact, MOST of the tattoos require a standard action, but a few may be constant or activated as a swift or immediate, according to their description.

Viper's description says that it is a swift action to perform (unintended?). For the other two I was looking at:

"As a free action, the tattooed monk can spend 1 ki point from his ki pool (see below) in order to instead activate a tattoo as a swift action. "

That's from the Tattoo class feature description. Was thinking of that in regards to the potential issues with Gargoyle and Harlequin.


I get the reason to consider monks with tattoos (the lack of enhancement items for monks in general), not to mention it's inclusion from L5R and 3.5 tattooed monk.

That said, since most monk concepts are derived from oriental sources, the problem here is that in the orient, tattoos are considered elements of the lowest caste of society - for thieves and sailors only. In Japan, yakuza are about the only persons to accept tattoos into their culture (as is the case for Kaidan setting). For the rest of society, tattoos are taboo. So the idea of monks with tattoos has no historic basis. Not that fantasy themes require an historic basis. A monk, nor most anyone wouldn't get caught dead wearing a tat.

You can actually get booted out of a bath house in Japan, today, if you're wearing a tat (taboos haven't changed.)

Don't let me spoil your fun though, build away.


chaoseffect wrote:
master arminas wrote:
chaoseffect wrote:
Looking at the Gargoyle, Viper, and Harlequin powers, you might want to change the optional Ki effect to just something you can do as part of the action. RAW you can't downgrade a move or a standard to get an extra swift (even though I've never met anyone who actually played it that way), so if you used your ki to use Gargoyle or Harlequin as a swift action (as per the Tattoo feature description) you would be unable to spend the ki to augment them. For Viper, it costs a swift to activate and then a swift to augment which is two swifts in a turn. There's also the issue that even if you could downgrade an action, you wouldn't be able to use it as part of a full attack (which seems to be the intended use) if you wanted to do both.

All three of those tattoos take a standard action to activate. In fact, MOST of the tattoos require a standard action, but a few may be constant or activated as a swift or immediate, according to their description.

Viper's description says that it is a swift action to perform (unintended?). For the other two I was looking at:

"As a free action, the tattooed monk can spend 1 ki point from his ki pool (see below) in order to instead activate a tattoo as a swift action. "

That's from the Tattoo class feature description. Was thinking of that in regards to the potential issues with Gargoyle and Harlequin.

Oops. I goofed on Viper. It should be . . .

Viper: Twice per day, as a swift action, a character with the viper tattoo can inflict the victim of one of his successful unarmed strikes with a virulent poison, as per the spell poison (but using the save DC for a tattoo of power, see above). As a free action action, a tattooed monk can spend 2 ki points from his ki pool to add +2 to the save DC of this effect.

I forgot that Viper WAS a swift action. Sorry about that . . . the rest are standard actions.

MA


A Patryn playable class (sorta)?

Intellesting.

Verdant Wheel

still browsing. this looks super cool!

one critique - for tats like Wolf and Bear, how useful is Pass Without Trace and Endure Elements at a duration of minutes? i would split the durations of the effects as their utility time frames necessitate.

(maybe the longer ones can be continually active at Ki 1+?)

cheers.


Hats off to ya, master arminas, I'm a long time fan of yours.

Ever think of publishing...? if not i respect your osc.


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Google document is up. Master Arminas's Tattooed Monk: An Alternate Pathfinder Class

MA


Been thinking . . . since all monks now bypass silver AND cold iron at 7th level (ki strike), I need to find an alternate ability for the Full Moon and Sprite tattoos.

Any suggestions?

MA


For Full Moon you could give a pseudo-Rage. I would either really limit the duration to something like Wisdom modifier + 3 rounds per day, or instead give a longer duration but instead have it start only giving +2 strength and con and have it scale to maybe +4 at level 8-10 and then +6 eventually. Maybe throw in a clause that it can be taken multiple times and each additional time gives you access to a Rage power treating your Barbarian level as 1/2 Monk level, though you have to spend 1 ki per power you want active when you activate rage.

For Sprite the only thing that came to mind was perhaps giving a familiar that works as per the Tattooed Sorcerer so that it is detachable. Could have your CL be treated as Monk level - 3 as it would be fitting as Sprite was default accessible at 4th level.

That aside, I also had some comments that about the changes from the latest version posted on this page to the googledoc version.

1. Why did you decide to change Flurry to how you have it now, which is essentially base Flurry but worse as you don't use your character level as BAB when using it? I'm really curious because your version that got rid of the whole two weapon fighting tree idea and instead gave less attacks overall but all at full base Monk BAB was a great one in my opinion. Did you test it out and find it too good?

2. Taking away Stunning Fist as a class feature and instead making it a feat that can act as the base class feature if you take it is kinda weird. Maybe take it off the bonus list and instead give a new feature at level 1. Maybe something like:

Monastic Path- The Monk chooses a feat from the following list at first level: -insert list of feats Monk archetypes give instead of Stunning Fist-

This feat is usable a number of timer per day equal to Monk level and scales as per the -insert Archetype- for -insert feat-, -insert Archetype- for -insert feat-, etc.

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