| Third Mind |
Ok, so as suggested here:HERE!!! I have taken pieces from my base class and attempted to make them into a monk archetype. I know I replaced a lot of the monk's abilities, but that is mainly because I was trying to make an archetype less reliant on magical abilities and more on just punching things pretty darn hard. I left out most of the charismatic abilities I had in my base class and focused on the hitting things stuff.
Not sure I succeeded quite yet. But that is what drafts are for. Without further ado, here ya be.
Boxer’s are the less magically inclined and more a heavy hitting brute. While they are not against signing autographs and chatting up their admirers, they’d rather be punching things in the face.
Alignment: A boxer may be of any alignment.
Weapon and Armor Proficiency:
Boxers lose proficiency with all weapons except Brass Knuckles and Cestus, however they gain proficiency with Gauntlets and Spiked Gauntlets.
Unarmed Strike:
The boxer retains the unarmed strike ability with the following changes. The boxer only uses their hands; as such they cannot make unarmed strikes when their hands are full. There is still no such thing as an off-hand attack for a boxer striking unarmed. The boxer still applies his full strength bonus on damage rolls for unarmed strikes.
Full Impact:
When using Brass Knuckles, a Cestus, Gauntlets or Spiked Gauntlets the boxer may replace the damage of the above-mentioned weapons with the boxer’s current unarmed damage.
Black Eye:
At 4th level, as a standard action the boxer may make an attack roll. If the boxer succeeds their attack roll, the opponent must make a fortitude save (DC = 10 + half the boxer’s level + Str Modifier). If the save is failed then the opponent takes a penalty to their attack rolls and AC equal to the boxer’s strength modifier. This penalty lasts for 1d4 rounds. If the save is failed, then nothing happens. Black Eye does not stack with itself.
This ability replaces Slow Fall.
Gut Punch:
At 5th level, as a standard action, the boxer may make a melee attack role. After being hit the opponent must roll a fortitude save (DC = 10 + half the boxer’s level + Str modifier of the boxer). If the save is failed, the opponent takes the normal damage from an unarmed strike attack and suffers from sickness for 1d6 rounds. If the save is successful the opponent still takes normal damage, but does not suffer from sickness.
[This ability cannot be used against undead, oozes, constructs or any other creature that does not suffer from sickness]
This ability replaces Purity of Body.
Wide Open:
At 9th level, when an opponent attacks the boxer in melee and misses, the boxer may make an attack of opportunity with +2 bonus to the boxer’s attack roll against the opponent that missed its attack on the boxer.
This ability replaces Improved Evasion.
Lanky:
At 11th level, the boxer increases his unarmed melee attack reach by +5 feet.
This ability replaces Diamond Body.
Blood Letter: At 12th level, after successfully hitting with a lethal attack, the boxer may choose to deal some of or their entire Strength modifier in bleed damage. The bleed damage from this attack does not stack with itself. Creatures that cannot take bleed damage or critical damage are not affected by this ability.
This ability replaces Abundant Step.
Intimidating Aura: At 17th level, the boxer emits an aura of intimidation up to 30 feet encircling the boxer. The intimidation used in the ability is equal to the boxer’s intimidation skill total. This ability happens automatically, forcing any who enter the aura to save against intimidation. Intimidating Aura may be turned on or off as an immediate action.
This ability replaces Timeless Body.
Shrug It Off:
At 17th level, once per encounter, the boxer may negate damage taken by one attack, spell or ability. This ability may not be used when the boxer is flat-footed or helpless.
This ability replaces Tongue of the Sun and Moon.
Rabbit Punch:
At 19th level, as a full round action, the boxer attempts to hit an opponent in a fragile area very hard. When successfully hit by this attack an opponent must make a fortitude save (DC = 10 + boxer’s Strength modifier). On a successful save, the opponent takes bleed damage equal to half of the boxer’s Strength modifier. On a failed save, the opponent takes bleed damage equal to half of the boxer’s strength modifier, they may not move on their next turn and cannot speak at all for 1d4 rounds. When using this ability the boxer may not use any other attacks during that round, except for their normal attack of opportunities.
This ability replaces Empty Body.
Down But Not Out: At 20th level, once per encounter, when the boxer is brought to 0 hit points they automatically stabilize and gain temporary hit points equal to half of their normal total points. The boxer also gains immunity to energy and ability drain as well as immunity to fear and compulsion spells and abilities.
This ability replaces Perfect Body.
Still not great defensively and my base class was less MAD than an archetype, but I suppose it could work alright. Let me know what you think.