The Tattooed Monk (Complete and fully Updated)


Homebrew and House Rules


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Hello, all. This one has taken some time and it has been awhile since I lasted updated it. But now, I've got full compliance with the post-blog Monk and added a few new bells-and-whistles to the Tattoos themselves.

Master Arminas's Tattooed Monk is the Google document where you can find this class. I will also be posting it below.

But what is a Tattooed Monk?

Good question. A lot of people want to see OPTIONS in the various character classes for Pathfinder. So, at its heart, this is just a monk with options. You've got the bare bones of what it is to be a monk . . . and then every single level he gets to pick a Tattoo of Power to activate. Each Tattoo has a different effect; some are limited use per day, while others are always active. Some duplicate existing monk abilities, while others are spell-like abilities.

You want options; now you've GOT options. Previous threads can be found: HERE, Original Concept and HERE, Pre-Monk-Blog development.

Anyway, enjoy.

Master Arminas


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 and grant him 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
The tattooed monk’s class skills are 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.

CLASS FEATURES

Weapon and Armor Proficiency: Tattooed monks are proficient with all simple weapons and all weapons that have the monk special weapon feature.

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 flurry of blows ability (see below).

AC Bonus (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. 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 shields, or when he carries a medium or heavy load.

Bonus Feat: At 1st, and again at 2nd level and every four levels gained thereafter as a tattooed monk, a tattooed monk may select a bonus feat. These feats must be chosen from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, Scorpion Style, Stunning Fist, and Throw Anything.

At 6th level, the following feats are added to this list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to this list: Greater Grapple, Greater Sunder, Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.

At 14th level, the following feats are added to this list: Greater Bull Rush, Greater Disarm, and Greater Trip.

A tattooed monk need not have any of the prerequisites normally required for these feats to select them.

If a tattooed monk selects Stunning Fist as a bonus feat then, as he advances in level as a tattooed monk, he gains additional conditions which he may be applied to the target instead of stunning. Starting 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 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 of the effect.

Flurry of Blows (Ex): Starting at 1st level, a tattooed monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a weapon that possesses the tattooed monk special feature or attacks with a simple melee or thrown weapon as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat).

Unlike Two-Weapon Fighting, a tattooed monk may make all of his attacks (normal as well as the additional attack(s) from this ability) with just one weapon chosen from those above, or with two weapons. When using two weapons (or a double weapon), a tattooed monk may choose which weapon to use when making any individual attack. He may substitute an unarmed strike for any number of his attacks during a flurry of blows.

A tattooed monk takes a penalty of -2 on the attack roll of all attacks made during a flurry of blows and any attacks of opportunity that he may make during the same round he uses a flurry of blows, as well as all combat maneuvers made during that round. This penalty does not increase if the tattooed monk wields a one-hand weapon in his off-hand.

Starting at 8th level, the tattooed monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisite for the feat).

At 15th level, the tattooed monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A tattooed monk applies his full Strength bonus (his Strength modifier) to his damage rolls for all successful attacks made with a flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A tattooed monk using the Power Attack feat during a flurry of blows treats all weapons, regardless of how they are wielded, as one-handed weapons wielded in a single hand, for the purpose of determining the bonus damage granted by that feat.

A tattooed monk may substitute disarm, sunder, and trip combat maneuvers as part of a flurry of blows.

A tattooed monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A tattooed 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.

Unarmed Strike: At 1st level, a tattooed monk gains Improved Unarmed Strike as a bonus feat. A tattooed monk’s attacks may be performed with fist, elbows, knees, feet, and head. This means that a tattooed monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a tattooed monk striking unarmed. A tattooed monk may thus 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’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural attacks (including the bonus attack granted by the spell haste).

A tattooed monk also deals more damage with his unarmed strikes than a normal person would, as shown on Table 3-9: Monk. The unarmed damage values listed on Table 3-9 is for Medium tattooed monks. A Small tattooed monk deals less damage than the amount given there with his unarmed strikes, while a Large tattooed monk deals more damage; see Table 3-10: Small or Large Monk Unarmed Damage.

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 select 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, starting at 4th level, 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 and may be dispelled or suppressed; they cannot, however, be countered. The level of the tattooed monk is the effective caster level for any effects listed.

A tattooed monk may not select the same tattooed multiple times.

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 light armor or no armor. A helpless tattooed monk does not gain the benefit of evasion.

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 gains a pool of ki points, supernatural energy that he can use to accomplish amazing feats. The number of points in a tattooed monk’s ki pool is equal to his tattooed monk level + is Wisdom modifier.

As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows a tattooed monk’s unarmed strikes to be treated as magic weapons for the purpose of overcoming damage reduction and striking incorporeal creatures. Ki strike improves as the character gains additional levels as a tattooed monk. At 7th level, his unarmed strikes are also treated as cold iron or silver weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed strikes are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed strikes are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a tattooed monk can make one additional attack at his highest base attack bonus when he performs a flurry of blows attack (see above). The additional attack granted by spending a point of ki stacks with that provided by a speed weapon or by the spell haste.

In addition, the tattooed monk can spend 1 point to take a second 5’ step in a round where he has already taken a 5’ step. He can spend 1 point to gain a +4 bonus to the saving throw DC of his Stunning Fist ability for 1 attack, provided that the monk has selected Stunning Fist as a bonus or normal feat (this option must be used before the attack is rolled); this use also applies to his Quivering Palm ability, once the monk gains the use of that class feature. Finally, a tattooed monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume point from his ki pool as he gains levels.

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

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 a 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 monk’s level + the tattooed monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger form 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 16th level, and every level gained thereafter, a tattooed monk may make additional quivering palm attacks by spending 3 points from his ki pool on each attack after the first made in a single 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 tattooed monk’s creature type was) for the purpose of spells and magical affects. Additionally, the tattooed monk gains damage reduction 10/chaotic and magic, 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.

EX-TATTOOED MONKS
A tattooed monk who becomes nonlawful cannot gain new levels as a tattooed monk, but retains all tattooed monk abilities already gained.


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’. 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.

Crystal Helm: A character with the crystal helm tattoo gains a +2 bonus on saving throws against enchantment spells and effects. Upon reaching 7th level as a Tattooed Monk, this bonus increases to +4. At both 13th and 19th level as a Tattooed Monk, this bonus increases again by an additional +2, to a maximum bonus of +8 at 19th level. This tattoo is always active.

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. The shielding force is weightless and does not require the character to wield it; therefore a tattooed monk using the shield tattoo does not loses either his AC bonus or Flurry of Blows abilities (see above).

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 10 minutes per tattooed monk 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 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; in addition, he is constantly 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 to gain a bonus to Strength lasts for 1 minute per tattooed monk class level; the endure elements effect is continuous and always active.

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. In addition, the tattooed monk is also under the constant effect of 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 to gain a bonus to Wisdom lasts for 1 minute per tattooed monk class level; the nondetection and magic aura effects are continuous and always active.

Full Moon: Two times per day, a character with the full moon tattoo may activate this tattoo to gain the bane magic weapon property for his unarmed strikes against shapechangers (i.e., lycanthropes as well as any creature that may change form as a natural ability). Alternatively, he can choose one weapon that he is currently wielding instead of his unarmed strikes. Each use of this tattoo lasts for 1 round for every two tattooed monk class levels.

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: Two times per day, a character with the sprite tattoo may activate this tattoo to gain the bane magic weapon property for his unarmed strikes against fey creatures. Alternatively, he can choose one weapon that he is currently wielding instead of his unarmed strikes. Each use of this tattoo lasts for 1 round for every two tattooed monk class levels.

Tiger: Three times per day, a character with the tiger tattoo gains a +4 enhancement bonus to his Dexterity ability score; in addition, he can move through thickly overgrown areas without penalty (as per the druid ability woodland stride; this aspect of the tattoo is constant). When the tattooed monk reaches 10th level, this enhancement bonus increases to +6. Each use of this tattoo to boost Dexterity lasts for 1 minute per tattooed monk class level; the woodland stride effect is continuous and always active.


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 monk class level.

Constrictor: A character with the constrictor tattoo gains a +2 competence bonus on all grapple checks; upon reaching 10th level as a tattooed monk, this bonus increases to +4. 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 +4 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 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 breathe 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 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 free action, a tattooed monk can spend 2 ki points from his ki pool to add +4 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 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. A tattooed monk can spend 2 ki points from his ki pool as a swift action to gain a +4 bonus to the save DC of this ability.

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 monk 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 +4 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

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. Activating this ability 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: electricity, 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

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 monk’s 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 normally be used on others, only on the tattooed monk. However, if the monk spends 4 points from his ki pool as a swift action when he activates this ability, he may use this ability on one creature that he touches.

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 (this aspect of the ability is always active). 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.


Nice one MA. As a fairly inked up individual I applaud….BUT

Why colorful tattoos? Why you be hatin' on us monochromatics out there. Sure Japanese koi tattoos etc are very colorful and detailed, but the black-inked, super bold and thick lines represent yo!!!! Needlessly specific. Gah, looks like I'll have to re….skin this…. (moans at terrible pun)….

Also, as this is an alternate class, you had a beautiful opportunity to dispense with the legacy-stupid lawful-only alignment restriction. An epic fail. Lawful is not the same as dedicated, or disciplined or an ordered mind, and none of those are the only route to cultivation of chi or energy in a fantasy setting...

Apart from that….wonderful… ;)

Other thoughts:

* I think you should move the "4th level ki-point expenditure to make tattoo use a swift action" to the Ki pool writeup, I almost overlooked it in the Tattoos of Power section.

* Also, what about a ki-point expenditure for using a daily or two times daily tattoo again? You could make a list of all those that might benefit from such an expenditure, and mark them with a "*" or just write such in each applicable power's description.

* Do the tattoos infringe upon magic item slots? Does the Tattooed Monk have all-over tattoos form the start, and they are only imbued with higher tier powers as he advances, or does the ink start small and progress?

* An idea for a tattoo

Invisible Ward This invisible tattoo provides a +1 bonus to saves against spells/SLAs from outsiders, undead or fey. (insert progression here if you want - +1 for every 4 levels etc -it's a little bit inquisitor, but oh well...).

This is based off a real life Buddhist tattoo I saw being applied with needles but no ink that was an invisible ward against demons. That's right - all the pain, and all the mystic gain, but no kudos from shallow tattooistas...


Oceanshieldwolf wrote:

Nice one MA. As a fairly inked up individual I applaud….BUT

Why colorful tattoos? Why you be hatin' on us monochromatics out there. Sure Japanese koi tattoos etc are very colorful and detailed, but the black-inked, super bold and thick lines represent yo!!!! Needlessly specific. Gah, looks like I'll have to re….skin this…. (moans at terrible pun)….

Heh. Black and white and gray are indeed colors. Rest assured, if you want all black lines for your character, I'm good with that.

Quote:
Also, as this is an alternate class, you had a beautiful opportunity to dispense with the legacy-stupid lawful-only alignment restriction. An epic fail. Lawful is not the same as dedicated, or disciplined or an ordered mind, and none of those are the only route to cultivation of chi or energy in a fantasy setting...

I've never had a problem with the monk having to be lawful in alignment. I know some folks don't care for it, but I didn't want to change it too much. Feel free to do so for your own game . . . I won't sue you. :)

Quote:
Apart from that….wonderful… ;)

Glad you liked it.

Quote:

Other thoughts:

* I think you should move the "4th level ki-point expenditure to make tattoo use a swift action" to the Ki pool writeup, I almost overlooked it in the Tattoos of Power section.

Good idea and I just might do that.

Quote:
* Also, what about a ki-point expenditure for using a daily or two times daily tattoo again? You could make a list of all those that might benefit from such an expenditure, and mark them with a "*" or just write such in each applicable power's description.

Need to consider this; I just don't want to make the cost too low because once you start getting Tier Three and up Tats, it could be game-changing.

Quote:
* Do the tattoos infringe upon magic item slots? Does the Tattooed Monk have all-over tattoos form the start, and they are only imbued with higher tier powers as he advances, or does the ink start small and progress?

Nope. No interference with magic item slots. Every Tattooed Monk starts the game with every single Tattoo of Power inked on his body. All sixty-six of them. However, only one (starting out) is infused with magic and active; the rest are 'latent'. Each time the Tattooed Monk gains a level, he chooses one Tat that he has access to the Tier; and that Tat becomes 'active' as well. Now, once a Tattoo is chosen, it cannot be changed.

Quote:

* An idea for a tattoo

Invisible Ward This invisible tattoo provides a +1 bonus to saves against spells/SLAs from outsiders, undead or fey. (insert progression here if you want - +1 for every 4 levels etc -it's a little bit inquisitor, but oh well...).

This is based off a real life Buddhist tattoo I saw being applied with needles but no ink that was an invisible ward against demons. That's right - all the pain, and all the mystic gain, but no kudos from shallow tattooistas...

Well, I do need to add a Still Mind type of Tattoo, so let me think about it.

EDIT: Added Crystal Helm (Tier One) to the list above for Still Mind.

MA


Okay. Here are some ideas that I have for exclusive Tatooed Monk Feats . . . let me know what you think.

MA

TATTOO FOCUS
Prerequisite: One or more Tattoos of Power.
Benefit: Select one Tattoo of Power that offers a saving throw for its effect. You gain a +2 bonus to the DC of that saving throw.
Special: You may select this feat more than once. Each time you select this feat, you must apply the benefit to a different Tattoo of Power.

VERSATILE KI
Prerequisites: One or more Tattoos of Power, Ki Pool.
Benefit: Upon selecting this feat, you may exceed the listed daily uses of your Tattoos of Power by spending ki from your ki pool. Activing a Tier One or Two Tattoo of Power requires 1 ki; a Tier Three or Four Tattoo requires the expenditure of 2 ki; a Tier Five or Six Tattoo requires the expenditure of 4 ki.
For example, a character with the Falcon Tattoo (Tier Three) has used the fly aspect of that specific Tattoo twice. By spending 2 points of ki as a standard action, he may activate fly again even though he has used all of the listed daily uses.


Excellent work as I told you before in one of the other topics, but two things stood out to me.

1. Minor concern: You say that the Monk can spend ki to increase the DC of Dimensional Anchor. Dimensional Anchor has no save. Perhaps change it to a +4 versus SR?

2. In your write up for Flurry it looks like you removed it functioning as full BAB like the normal Monk's; was that intentional as your improved version of the Monk now has a much needed way to buff his attack rolls?

That aside I hope someday to be able to give this a shot!


chaoseffect wrote:

Excellent work as I told you before in one of the other topics, but two things stood out to me.

1. Minor concern: You say that the Monk can spend ki to increase the DC of Dimensional Anchor. Dimensional Anchor has no save. Perhaps change it to a +4 versus SR?

2. In your write up for Flurry it looks like you removed it functioning as full BAB like the normal Monk's; was that intentional as your improved version of the Monk now has a much needed way to buff his attack rolls?

That aside I hope someday to be able to give this a shot!

1. Oops. I was thinking of the old 3.5 version (which allowed a save); it will be fixed.

2. Oops again. I meant to reference the Monk U-BAB chart. This flurry is exactly the same as the current Monk flurry; it will be fixed as well.

Thanks for pointing those out.

Hope your play-test goes well!

MA


So this class is strictly better than the standard monk at the first 3 levels. Cheetah can emulate movement speed, and crystal helm can emulate still mind.

After that, this class is only just obviously better than the standard monk (as the tattoos you can get are pretty much just better than the class abilities you lose; see slow fall vs. snowflake and dark wave vs. wholeness of body + diamond body and castle vs. diamond soul etc.). And don't you dare think that I didn't notice that you can get pounce with the werewolf tattoo. Also: feathered serpent? Jesus. That tattoo, man. It is powerful.

Is this an intentional "monk fix"?


In fact, you can get pounce with the Lion Tattoo as early as 4th level, Excaliburproxy. Whereas with Werewolf you need to wait until 10th level AND select an animal form that has pounce. Plus, unless you have Feral Combat Training, you forfeit your unarmed strike damage to instead do the natural weapon damage of the critter chosen.

MA


Least important point in my post. Haha.

So is this supposed to be more powerful than the standard monk or not?


Excaliburproxy wrote:

Least important point in my post. Haha.

So is this supposed to be more powerful than the standard monk or not?

More powerful is relative. Many folks here consider the Core Monk class to be under-powered compared to other Core and Base classes.

Yes, this class has the possibility of being more powerful than the standard Core Monk . . . so does just about every other Core and Base class out there.

MA


The first three levels are strictly better, though. I just explained that. It gets everything the normal monk gets and then even more stuff.

I do consider the monk underpowered, but if you want this tattooed monks powers to be "relative" in the first three levels then you need to edit the class. And I think a person would have a pretty pretty pretty hard time arguing that the standard monk is the better class in the levels following 3. Maybe someone really loves movement options?

Is this working as intended?

On the topic of feral combat training: the allosaurus still has knees and a head and thus can make unarmed strikes. He also is huge and has pounce (and rake if he so chooses to actually use his claws for some reason).


This monk doesn't get Stunning Fist as a bonus feat at 1st level as the standard monk does. Yes, he can select Stunning Fist as a bonus feat, but it isn't automatic. So, no . . . it doesn't get everything a standard monk does. Neither does the class get Fast Movement at 3rd level, nor Still Mind at 3rd level.

Now, certainly, you can pick Cheetah Tattoo to replace Fast Movement and Crystal Helm Tattoo to replace Still Mind . . . leaving 1 additional Tattoo . . . which replaces the 1st level Stunning Fist ability, or a bonus feat if the player selects Stunning Fist as a bonus feat.

What would YOU recommend that the Tattooed Monk lose at levels 1-3, then? I can't see anything that wouldn't take away from the concept of a Mystic Martial Artist.

And yes, at later levels, this Alternate Class has far more options available than the standard monk. He can, with the right selection of Tattoos of Power, duplicate the standard monk pretty well (although, some things like Slow Fall that were unlimited are replaced with limited use per day abilities like Snowflake Tattoo) and still have a number of options left over to customize the class.

Frankly, I think that overall it fits pretty well in the existing power structure of classes like the Paladin, Ranger, Ninja, Inquisitor, Bard, and 1st-9th level casters (both arcane and divine). Much better than the standard Core Monk does, at any rate.

Which means, in my opinion, at least, the class IS working as intended.

MA


Cool beans, then. And you know: I had actually forgot about stunning fist.

Just to be clear: I like the power level of this class pretty well. I was just asking what was intentional and what was not. If it was not intentional, then I was going to maybe suggest taking out the level 1 feat and maybe take out every class feature past level 1 besides the ki pool, a tattoo, or a bonus feat (turning evasion and quivering palm into just some more tattoos). I don't think that is necessary, though.


I like this, it IS interesting...but I think it still struggles with the core monk's fundamental problems. That said, the tattoos are really cool! My main problem with them is that they are bit like the Qingong Monk: almost a spellcaster, but not quite as good. Unlike the Qingong the Tattooed monk stands up well next to 1/3 casters; shame he doesn't fight as well as they do as he still has the core monk's fundamental problems.


Dabbler wrote:
I like this, it IS interesting...but I think it still struggles with the core monk's fundamental problems. That said, the tattoos are really cool! My main problem with them is that they are bit like the Qingong Monk: almost a spellcaster, but not quite as good. Unlike the Qingong the Tattooed monk stands up well next to 1/3 casters; shame he doesn't fight as well as they do as he still has the core monk's fundamental problems.

True enough, but some of the issues have been addressed in the class. Take the Iron Fist Tattoo (Tier 2, available at 4th level).

Quote:
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.

Three times per day, plus additional uses through spending ki (although that does get expensive fast). BUT, for all intents and purposes, that means you no longer NEED the AoMF, at least not enhancement bonuses . . . not while you have ki or daily uses remaining. Instead, you can still a special weapon property on the AoMF and still have your enhancement bonus.

Oak provides natural; shield allows for a defensive shield bonus (different from the spell!); bear, tiger, and feathered serpent negate SOME of the need for high-powered belts and headbands.

Sure, you are still MAD, but I didn't intend for this to be a complete and total Monk class replacement; rather it is an Alternate Class ala the Ninja vs. Rogue. Something that provides options and versatility that the original Core Monk class did not.

And from my own game, I can tell you that they are FUN to play around with!

MA


MA,
I've been playing your tattooed monk for the past 4-5 months and I LOVE all the options and I love the flavor. We're currently level 9 and with my Wis at 20, I use Feathered Serpent + Mantis Style feat + Ki Straps (from 3.5 MiC) to get a Stunning Fist DC of 24, which generally allows me to stun strategically chosen squishies left and right...which also has our rogue following my monk around like a puppy :) And the Mask tattoo (which I took purely for RP reasons) and Feathered Serpent's constant nondetection and magic aura effects has allowed my monk to successfully slip past quite a few guards and sentries.

Two questions/suggestions: Is there a reason you made Scorpion 2/day? I think 3/day would be fine and wouldn't overpower it.

Also, you might think about a FoB-at-range tattoo, something similar to Blood Crow Strike but without all the ambiguities about how long it takes to set up. Perhaps a tier 4 tat that's 2/day or 3/day? I view it as providing another ranged option on par with the Dragon tattoo.

Again, thank you very much for putting this all together. It is IMMENSELY fun to play.


I perfectly understand why a monk with tattoos is helpful for monks for D&D/PF and why it had been developed in 3x in the first place. The following is not a criticism on the development here, per se - its fine in that respect. However, in an effort to be more authentic to oriental philosophies, tattooing monks isn't a very realistic option.

As a half-Japanese person, and the primary developer of the Kaidan setting of Japanese horror (PFRPG) with one of its goals as being as authentic as possible towards aspects of feudal Japan - for my setting only, monks would never wear tattoos. There is a long time negative stigma to the idea of wearing tattoos in feudal Japan that is still true today. Its very closely related to the idea of yakuza wearing them, as well as foreign sailors - these are the only people willing to wear tattoos as it relates to Japan/Korea/and most of the orient in general.

In feudal Japan, authorities applying a tattoo of a black ring around the upper arm indicated that the person wearing it committed a crime and has spent some time incarcerated in prison. It is the mark of an ex-con. Hence, in the orient, tattoos are associated with criminals only. The yakuza has taken that concept to the next level by extending the use of tattoos over their entire bodies.

Unless a given monk or monastery desired to be somehow connected to criminal activity, they would never approve of the use of tattoos.

In a fantasy game, where such concepts as real social mores and tabboos are hand-waved using tattooed monks are perfectly fine. If, however, you wish to emulate historic oriental practices, monks would never wear tattoos.


Course it that scenario you change tattoos to "sutras" or "arts" and suddenly fit in again. In fact ive been mulling over doing exactly that and using these guys as a monk replacement.


dpb123 wrote:

MA,

I've been playing your tattooed monk for the past 4-5 months and I LOVE all the options and I love the flavor. We're currently level 9 and with my Wis at 20, I use Feathered Serpent + Mantis Style feat + Ki Straps (from 3.5 MiC) to get a Stunning Fist DC of 24, which generally allows me to stun strategically chosen squishies left and right...which also has our rogue following my monk around like a puppy :) And the Mask tattoo (which I took purely for RP reasons) and Feathered Serpent's constant nondetection and magic aura effects has allowed my monk to successfully slip past quite a few guards and sentries.

Two questions/suggestions: Is there a reason you made Scorpion 2/day? I think 3/day would be fine and wouldn't overpower it.

2/day seemed a good number at the time. Not really anything more than that; if you want 3/day in your own game, it wouldn't really break the class, but I wouldn't go more than that.

Quote:
Also, you might think about a FoB-at-range tattoo, something similar to Blood Crow Strike but without all the ambiguities about how long it takes to set up. Perhaps a tier 4 tat that's 2/day or 3/day? I view it as providing another ranged option on par with the Dragon tattoo.

I considered that and may wind up posting something a little later.

Quote:
Again, thank you very much for putting this all together. It is IMMENSELY fun to play.

Glad you enjoyed it.

MA


gamer-printer wrote:

. . .

In a fantasy game, where such concepts as real social mores and tabboos are hand-waved using tattooed monks are perfectly fine. If, however, you wish to emulate historic oriental practices, monks would never wear tattoos.

All very true. But this class isn't meant to be real-world 'Asian' any more than Paladins are meant to be Roman Catholic Frankish Knights!

MA


Like what I see. Dotting for later perusal.


I like it, but I'm afraid that some people would view some abilities as strictly better than other options for a given tier.

For example Bear/Tiger and Feathered Serpent seem to be obvious choices for their Tier as they can partially let you obviate the need for stat boosters.

I think the biggest issue I could see with playing this class, is people wanting to hoard their limited use abilities in fear or 'wasting' them. I think that every ability needs to be able to spend Ki for additional uses, because, otherwise, there is a lot of Ki on the character for very limited use.


How about this:

Quote:

Ki Pool (Su): At 4th level, a tattooed monk gains a pool of ki points, supernatural energy that he can use to accomplish amazing feats. The number of points in a tattooed monk’s ki pool is equal to his tattooed monk level + is Wisdom modifier.

As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows a tattooed monk’s unarmed strikes to be treated as magic weapons for the purpose of overcoming damage reduction and striking incorporeal creatures. Ki strike improves as the character gains additional levels as a tattooed monk. At 7th level, his unarmed strikes are also treated as cold iron or silver weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed strikes are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed strikes are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a tattooed monk can make one additional attack at his highest base attack bonus when he performs a flurry of blows attack (see above). The additional attack granted by spending a point of ki stacks with that provided by a speed weapon or by the spell haste.

In addition, the tattooed monk can spend 1 point to take a second 5’ step in a round where he has already taken a 5’ step. He can spend 1 point to gain a +4 bonus to the saving throw DC of his Stunning Fist ability for 1 attack, provided that the monk has selected Stunning Fist as a bonus or normal feat (this option must be used before the attack is rolled); this use also applies to his Quivering Palm ability, once the monk gains the use of that class feature. Finally, a tattooed monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume point from his ki pool as he gains levels.

When the tattooed monk activates a Tattoo of Power that normally requires 1 standard action to activate, he may spend 1 point of ki as a swift action to activate the tattoo with that same swift action.

If a tattooed monk has used all of his normal daily uses of a given Tattoo of Power, he may expend ki to gain an additional daily use. The ki point expenditure to do so is equal to the Tier of the Tattoo of Power chosen for activation; spending ki in this manner is part of the same action (immediate, swift, or standard, depending on the Tattoo of Power selected) as activating the Tattoo of Power.

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

I have bolded the changes. Remove the Versatile Ki feat from the above.

Does that work?

MA


Oh hell yeah.


That does work and it removes the fear of wasted abilities.


master arminas wrote:
Dabbler wrote:
I like this, it IS interesting...but I think it still struggles with the core monk's fundamental problems. That said, the tattoos are really cool! My main problem with them is that they are bit like the Qingong Monk: almost a spellcaster, but not quite as good. Unlike the Qingong the Tattooed monk stands up well next to 1/3 casters; shame he doesn't fight as well as they do as he still has the core monk's fundamental problems.
True enough, but some of the issues have been addressed in the class. Take the Iron Fist Tattoo (Tier 2, available at 4th level)

If it's required to make the class functional, it shouldn't be an option, it should be automatic.


Dabbler wrote:
master arminas wrote:
Dabbler wrote:
I like this, it IS interesting...but I think it still struggles with the core monk's fundamental problems. That said, the tattoos are really cool! My main problem with them is that they are bit like the Qingong Monk: almost a spellcaster, but not quite as good. Unlike the Qingong the Tattooed monk stands up well next to 1/3 casters; shame he doesn't fight as well as they do as he still has the core monk's fundamental problems.
True enough, but some of the issues have been addressed in the class. Take the Iron Fist Tattoo (Tier 2, available at 4th level)
If it's required to make the class functional, it shouldn't be an option, it should be automatic.

my bo staff tattooed monk doesn't think it needs this to function.

edit:well that sounds kinda catty, um a better way to put it. that is only required for one kind of monk, not all kinds of monk. its good its an option, but its better than having a redundant ability. of course if this were hard coded into it, i would like it like yours where it applies to all monk weapons.


Hi MA and everyone else,

I'll be leveling to 12 soon and would like to propose to my GM the following tier 4 tattoo option. I took inspiration from 3.5 Blood Wind and Blood Crow Strike Rework. I think it's fairly balanced and provides a nice ranged option but wanted to check this board to see if I'm missing anything. All advice/opinions will be appreciated.

Tier 4
Phantasmal Octopus – Two times per day, a character with the phantasmal octopus tattoo can activate it (as a swift action) in order to make unarmed strikes against targets outside his normal melee range. The tattooed monk gestures as if making melee attacks, but the result of the attacks can affect a target or targets within a range of 100 ft + 10 ft/tattooed monk level. Because this tattoo doesn’t actually increase the monk’s reach, he cannot provide a flanking bonus or take attacks of opportunity at any range greater than what is normal for his melee attacks. Phantasmal Octopus attacks (i) use the monk’s normal unarmed strike attack bonus and damage is calculated as normal for an unarmed strike (ii) except all damage dealt is Force damage, also (iii) these attacks can be combined with monk abilities such as Ki Strike, Stunning Fist, Quivering Palm. The monk can make any combination of phantasmal octopus strikes and normal unarmed strikes as part of a full attack or flurry of blows, however, attacking targets at range provokes attacks of opportunity and such targets can benefit from cover or concealment. This tattoo’s benefits last 1 round.


I'd probably change the range to 25 ft. + 5 ft./2 levels (Close Range); the other seems a bit far for my taste. Other than that, a good tattoo.

MA


Thanks MA. Upon reflection (and actually calculating the distances one can achieve), I agree a close range is more appropriate. I was also thinking how these attacks might interact with the monk's ability to substitute disarm, sunder, and trip attempts for unarmed strikes during a flurry since I left that a bit ambiguous in my earlier write up. I think allowing them to be subbed in as part of the ranged attacks the tat allows is a good way to go. I was going back and forth on this as being too much, but then decided it's not after considering the 1 round duration, the twice per day limitation, and the fact that the tat can't be accessed until level 10.

Also, I decided to change the name to Spectral Kraken because krakens are cooler than octopi and we're competing against werewolves and dragons at tier 4 :)

Spectral Kraken – Twice per day, a character with the spectral kraken tattoo can activate it (as a swift action) in order to make unarmed melee attacks against targets outside his normal melee reach. The tattooed monk gestures as if making melee attacks, but the results of the attacks can affect a target or targets within a range of 25 ft + 5 ft/2 tattooed monk levels. During a full attack or flurry of blows, the monk can make any combination of spectral kraken strikes and normal unarmed strikes, however, attacking targets at range provokes attacks of opportunity and such targets can benefit from cover or concealment. Because this tattoo doesn’t actually increase the monk’s reach, he cannot provide a flanking bonus or take attacks of opportunity at any range greater than what is normal for his unarmed melee attacks. Spectral Kraken attacks (i) use the monk’s normal unarmed melee attack bonus and damage is calculated as normal for an unarmed strike (ii) except all damage dealt is Force damage, (iii) also these attacks can be combined with feats and monk abilities such as Dragon Style, Ki Strike, Stunning Fist, (iv) or can be substituted for disarm, sunder or trip combat maneuvers if part of a flurry of blows. This tattoo’s benefits last 1 round.


gamer-printer wrote:

I perfectly understand why a monk with tattoos is helpful for monks for D&D/PF and why it had been developed in 3x in the first place. The following is not a criticism on the development here, per se - its fine in that respect. However, in an effort to be more authentic to oriental philosophies, tattooing monks isn't a very realistic option.

What about the Sak Yant Tattoos of Thailand that are inscribed onto flesh by Buddhist monks for over 2000 years? These tattoos are inscribed with physical and magical protections.


master arminas wrote:

Hello, all. This one has taken some time and it has been awhile since I lasted updated it. But now, I've got full compliance with the post-blog Monk and added a few new bells-and-whistles to the Tattoos themselves.

https://bit.ly/2jGRSEO is the Google document where you can find this class. I will also be posting it below.

But what is a Tattooed Monk?

Good question. A lot of people want to see OPTIONS in the various character classes for Pathfinder. So, at its heart, this is just a monk with options. You've got the bare bones of what it is to be a monk . . . and then every single level he gets to pick a Tattoo of Power to activate. Each Tattoo has a different effect; some are limited use per day, while others are always active. Some duplicate existing monk abilities, while others are spell-like abilities.

You want options; now you've GOT options. Previous threads can be found: https://bit.ly/2jGRSEO

Anyway, enjoy.

Master Arminas

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