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| Daeva10-30-06, 05:55 AM | its late i used open office to make this i cant explain why some of the rows are crooked, or if they really are crooked. let me know what you think and giv eme any suggestions, ill clean up some of the wording tomorrow, i was going for a flavor similar to Sabin from Final Fantasy 6 Just for clarification the BaB isnt maxed, and the unarmed base damage is lower because its balanced with the concept of monk claws being used (see below) and as obtainable as any other weapon LvL BAB fort ref will Abilities ac bonus unarmed 1 0 2 2 2 Pummel 0 1d6 2 1 3 3 3 combat senses 0 1d6 3 2 3 3 3 Aura Bolt 0 1d6 4 3 4 4 4 uncanny dodge 0 1d6 5 3 4 4 4 Suplex 1 1d8 6 4 5 5 5 evasion 1 1d8 7 5 5 5 5 1 1d8 8 6 6 6 6 Fire Dance 1 1d8 9 6 6 6 6 1 1d8 10 7 7 7 7 Mantra 2 1d10 11 8 7 7 7 imp uncanny dodge 2 1d1 12 9 8 8 8 Roll with the blows 2 1d10 13 9 8 8 8 Air Blade 2 1d10 14 10 9 9 9 imp evasion 2 1d10 15 11 9 9 9 3 2d6 16 12 10 10 10 Spiraler 3 2d6 17 12 10 10 10 3 2d6 18 13 11 11 11 3 2d6 19 14 11 11 11 bum rush 3 2d6 20 15 12 12 12 4 2d6 hit points 1d 10 skills 4 + int mod, balance, climb, concentration, craft, disguise, escape artist, hide, intimidate, jump, knowledge, listen, move silently, perform, profession, sense motive, spot, survival, swim, tumble armor and weapon proficiencies, monks are proficient with padded, and leather armor, and with all simple weapons, monk weapons, and with monk claws. (see below) Pummel as monk flurry of blows Aura bolt= you focuse your inner chi into a 30 foot Line attack dealing force damage equal to 2d6+1d6 per 4 monk levels reflex save =10+ 1/4 class levels +Char mod for half damage. at level Uncanny dodge= as rouge ability with same name Combat sense, you gain+2 to initiative checks, and +2 to any spot or listen checks to avoid being surprised Supplex, full round action make a touch attack against an opponent, if you hit immediately make a grapple check,if successful you grab your opponent focusing your inner chi to gain a burst of strength suddenly lifting your opponent over your shoulder and slamming them against the ground dealing damage equal to twice your unarmed damage and knocking your target prone, if your target is not immune to critical hits they must make a DC 10 +1/4 class levels + str mod save or be stunned for 1d4+1 rounds, otherwise they are dazed for one round usable number of times per day equal to 1+ con mod evasion= same as rogue ability with same name Fire dance+ as a standard action You focus your inner chi with rage causing a bursting flame form your location in a 20 ft radius dealing dealing 1d6 fire damage per 2 class levels and setting all victims aflame ref save equal to 10+ 1/4 class level +cha mod usable 1+ cha mod times per day Mantra= as a standard action You focus your inner chi into a short ranged burst of positive energy, any friendly target within 30 feet of you is healed for 2d8+ your wis mod, undead in the area take an equal amount of damage and are Dazed for one round (this super cedes their resistance), evil outsider in the area must make a 5+ one half class level + wis mod will save or be dazed for 1 round, they are dazzled for 1 round on a successful save usable 1+ wis mod times per day Improved uncanny dodge= As rogue skill with same name roll with the blow, as rogues defensive blow but may be used on any melee attack, use able once per day twice at level 20. Air blade= as a full round action You jump into the air spinning at amazing speeds and launch a number of thin blades of air equal to your class level at any number of opponents within 30feet of each other divided any way you choose each blade does 1d4 slashing damage and moves too fast to avoided, you may land up to 20 feet form where you started usable 1+ con mod times per day imp evasion= As rogue ability with the same name. Spiraler= as a full round action You focus every last bit of inner strength into a spiraling vortex of positive energy, in a 40foot radius Healing all allies for 5D8+you class level in damage But flings you through the air and leaving you unconscious for 15 minutes, you land up to 60 feet in any direction taking 5d6 points of damage and may not be awoken prematurely for any reason all undead in the area take damage equal to the amount healed and are stunned for 1 round, then dazed for another (this supers cedes their resistance), evil outsiders in the area are dazed for 1 round, no save. this ability is usable a number of times per day equal to 1+ your wisdom modifier Bum rush= as a full round action you charge at an opponent faster than your normally capable moveing up to three times your base speed in a straight line, opponents may not make attacks of opportunity against you unless they have the combat reflexes feat, on a successful touch attack you slam into your opponent dealing 5d6 points in damage and immediately perform a bull rush attempt to knock your opponent down, regardless of this check you may immediately make a unarmed attack against the target and they must make a 10 + 1/2 character level + str mod fort save for be stunned for 1 round. Against an opponent who is flat footed, surprised, or otherwise unable to defend themselves the damage is increased to 5d10, you receive a +10 bonus to you bull rush attempt, the follow up attack is made at +5 and automatically threatens a critical on a hit, and the save DC is increased by 5 this ability may be used a number of times per day equal to 1 + your con mod Monk claws, these weapons do no extra damage of their own, but may change a monks unarmed damage to slashing or piercing, and may be enchanted just like any other weapon modifying their unarmed attacks and damage. |