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Post/Author/DateTimePost
darksyn

03-25-04, 01:40 PM
Mystic Monk
Level^BAB^F/R/ W^ClassAbility^Flurry^UnarmedDamage^Tech
Points
1^0 ^2/2/2^Imp unarmed strike^-2/-2^ 1D4 ^ 1
Psionic aptitude ,Flurry ,Feat
2^1^ 3/3/3^Evasion , Feat^-1/-1 ^1D4 ^ 3
3 2 3/3/3 0/0 1D4 6
4 3 4/4/4 Ki (Magic) 1/1 1D6 10
5 3 4/4/4 Feat 2/2 1D6 15
6 4 5/5/5 3/3 1D6 21
7 5 5/5/5 4/4 1D8 28
8 6 6/6/6 Feat 5/5/0 1D8 36
9 6 6/6/6 6/6/1 1D8 45
10 ^7^ 7/7/7 ^Ki (Lawful or Chaotic)^7/7/2 1D10 55
11 8 7/7/7 Feat 8/8/8/3 1D10 66
12 9 8/8/8 9/9/9/4 1D10 78
13 9 8/8/8 9/9/9/4 2D6^ 91
14 10 9/9/9 Feat 10/10/10/5^2D6^ 105
15 11 9/9/9 11/11/11/6/1^2D6^120
16^12^10/10/10^Ki (Good or Evil)^12/12/12/7/2 ^2D8^ 136
17^12^10/10/10 Feat 12/12/12/7/2 2D8 153
18^13 11/11/11 13/13/13/8/3 2D8 171
19^14 11/11/11 14/14/14/9/4 2D10 190
20^15^12/12/12^Perfect Self , Feat^15/15/15/10/5^2D10^210
Improved Unarmed Strike – As Feat
Flurry – Unarmed attacks use the Flurry attack Chart
Psionic aptitude – The Mystic Monk Is treated as having an amount of reserve power points equal to his level for the purpose of Psionic feats.
Bonus Feats – A mystic monk may select their bonus feats from the following list.
Feat Name Book Feat Name Book
Psionic Dodge PSI HB Inertial Armor PSI HB
Improved Inertial Armor C F Mental Leap PSI HB
Psycho Analyst PSI HB Psychic Inquisitor PSI HB
Rapid Metabolism PSI HB Speed Of Thought PSI HB
Stand Still PSI HB Up The Walls PSI HB
Combat Expertise PHB Improved Disarm PHB
Improved Feint PHB Improved Trip PHB
Dodge PHB Mobility PHB
Spring Attack PHB Improved Grapple PHB
Weapon Focus: Unarmed PHB Weapon Specialization: Unarmed (can only be taken on or after 8th level) PHB
KI is based on alignment if character has a neutral alignment then she selects an alignment component and stays with that component
Perfect Self – As Monk Class Feature

HD = D8
Skills 4+ INT
Auto Hypnosis (WIS) Balance (DEX) Climb (STR) Concentration (CON) Craft (INT) Diplomacy (CHA) Escape Artist (DEX) Hide (DEX) Jump (STR) Knowledge: Arcana (INT) Knowledge: Psionics (INT) Knowledge: Religion (INT) Listen (WIS) Move Silently (DEX) Perform (CHA) Profession (WIS) Sense Motive (WIS) Spot (WIS) Stabilize Self (Con) Swim (STR) Tumble (DEX)


Techniques
Tech Points Name and effect Hit Bonus Damage Bonus Action
KICKS
1 Front Snap Kick +1 Normal 1 attack
1 Sweep- reflex save dc = to hit
Or fall -5 Normal 1 attack
1 Rising Sun Kick +1 +3 1 attack
2 Spinning back kick +3 +3 1 attack
2 Roundhouse None Double STR Full attack
3 Double kick- hit with one foot follow through with other None Double STR 1 attack
3 Flying Kick- up to 10ft reflex save DC = damage or opponent falls None +4 Standard
3 Spinning heel kick- Fort SV DC = Damage or KO None None 1 Attack
4 Hammer Kick- Ignore Hardness +2 +4 Full Attack
4 Power Kick- 3 step Kick to Build Power +2 +6 Standard
4 Cartwheel Kick- 10ft Line 1 to hit roll None None Standard
5 Propeller Kick- 1 roll to hit all enemies in threat range None None Full Attack
5 Silver Moon Kick- Back flip Kick +3 +5 Standard
5 Combo Kick-3 kick combo for triple damage +2 X 3 Standard

Punches
1 Chop- Fort SV DC 10+str mod or KO None None 1 Attack
1 Elbow- Fast Quick Strike +1 None 1 Attack
2 Ear Box- Fort SV DC 10+ ½ Char Level or stunned 1d3 rounds and deaf 1d4 rounds None None Standard
2 Finger Whip- Fort SV DC 10 + ½ char level or blind 1d4 rounds None +1 Standard
3 Hammer Fist- Ignore Hardness None +2 1 Attack
3 Open Palm Strike +2 +3 1 Attack
4 Snake Strike- Wounding +3 None Standard
4 Eagle Claw +2 X2 2Attacks
5 Spinning Uppercut- Fort Save DC 10 ½ Char Level or KO if saved Causes Knock Down +3 X 4 Full Attack
5 Combo Strike- 4 Punch Combo +6 +10 Full Attack
5 Counter Strike- Counter Attack every attack against you after the attack is resolved - - -
LOCKS (use Grapple)
1 Headlock- deals 1/10 max hp sub dual dam per round None None Full Attack
1 Leg / Arm lock -1 None Full Attack
2 Grab/Squeeze (-1d4 +STR penalty to opponents to hit) -2 +1d4 Full Attack
3 Butterfly Hold (+3 to grapple to hold pin) -2 +1d4 Full Attack
3 Joint Lock One hand lock can use other to attack opponent can take 1d10 plus STR to break free -2 None Full Attack
Movement
1 Prone Fighting negates (–4 penalty for fighting on the ground) - - -
1 Immune To Hold And Slow Effects - - -
2 Mystic Leap No limit to jump check - - -
2 Shadow Strike Use at beginning of combat to deny opponent his dexterity - - Free Action 1/combat
3 Silent Strider +10 bonus to move silent - - -
3 Whispering Walk- pass without Trace - - -
3 Increase speed Double Base SPD - - -
4 Water Walk – walk on water - - -
4 Immovability- can not be knocked Down - - -
4 Speed Strike- 1/combat can use an attack action as a free action(Opponent is Flat Footed) - - -
5 Teleportation – Line Of Sight - - Standard
Throws
1 Kip Up – Stand as a free action - - -
2 Flip – Trip with +3 bonus and normal damage - - 1 Attack
3 Scissors throw- throw with feet 1d6+4ft +2 +2 Standard
3 Great throw- as above with hands +3 +1 Standard
4 One Arm Throw- As above with one hand +1 +1 1 Attack
4 Endurance- Cannot be thrown will not fall with impact - - -
Weapon
1 Weapon Mastery –Preq Weapon Focus
Allows weapon to be used with Flurry
(only applies to one weapon at a time) - - -
1 Disarm- Preq Imp Disarm You may use a disarm attempt as part of an attack -2 -2 1 attack
2 Throw Weapon – You can throw any weapon with range increment 10 - - 1 attack
3 Break weapon Preq Imp Sunder you ignore hardness on sunder attempts - - 1 attack
PUSH( Must Have Spent 10 Tech Pts)
1 Concentrated Push – You push opponent (TA) 1’/lvl Knock Down If Pushed more then 3’ Fort SV to Resist DC 10 + ½ Char level + STR Bonus +2 No Damage Standard
2 Sticking Touch- While in a grapple your off hand attack receives a +2 Bonus and you receive a -2 AC Penalty - - -
3 One Finger Push – As concentrated push at range max range is 5ft/3lvl - No Damage Standard
Vital (Must Have Spent 20 Tech Points)
1 Stun- Opponent stunned for 1d10 rounds -2 No Damage Standard
1 Blind- Opponent blinded for 1d4 rounds -2 No Damage Standard
2 Immobilize- Fort SV DC 10+ ½ Char Level +WIS bonus or paralyzed for as long as move is applied -4 No Damage Standard + Continues
3 Incapacitate – Fort SV DC 10 + ½ Char Level + WIS or KO 1d10 Duration +1dc per 5 level -4 No Damage Standard
3 Balance- 1 pt temp DEX damage -4 No Damage 1 Attack
3 Weaken- 1 pt temp STR damage -4 No Damage 1 Attack
MENTAL (Must Have Spent 30 Tech Points)
1 Mental Resistance (+4 will SV) - - -
1 Work Through It (+4 Fort SV) - - -
1 Speed Of Mind (+4 Reflex SV) - - -
1 Iron Skin (+1 Natural armor +1/4LVL) - - -
2 Levitation Concentration to activate DC = 15 Dur # Rounds = to WIS mod x2 (min 2 Rounds) - - Standard
2 Danger Sense (+WIS to AC) Improved Uncanny Dodge - - -
2 Meditation ( Gain Trance as Elf 4hrs) - - -
3 Chi Fire- Your Unarmed Attacks gain An enhancement bonus level 1-4 +1 , level 5-8 +2,
Level 9-12 +3 level 13-16 +4 17-20 +5 Etc. - - -
3 Invisibility concentration dc 20 Duration = WIS Mod - - Standard
3 Foretell – Predict Opponents moves +2 Parry - - -
4 Camouflage Skin +10 bonus to hide checks - - -
4 Energy (Preq Chi Fire) Unarmed attacks Gain +1d6 elemental (acid, cold, electric, fire, sonic) can change element as a standard action - - Standard to Activate
5 Dampen Senses – Concentration to act DC =25 All Foes in 100ft radius (even through doors, walls etc.) Receive a penalty to Listen And Spot Checks Equal To Your Level Duration = WIS Mod x3 - - Standard
5 Greater Mediation (1/d after a min of meditation make a concentration check you heal the amount of the check) this ability may be taken more then once adding another daily use of this ability - - 1 Min
6 Mental Immunity- You are immune Enchantment Effects - - -
PARRY
1 Parry- use AOO to deflect incoming Blows Make an attack vs. opponents attack roll if you win they miss - - -
2 Parry Disarm- Parry attempt at -2 Disarms Opponent -2 - -
2 Parry Throw- Parry with a great throw -3 -1 -
3 Power Parry- Parry Deals 1d4 plus STR damage -2 Special -
4 Parry Redirect- Parry and deflect attack into nearby opponent - - -
5 Parry Break- Parry and deal normal damage to weapon ignoring Hardness - - -
Extraordinary
5 Immunity to Disease (not including supernatural or Magical diseases) - - -
10 Greater Disease Immunity (not including Magical Diseases) - - -
15 Perfect Disease Immunity (immune to All Diseases) - - -
5 Poison Immunity (DC 20 or less) - - -
10 Greater Poison Immunity (DC 30 Or Less) - - -
15 Perfect Poison Immunity ( Immune To All Poisons) - - -
10 Timeless Body (immunity To Aging) - - -
5 Diamond Soul (SR = To Char Level)
10 Greater Diamond Soul (SR = Char Level + WIS mod) - - -
15 Perfect Diamond Soul (SR= Char Level + WIS mod + 10) - - -