Chakra Fist (P.E.A.C.H.) [Archive] - Wizards Community

Post/Author/DateTimePost
Samurai_Zero

04-12-08, 12:14 PM
This class is based entirely off the Monk class from Final Fantasy Tactics, and of course there was a few things i had to remove, and 2 abilities i added for flavor purposes. It took me a while to do the fluff, and to make the fluff make sense, I tried to the best of my ability to balance out the skills so tell me what you think.

Chakra Fist

http://i83.photobucket.com/albums/j303/Samurai_Zero/t-monk-a.jpg

Patience is the key to victory.
Fluff
The Chakra Fist are monks who focused into patience, and harmony. These men and women over time were able to hit things even though they didn't touch them. These monks lie in secret societies, and prefer not to let their presence known to very many, however word does get out. Often acting as a normal monks, and only going into conflict when they need to. At first glance the Chakra Fist looks frail and incapable of fighting, but the moment they start fighting a shock comes across the watchers as he unleashes the fury

BECOMING A Chakra Fist
Finding a temple of the Chakra Fist is the only hard part of becoming apart of their society. Finding the location requires gather information checks on local citizens. The DC for gathering the information is 30 if the person is indifferent, and if they know. When one first enters he will see that most refuse to talk, as they are partaking in the sacred ritual in being a chakra fist. Usually he would seek out the master of that temple and request training, and if he met the entry requirements he would perform a test of patience. If he succeeds then he may go through training, failure results in being asked to leave and not returning in a week.

Rules: The guild has rules set down from the one, they have permanent rules which can not be changed, and the rest may be changed at will if the need arised. The rules are as follows:

1. Never murder with out cause.
2. Never steal with out cause.
3. Never kill a fellow member unless instructed to do so.
4. Never lose patience, but test the patience constantly.
5. Never put your priority ahead of others.
6. Don't bring about to much knowledge of the guilds existence.
7. Never directly disobey orders from The One, or fellow Elders.
8. Evilness is prohibited.
9. Stay according to the law.


The only rules, if broken, which would disallow further levels in this class are rules: 1, 2, and 3. Rules 4 through 9 would result in punishment that his or her master sees fit.

ENTRY REQUIREMENTS
To qualify to become a Chakra Fist, a character must fulfill all the following criteria:
Base Attack Bonus: +5
Feats: Improved Unarmed Strike
Alignment: Lawful (evil characters are not allowed in the guild, characters who turn evil are exiled from the guild but may still advance if they find someone to train them, and if they stay lawful)
Special: Kai Strike ability, Pass the Trial of Patience

Trial of Patience: In a nut shell a week of 4 will saves per day (DC 15 which lessen by 1 every successful day) or lose patience, if trying to reach advancement in ranks the trial of patience DC increases by 5 (For example: Someone wanting to come into the class would need a dc 15 to brought in, later on when trying out for the first promotion the DC goes to 20(which lessen by 1 every successful day) and is only 2 times per day for 7 days, the second promotion goes to DC 25 (which lessen by 1 every successful day) and is only 1 time per day for 7 days, The last promotion requires The Ones favor which is 1 time DC30 will check.

Class Skills
Chakra Fist’s class skills (and the key ability for each skill) are Balance (Dex), Climb(Str), Concentration (Con), Disguse (Cha), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump(Str), Knowledge Arcana (Int), Knowledge Religion (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search(Int), Swim (Str), and Tumble(Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d8

BAB Fort Ref Will Abilities
1. +0 +2 +2 +2 Cyclone, Monk Abilities, Meditation
2. +1 +3 +3 +3 Aurablast
3. +2 +3 +3 +3 Purification, counter
4. +3 +4 +4 +4 Extraordinary Strike
5. +3 +4 +4 +4 Shockwave, Lifefoot 2
6. +4 +5 +5 +5 Chakra
7. +5 +5 +5 +5 True Patience
8. +6 +6 +6 +6 First strike
9. +6 +6 +6 +6 Revive
10. +7 +7 +7 +7 Quivering Palm, Lifefoot 4
Abilities

Weapon Proficiencies: Chakra Fist gains no new weapon or armor proficiencies.
Cyclone(Ex): At first level the Chakra Fist gains the Whirlwind feat even if he does not meet the prerequisites.
Monk Abilities: A Chakra Fists levels stack with monk levels for determining unarmed damage, AC bonus, Flurry of Blows bonus, and unarmored speed bonus.
Meditation: At the first level the Chakra Fist learns the true art of meditation. A level one Chakra Fist meditates instead of sleeps, and because of this they are still aware to a certain degree as to what is going on around them, they do not gain immunity to sleep affects if they did not have it before, and they must meditate at the end of every level for at least 1 hour to attain the new abilities. Meditation is the Chakra Fists form of keeping in touch with the temple, and thus acts as using spell Message (with no maximum range), but only between the Chakra Fist and others in current Meditation.
Aurablast(Su): Once per day for every level in Chakra Fist, at the second level the Chakra Fist's aura becomes powerful enough that he may make powerful ranged attacks. The Chakra Fist may strike an enemy as far as 15' away, with in sight, dealing half of his maximum number of attacks at his highest attack bonus' with the normal unarmed strike damage plus his wisdom modifier, this damage is considered lawful for the purpose of by passing damage reduction. For example a level 3 chakra (7 monk) fist would make one attack at +8 with 1d10+ wisdom
Purification(Ex): At the third level the Chakra Fist's knowledge in pressure points allows them to release negative energy from the body curing potent diseases, or removing curses. 1/level per day the Chakra Fist may use purification against an ally or himself restoring ones abilities. (restores 3 points of a single ability score) This ability can not cure permanent damage.
Counter: At the third level the Chakra Fist has come in tuned with his evasive abilities that he is able to counter strikes made by enemies. When an enemy makes an attack and misses he provokes an attack of opportunity.
Extraordinary Strike(Su): Starting at the fourth level the Chakra Fist may prepare a Extraordinary Strike, this takes a full round of concentration which provokes attacks of opportunity after which at the beginning of the next round the Chakra Fist makes a charge against an enemy and attacks. This attack if it hits deals twice the amount of the normal unarmed strike damage, and if it criticals the damage is quadrupled. The target is then knocked back 15ft and must make a reflex save (DC 10+damage done) or fall prone.
Shockwave(Su): At the fifth level the Chakra Fist's strike has become so outstanding that he can create shockwaves with a mere strike. The Chakra Fist may declare he is making a shockwave attack (Standard Action)in which he concentrates (attack action that doesn't provoke attacks of opportunity) his aura into a single strike, he then slams his fist into thin air creating a massive shockwave in a 40ft line dealing his normal unarmed strike damage plus his wisdom modifier times 2, this damage is considered lawful for the purpose of by passing damage reduction.
Life Foot(Su): At the fifth level the Chakra Fist's aura heals him as long as he stays moving, at the fifth level the Chakra Fist gains Fast Healing 2, but he only heals if he moved at least 5ft that round. This increases to 4 at level 10.
Chakra(Sp): At the sixth level the Chakra Fist has become more intuned to pressure points, he is now capable of releasing further negative energy allowing the positive energy to cure the body of light wounds. 1 per level + the wisdom modifier per day the Chakra Fist may use cure light wounds
True Patience: Upon reaching the seventh level the Chakra Fist enlightens upon true patience. They talk slower, move slower, and become ageless because time is of no value to them. They act as if affected by timeless body(pg. 42 players handbook), only they age half as fast as normal.
Revive(Sp): At the eighth level the Chakra Fist is capable of brining back the recently deceased. 1/day the Chakra Fist may bring back a dead person or creature. The person must have all vital body parts intact, be willing to return, and must be revived with in 1 hour of time of death. The person goes through ressurection sickness as if he was brought back with the “Raise Dead” spell (pg. 269 players handbook)
First Strike(Ex): At the ninth level once per encounter if an enemy is within 5ft and declares an attack, the Chakra Fist may declare a First Strike in which the enemy instantly provokes an attack of opportunity. If the Chakra Fist's strike hits the enemy, then the enemies strike is canceled and his turn is ended, if the Chakra Fist misses his attack then the enemy attack plays out as normal.
Quivering Palm(Su): At the tenth level the Chakra Fist has finished his advancement in the way of pressure points, he learns how to finish an enemy in one strike, but it is such a forbidden technique that if it is used more than once a week the Chakra Fist is exiled, and must undergo atonement to be let back in. As quivering palm(pg40 players handbook)

More fluff
PLAYING A Chakra Fist
Because of the advanced martial arts the Chakra Fist learns, he becomes well valued for support damage and battlefield control.
Combat: Often the Chakra Fist will walk into battle calmly, and will never strike unless provoked to do so, or if they feel it is necessary. If the following occurs they charge in and use unarmed strikes, using their other abilities if the situation calls for it. They usually enjoy long battles because they figure its a test of patience sent by the gods, but would prefer short battles. Chakra Fists never fight eachother, regardless of the others motive, simply because they are brothers.
Advancement: There are 4 different ranks in the guild of Chakra Fists. The entry is Young Grasshopper, after some time and a test selected by the guild leader, one may become Anointed One, further time devoted to the guild and another test will promote the Chakra Fist to Elder and gain his own guild hall in a city of his choosing that does not already have one, if the day must come when the Master must step down he elects a new master from among the Chakra Fists whom he belives is worthy. This person is promoted to The One, only one person may be The One at a time.
Resources: What resources might a member of this PrC be able to draw on..
Ex-Chakra Fists: Men and women who violate the rules set down by The One is exiled from the guild, that person retains their current abilities but may gain no further class levels until atoned. If an Elder, or The One decides the violation was bad enough, leathal force may be used to silence such a violator. Such exceptions apply to the atonement, the only exception to gaining class levels would be if one becomes evil, he is exciled from the guild, however there are neutral guilds that further train individuals as long as they stay in a lawful state.

Chakra Fists IN THE WORLD
Unbelivable strength! Coming from such a scrawny old man? Not possible!
Not to many people know of the Chakra Fists existance, those that do admire them for their patience, and often want to be apart of the guild. Chakra Fists are very peaceful and most of them are pascifists. People who don't recognize them as monks often think of them as peacful priests striving for a greater good.
Daily Life: Chakra Fists spend their day in meditation, or wandering about the town of their guild hall making sure everything is in order. They act almost as an underground police society.
Notables: Yoko g'vladd the orriginal The One who created the Chakra Fist's guild was the first to realize true patience, He began teaching men and women whom he found worthy because he wanted his art to live on. Legends have it he served as The One for 1000 years in which he elected N'rull Theodar a half elf who became so obsessed with his power he lost his patience and became evil, no one knows exactly what happened to him, some say he was assassinated by his fellow members, and some say he was killed in battle. However the Chakra Fists had learned their mistake and made sure no more unstable, or evil people where allowed in.
Organizations: Small guild halls are scattered amongst the land, mostly in small towns and villages where people least expect. The guild halls often look like normal abandoned houses on the outside, but on the inside is an underground mansion.

NPC Reaction
Not to many people know of the Chakra Fists society, but those that do try to keep it on the down low because the society prefers to be left alone by outsiders. Though descriptions would be along the lines of: Peace loving men and women who devote their lives to protecting the town, most of the town doesn't even realize how close they've come to being raided by orc or bandits.

Chakra Fists IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: Chakra Fists are everywhere, but they lie in hiding so not many people know of their existence. They tend to stick to small quiet villages, because of the peacefulness, and the less attention when they do something. NPC's who are villians are often a guardian of someone important, and never really set out for their own cause.
Encounters: Chakra Fists rarely fight, but will if the need arises, more than likely that need is to protect something. Even Villians have something they wish to protect they will defend with their lives, everything else on the side of being a burden in their way is meaningless to them.

Sample Encounter
Chakra Fists normally stay in the town their guild is in, however if the need arises they may travel to another guild hall. These men and women constantly patrol the streets disgused as commoners or priests making sure all is in order.
EL 10: The Chakra Fist Hakbar Krulla had just made Anointed One, and is very proud of himself as he can now train Young Grasshopper's as well as talk directly to Elders. He accepts requests from adventurers to go on quests with them as a fellow monk, little do they know of his true nature. He sees this as a test of patience and always welcomes it with ease.


Hakbar Krulla
Lawful Good/Female/Human/Monk 7, Chakra Fist 4
Init +3, Senses: Listen +4, Spot +4,
Languages Common
------------------------------------------------
AC (19), touch (19) , flat-footed (15)
hp 73( 10hd)
Fort +10, Ref +11, Will + 12
------------------------------------------------
Speed 50ft. ( squares)
Melee Fists
Base Atk +7/+2, Grp +10/+5
Atk Options flurry of blows +9/+9, Aurablast, Cyclone
Combat Gear: none
Supernatural Abilities Flurry of Blows, Fast Movement, Evasion, Still Mind, Ki Strike, Slow Fall, Purity of Body, Wholeness of Body, Cyclone, Meditation, Aurablast, Purification, Counter
-----------------------------------------------
Abilities Str 16, Dex 16, Con 15, Int 11, Wis 19, Cha 14
SQ
Feats Improved Trip, Combat Reflexes, Endurance, Die Hard, Improved Unarmed Strike, Stunning Fist, Power Attack, Clever Wrestling, Cunning Sidestep
Skills Concentrate 13, Disguise 13, Hide 8, Move Silently 8, Knowledge local 5, Knowledge nobilty 5, search 1
Possessions – Combat Gear.

Edit: 4/17/08 - Added some more fluff, added sblock, looked over the skills and abilities to find errors and such
4/18/08- nerfed life foot, Reworded abilities such as Cyclone, and Aurablast, Upped Aurablast damage but added limited use,
Samurai_Zero

04-17-08, 06:29 PM
:bump: because i added, and fixed stuff in hopes of having a reply
calronmoonflower

04-17-08, 11:05 PM
Life Foot seems too powerful. You might want to cut it to 2 and 4.
Samurai_Zero

04-18-08, 08:37 AM
done, thanks for the point out, never worked with fast healing before so i took a guess, was orriginally going to be 8 16 but i knew that would be OP, so i went 4 8 because i figured they should at least be able to heal a HD, however i see your point with the other abilities he gets.
teshen

04-18-08, 11:35 AM
. . .
ENTRY REQUIREMENTS
To qualify to become a Chakra Fist, a character must fulfill all the following criteria:
Base Attack Bonus: +5
Feats: Improved Unarmed Strike
Alignment: Lawful (evil characters are not allowed in the guild, characters who turn evil are exiled from the guild but may still advance if they find someone to train them, and if they stay lawful)
Special: Kai Strike ability, Pass the Trial of Patience

Trial of Patience: In a nut shell a week of 4 will saves per day (DC 15) or lose patience, if trying to each advancement in ranks the trial of patience DC increases by 5
Are you meaning a series of will saves at DC 15, 20, 25, and 30? If so, I don't know many sixth level characters who can pull that off.

Class Skills
Chakra Fist’s class skills (and the key ability for each skill) are Balance (Dex), Climb(Str), Concentration (Con), Disguse (Cha), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump(Str) Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search(Int), Swim (Str), and Tumble(Dex)
Skills Points at Each Level : 4 + int Why is disguise here? Which knowledge (?)

Cyclone(Ex): At first level the Chakra fist may sacrifice his flurry of blows to attack every enemy no more than 5 feet away from him at his lowest attack bonus.
No. The ability will continually get worse as he levels as it's written. Just rewrite it as whirlwind.

Cyclone
When you use the full attack action, you can give up your regular attacks and instead make one unarmed strike at your full base attack bonus against each opponent within reach. This ability still suffers your flurry of blows penalty.

When you use the cyclone ability, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Monk Abilities: A Chakra Fists levels stack with monk levels for determining unarmed damage, AC bonus, and unarmored speed bonus. Might want to consider giving it flurry penalty decreases and if you feel this is too powerful, give only treat the prc as 1/2 monk level for your speed boost.

Meditation: At the first level the Chakra Fist learns the true art of meditation. A level one chakra fist meditates instead of sleeps, and because of this they are still aware to a certain degree as to what is going on around them, they do not gain immunity to sleep affects if they did not have it before, and they must meditate at the end of every level for at least 1 hour to attain the new abilities. Meditation is the Chakra Fists form of keeping in touch with the temple, and thus acts as using spell Message, but only between the Chakra Fist and others in current Meditation.
So they no longer need to sleep but are not immune to sleep spells/spell-like abilities and they may freely use the spell message as a spell-like ability to other chakra fists without a maximum distance?

Aurablast(Su): At the second level the Chakra Fist's aura becomes powerfull enough that he may make a powerfull ranged attack. The Chakra Fist may strike an enemy as far as 15ft away dealing the normal unarmed strike damage plus his wisdom modifier, this damage is considered lawful for the purpose of by passing damage reduction.How is this powerful?... And what kind of action is it? It sounds like it should be a standard action, but I could be wrong. I'd also consider making it 5' +5' per prc level. I'd also require line of sight.

Purification(Ex): At the third level the Chakra Fist's knowledge in pressure points allows them to release negative energy from the body curing potent diseases, or removing curses. 1/level per day the Chakra Fist may use purification against an ally or himself curing most status ailments. (Poison, Temporary Blindness, Temporary Confuse, Silence, and restore 3 points of an ability score) This ability can not cure permanent damage such as losing an eye and going blind in that sense is incurable through purification, where as blindness created by a spell or poison is curable.
This is dnd. There is no such thing as temporary blindness. You are either blind or not. Silence is usually an area that you're in, not a direct effect.

You should probably take a look at the spells that you're mimicking and put specific limits and discriptions according to that.

I'll look it over some more later...
Samurai_Zero

04-18-08, 07:29 PM
Are you meaning a series of will saves at DC 15, 20, 25, and 30? If so, I don't know many sixth level characters who can pull that off.
very true, ill reduce it


Why is disguise here? Which knowledge (?)
Disguise because they often disguise themselves as ordinary monks, or as typical priests. Its only really there for flavor.

No. The ability will continually get worse as he levels as it's written. Just rewrite it as whirlwind.

Cyclone
When you use the full attack action, you can give up your regular attacks and instead make one unarmed strike at your full base attack bonus against each opponent within reach. This ability still suffers your flurry of blows penalty.

When you use the cyclone ability, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

good point, ill reword that. also i forgot about whirlwind attack, so thanks.

Might want to consider giving it flurry penalty decreases and if you feel this is too powerful, give only treat the prc as 1/2 monk level for your speed boost.
im sorry this confused me, if i get what your saying then that means that you thought that the flurry of blows doesnt continue progressing (thanks to my poor wording) so if thats the case ill reword that one as well.

So they no longer need to sleep but are not immune to sleep spells/spell-like abilities and they may freely use the spell message as a spell-like ability to other chakra fists without a maximum distance?
Again i appologize for my poor wording, but yes thats exactly it. This ability was really only for flavor purposes in the first place.

How is this powerful?... And what kind of action is it? It sounds like it should be a standard action, but I could be wrong. I'd also consider making it 5' +5' per prc level. I'd also require line of sight.
Well I considered it powerful in the sense that he may make a ranged attack, yes i did forget to put it as a standard action, as same with Shockwave so ill do that now after the post.

This is dnd. There is no such thing as temporary blindness. You are either blind or not. Silence is usually an area that you're in, not a direct effect. Thought i remember seeing temporary blindness in a poison somewhere, anyway ill change it up.


You should probably take a look at the spells that you're mimicking and put specific limits and discriptions according to that.

I'll look it over some more later...
Thanks again, the reason i didnt put uses per day on aurablast and shockwave was because i wanted them to be powerful enough to be worth it in alot of situations, but not so powerful that you rely on it. So i think ill up the scale and add on some limits