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| MightyPotamus04-05-07, 10:54 AM | I remember someone wishing for a staff based PrC for monks, and I had mused upon the same idea a time or twice, so I decided to put a few ideas on paper. This is intended to be a decent path for a monk who wishes to be slightly more martial and slightly less acrobatic. My intent was to give monks a hard decision between the PrC and remaining straight monk--nearly equal options. Please give any feedback that you feel can make this a better (balanced) class. Master of the Whirling Staff A MWS is the quintessential stick fighter. They hold the philosophy that any weapon is limited only by the technique used to wield it, and seek to master the simplest among them: the quarterstaff and the club (think escrima serrada). Requirements: Skills: tumble 8 ranks Feats: Stunning fist; Weapon focus (club or quarterstaff) HD: d8 Skill points per level 4+int modifier Class skills:Balance, bluff, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (Arcana), Knowledge (Religion), Listen, Move Silently, Perform, Sense Motive, Spot, Swim, Tumble Level__BAB__Fort__Ref__Will__Special __1___+1___+2___+2___+0___Monk Abilities; Channel Stun __2___+2___+3___+3___+0___Weapon Specialization __3___+3___+3___+3___+1___Rolling Thunder 1/ day __4___+4___+4___+4___+1___Knockout __5___+5___+4___+4___+1___Improved Wield __6___+6___+5___+5___+2___Rolling Thunder 2/ day __7___+7___+5___+5___+2___Staff Reach or Club Parry __8___+8___+6___+6___+2___Focus Staff __9___+9___+6___+6___+3___Rolling Thunder 2/ Day _10__+10___+7___+7___+3___Greater Wield Class Features: -Monk Abilities: MWS levels count as monk levels for determining unarmored speed bonus, unarmored AC bonus, and uses of stunning fist/ day. Monks may add club to the list of weapons with which they may use their flurry of blows. A monk who takes levels of MWS retains his ability to advance in levels of monk. -Channel Stun: A MWS may choose to use a club or quarterstaff to deliver a stunning attack instead of his fist -Weapon Specialization: A MWS gains weapon specialization for either club or quarterstaff as a bonus feat at second level. This choice determines the weapon to which future class features are applied. -Rolling Thunder: A MWS may make a full attack using his full BAB for all attacks for one round; penalties for TWF and flurry of blows still apply normally. This ability is usable once per day at 3rd level, twice per day at 6th level, and three times per day at 9th level. -Knockout: As part of a stunning fist attempt, a MWS may forfeit lethal damage in order to deal double nonlethal damage. If the stunning attempt is resisted, the attack deals no damage. -Improved Wield: A MWS may treat a quarterstaff or club of his size as if it were one size larger for determining damage. -Staff Reach: A MWS with this ability may "haft up" on a quarterstaff and treat it as a two handed reach weapon. This attack uses 2X the MWS's strength modifier for damage instead of the normal 1.5, but the awkward stance means that the MWS cannot threaten adjacent squares (even with unarmed strikes) and suffers a -1 Penalty to AC - Club Parry: While fighting with two clubs, the MWS is treated as having Two Weapon Defense, even if he does not meet the prerequisites. -Focus Staff (su): Once per day, the MWS may use this ability to focus some of his inner strength into his weapon. The MWS may subtract up to five points from his wisdom score and add them to the enhancement bonus to his weapon. This ability lasts for one minute per class level, and is spiritually taxing, leaving the character's wisdom score drained for a full hour. -Greater Wield: A MWS may treat a quarterstaff or club of his size as if it were two sizes larger for determining damamge. |