Master of the Sky, a monk 3.5 (PEACH)

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#1

Kerrus

May 13, 2009 14:56:41
EDIT: This is for 3.5- if this is in the wrong section, can a mod please move it?


So after having the bad design of the Monk class come up time and again, I finally decided to go design a monk class based on the existing one but considerably improving class features. This has gone through a couple iterations, but is relatively complete.

I'm just not sure if it's 'too good' or not- it gets a lot of class features, some particularly good, and for the most part they synergize well with eachother.

Without further adieu, the Master of the Sky

School of Unparallel Mobility Monk variant:

Notes: Full BAB, falling is determiend as 'when you fall more then ten feet'- also, when using class features reliant on falling, you can't end your turn higher then where you started from, unless you've landed.

Bonus to Speed remains the same, loses flurry for better class features, and unarmed strike damage progresses twice as fast. AC bonus is replaced with Ki Initiate class feature progression.



1: Stunning Fist, Unarmed Strike, WIS to AC
2: Bonus Feat, Evasion
3: Tranquil Mind (+2 static increase to reflex saves) or Unified Mind (+2 static increase to Fortitude Saves) or Still Mind (+2 static increase to will saves)
4: Ki Initiate (Unarmed Strike becomes a magic weapon with a +1 bonus, but no enchantments. this bonus increases by +1 every four levels, for +4 at 20th), One with the Wind (When you are falling, you are considered to have Flight Speed 20, Poor Maneuverability)
5. Purity of Body: Immune to Disease. All of them.
6. Bonus Feat, Versatile Unarmed Strike
7. Wholeness of Body (Heal an amount of damage per day equal to twice your class level multiplied by your WIS modifier)
8. One with the Gale (When falling, you are considered to have Flight Speed 30, Average Maneuverability)
9. Ki Acolyte (Unarmed Strike gains your alignment as a subtype, and bypasses the corresponding damage reduction), Improved Evasion.
10. One with the Storm (When you are falling, you are considered to have Flight Speed 40, Good Maneuverability)
11. Diamond Body (Immune to all poisons)
12. Abundant Step (Use Dimension Door as per the Horizon Walker Prestige Class)
13. Diamond Soul (Selective spell resistance- key allies and whatnot)
14. One with the Maelstrom (When falling, you are considered to have Flight Speed 50, Perfect Maneuverability)
15. Quivering Palm (You can set up resonating vibrations in a solid surface to make an unarmed strike at a range up to 60 ft. This unarmed Strike can perform normal attack actions, and is considered to be a 'charge' action. Using this ability expends two daily uses of your stunning fist)
16. Ki Mastery (Your unarmed strike is considered to have the 'Transmuting' quality against any target you hit with your unarmed strike)
17. Timeless Body (No aging penalties, no maximum age), Tongue of the Sun and Moon (Communicate with any living creature)
18. One with the Sky (You now no longer need to be falling to have your fly speed)
19. Empty Body (Become Ethereal at will x times/day)
20. Timeless Soul (You become an Outsider with the Native subtype and your alignment subtypes. See the [outsider] section in the glossary. Blessing of the Four Winds (Whenever you make an unarmed strike, as a free action, you can invoke one of the four winds)

North: The Cold Wind of Winter. Your Unarmed Strike deals half COld Damage and Half Divine damage. Until the start of your next turn, you gain Resistance to Cold 20.

South: Notus, The Dry Wind of the Desert. Your unarmed Strike deals half fire Damage and Half Divine Damage. Until the start of your next turn, you gain Resistance to Fire 20.

East: Eurus, the warm wind of the storm. Your unarmed Strike deals half Electricity Ddamage, and Half Divine damage. Until the start of your next turn, you gain resistance to electricity 20.

West: Zephyrus, the gentle wind of the sea. Your unarmed Strike deals half Sonic Damage and half Divine damage