mandag den 1. februar 2016

Homebrew: Psionic Elemental Monk

CLASS TRAITS
Role: Striker.
Power Source: Psionic.
Key Abilities: Dexterity, Strength, Constitution, Wisdom, Charisma

Armor Proficiencies: Cloth.
Weapon Proficiencies: Club, dagger, monk unarmed strike, quarterstaff, shuriken, sling, spear.
Implement: Ki focuses, weapons with which you're proficient
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will.

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex).

Build Options: Air Monk, Earth Monk, Fire Monk, Water Monk.
Class features: Elemental Tradition, Psionic Augmentation, Unarmed Combatant, Unarmored Defense.

MONK CLASS FEATURES
ELEMENTAL TRADITION
Monks train in a number of traditional techniques, with each monastery focusing on a specific style. Choose one of the four elements as your tradition. The choice you make grants you a Flurry of Blows power, a defensive benefit and an encounter power.
  • Air
    • Flurry of Blows: You gain the centered flurry of blows power.
    • Mental Equilibrium: You gain a +1 bonus to Fortitude. This bonus increases to +2 at 11th level and +3 at 21st level.
    • Elemental Escalation: You gain elemental escalation (air monk).
  • Earth
    • Flurry of Blows: You gain the stone fist flurry of blows power, except you use your Constitution modifier instead of your Strength modifier.
    • Mental Bastion: You gain a +1 bonus to Will. This bonus increases to +2 at 11th level and +3 at 21st level.
    • Elemental Escalation: You gain elemental escalation (earth monk).
  • Fire
    • Flurry of Blows: You gain the desert wind flurry of blows power.
    • Mental Crucible: You gain resist 5 fire. The resistance increases to 10 at 11th level and 15 at 21st level. If you already have fire resistance that is equal to or higher than this value, increase it by 2 (4 at 11th level and 6 at 21st level).
    • Elemental Escalation: You gain elemental escalation (fire monk).
  • Water
    • Flurry of Blows: You gain the eternal tide flurry of blows power.
    • Mental Balance: Whenever an enemy would pull, push, or slide you, you can reduce the forced movement by 1 square. After the forced movement is resolved, you can shift 1 square as a free action.
    • Elemental Escalation: You gain elemental escalation (water monk).

 


PSIONIC AUGMENTATION
At-Will Attack Powers: At 1st level, you choose two at-will attack powers and one daily attack power from your class, but you don’t start with any encounter attack powers from your class except for the elemental escalation power you gain as part of your tradition. You instead gain power points, which you can spend to use and augment your elemental escalation power, as well as augment certain powers from paragon paths and multiclassing. These powers have the augmentable keyword.

Master of Many Styles: You gain new at-will attack powers from this class, instead of new encounter attack powers, as you increase in level. At 3rd, 13rd and 23th level, you choose a new at-will attack power from this class, or from the sorcerer class. The at-will powers normally only available to an elementalist (sorcerer) are available at level 7. If you choose to gain a power from the sorcerer class this way, replace all Charisma modifiers with Dexterity modifiers, replace all Constitution modifiers with the ability score modifier you use for determining the damage of your flurry of blows power, and the power loses the arcane keyword and gains the psionic keyword. At 7th, 17th, and 27th level, you can replace one of your at-will attack powers with another one of your level or lower. Both the replaced power and its replacement must be from this class feature.

Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power.

You regain all your power points when you take a short or an extended rest.

Level
At-Will Attack Powers
Power Points
1
Choose two
Gain 2
3
Choose one
Gain 2 (4 total)
7
Replace one
Gain 2 (6 total)
13
Choose one
Gain 1 (7 total)
17
Replace one
Gain 2 (9 total)
21
Gain 2 (11 total)
23
Choose one
Gain 2 (13 total)
27
Replace one
Gain 2 (15 total)

UNARMED COMBATANT
You can make unarmed attacks with much greater effectiveness than most combatants can. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you’re kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one (see “Implements” below).

UNARMORED DEFENSE
While you are wearing cloth armor or no armor and aren’t using a shield, you gain a +2 bonus to AC.

Full Discipline
Many monk powers have the full discipline keyword. A full discipline power gives you two or more actions to choose from, usually an attack technique and a movement technique. Attack techniques usually require a standard action, and movement techniques are options for your move actions. For a monk, a full discipline power represents a fighting style, a unique combination of a move and an attack.
You can use only one full discipline power per round. However, if you spend an action point to take an extra action, you can switch to a different full discipline power. You can use the techniques of a full discipline power in whatever order you like, and you can choose to use one of the techniques and not the other during a particular round.
The number of times you can use a full discipline power’s techniques during a round is determined by the power’s type—at-will or encounter—and by the actions you have available that round. For example, you can use the techniques of an at-will full discipline power as many times during a round as you like, provided you have enough of the required actions, but you can use the techniques of an encounter full discipline power once during a round. 

IMPLEMENTS
Monks usually channel their psionic energy through an item called a ki focus, which is a wooden practice weapon, prayer beads, a manual of lore, or some other object a monk studies or uses during training or meditation. After you attune yourself to a ki focus, you can use it as an implement when it is on your person (see the “Ki Focuses” sidebar).

When you wear or hold your ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of monk powers and monk paragon path powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you’re proficient.

You can also use a weapon with which you’re proficient as an implement. When wielding the weapon as an implement, the weapon’s characteristics—proficiency bonus, damage die, and weapon properties like defensive or high crit—are irrelevant to your implement powers.

If you have both a magic ki focus and a magic weapon, you choose before you use an attack power whether to draw on the magic of the ki focus or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can’t, for example, use the enhancement bonus of your ki focus and the critical hit effect of your magic weapon with the same attack.

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