Req.:Martial Arts II, 2 Talents from Brute or Acrobat, Trained in Athletics and Acrobatics
Hit Dice: The Monk uses d10 Hit Dice
Defense Bonuses: Monks gain a +4 class bonus to their Reflex defense and a +2 to their Will defense.
Special Ability: Flurry: Standard Action. You add a die of damage to an unarmed attack by taking a corresponding -1 to the
attack roll. You may only add one die of damage at 2nd level and an additional die every other level thereafter. At 6th level
any penalties you take using this ability are reduced by 1, at 10th they are reduced by 2.
-Melee Training (Fighter)
Req: Poison Immunity
You are Immune to Poison
You are immune to Disease
Wholeness of Body
Req: Healing Trance
You gain an additional second wind. You may use a second wind as a reaction to taking damage or being moved down the CT.
You may enter a healing trance. During this trance you are aware of your surroundings and may react normally, but if you take any actions the trance is interrupted and must be started over.
For each hour you are in trance you gain a number of hit points equal to your character level. If you remain in a trance for 4 hours you gain the benefits of a complete night's rest.
You are always considered to be making a running jump when making Athletics checks for Jumping.
Req: Boundless Leap
You may make balance checks on any surface, but cannot end your turn on a surface that cannot support your weight. You take no damage from falling.
Once per turn you may spend a swift action you may do an additional die of damage with your unarmed attacks. You may choose to have the damage dealt by these attacks be considered fire, lightning or bludgeoning damage.
Req: Iron Fist
Once per turn as a standard action you may make a unarmed attack against an enemy within 12 squares. You may treat this attack as fire, lightning or bludgeoning damage.
As a standard action make an attack roll against each adjacent enemy. In addition to dealing damage normally make a grapple check against each enemy you hit. If you succeed at this check the enemy is knocked prone.
Req: Trip, Sweep
When you knock an enemy prone with an unarmed attack you may place them in any square within 2 of you.
Req: Great Throw
Characters attacking you in melee do not apply their strength as a bonus to their attack rolls
Req: Expert Grappler
You may deal your unarmed strike damage to an enemy you Grab successfully and to any enemy you have a Grabbed at the beginning of your turn.
Req: Lock, Expert Grappler
Each round you have an enemy grabbed you may make an unarmed attack roll targeting his Fort defense. If you exceed the defense the enemy is moved -1 CT.
Treat the hardness of any object you hit with an unarmed attack as 5 lower than normal.
Req: Stone Fist
While charging you may make an Acrobatics check at a DC 15. If you succeed your attack does an additional die of damage.
Req: Stone Fist, Flying Kick
Once per turn, when you exceed both a target's Ref and Fort defense with an unarmed attack you may choose to push that character back 1 square.
You suffer no penal for making grab attacks and gain a +2 competence bonus on grapple checks.
Requirements: Divine Gift, 2 Talents from either Warpriest or Defender, Trained in Knowledge (Religion) and either
Devotion or Knowledge (Tactics)
Hit Dice: The Paladin uses d12 Hit Dice
Defense Bonuses: Paladins gain a +4 class bonus to their Fortitude Defense and a +2 class bonus to their Will defense.
Special Ability: Holy Smite: Standard Action. Declare before making an attack. you gain a bonus to you attack equal to
your paladin level and your Charisma modifier as a bonus to damage. Usable 1/day at second, 2/day at 6th, and 3/day at 10th
-Melee Training (Fighter)
Lay on Hands
You gain a number of healing points equal to your charisma modifier times your character level. As a standard action you may spend any or all of these points to heal an adjacent ally an equal number of hit points. Healing points return after a full night's rest.
You may spend an action point as a standard action to make an Intimidate check against all undead within 6 squares. If you exceed a target's will defense they must move away from you with their next move action. If you exceed their defense by more than 10 the must flee from you to the best of their ability. Undead of a higher CL than you gain a +5 to their Will Defense to resit Turn Undead
Req: Turn Undead
As Turn Undead, except only targeting Fiends.
Req: Turn Undead, Turn Fiends
Instead of the normal effects of Turn Undead or Turn Fiends you may choose to burn the affected enemies with holy flames. If you exceed a target's will defense, and for every additional 5 you exceed it by the target takes 2d6+Cha. modifier damage.
You are Immune to Disease
Req: Lay on Hands, Disease Immunity
You may use your Charisma modifier in place of the normal attribute modifiers for your Defenses.
Req: Lay on Hands
You may spend your Healing points as a reaction in multiples of 5 to gain an equivalent SR until the beginning of your next turn.
Req: Lay on Hands
As a swift action you may spend any number of healing points. For every 5 points you spend this way you next attack deals +1d6 holy damage.
You are immune to Fear.
As a swift action make an Intimidate or Diplomacy check against an opponent within 10 squares. If the check exceed their Will defense they must spend their next turn attempting to attack you or else suffer a -2 on all attacks and checks.
Req: Divine Aspect
When you use your Divine aspect you grow wings and can fly. You ignore all difficult terrain and creatures while moving.
As a swift action you may spend an action point to take on some of the qualities of your deity. Any given deity grants a +2 to all rolls and defenses pertaining to two separate ability scores, as well as energy resistance 5 to a single element. These benefits last for 5 + Cha modifier rounds.
For instance Kord, god of strength, might give +2 to all Str. and Con based checks and Defenses and Fire Resistance 5. While Boccob, God of Wizards, might grant +2 to Int and Wis based checks and Acid Resistance 5.
Req: Knight's Challenge
Victims of your challenge that do not attempt to attack you suffer a -4 on all attacks and checks, as well as a -2 to their defenses.
Req: Knights Challenge
You may use your Knight's Challenge talent against all enemies within 6 squares.
Greater Divine Aspect
Req: Divine Aspect
Your divine Aspect now grants +4 to rolls and defenses for 2 ability scores and an additional energy resistance 5, or a single energy resistance 10.
Req: Cha 16
You do not provoke Attacks of Opportunity when using "You" ranged spells.