Monk
Req.:Martial Arts II, 2 Talents from Brute or Acrobat,
Trained in Athletics and Acrobatics
Hit Dice: The Monk uses d10 Hit Dice
BAB: Best
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.
Talent Trees
-Brute
(Fighter)
-Acrobat (Thief)
-Melee Training (Fighter)
Ki-Channeling
Poison
Immunity
Req:
Poison Immunity
You are Immune to Poison
Disease
Immunity
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.
Healing
Trance
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.
Boundless
Leap
You are always considered to be making a running
jump when making Athletics checks for Jumping.
Feather
Step
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.
Focused
Fist
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.
Ki blast
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.
Style Mastery
Sweep
Req:
Trip
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.
Great
Throw
Req:
Trip, Sweep
When you knock an enemy prone with an unarmed
attack you may place them in any square within 2 of you.
Reverse
Momentum
Req:
Great Throw
Characters attacking you in melee do not apply
their strength as a bonus to their attack rolls
Lock
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.
Improved
Lock
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.
Stone Fist
Treat the hardness of any object you hit with an
unarmed attack as 5 lower than normal.
Flying
Kick
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.
Forceful
Blow
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.
Expert
Grappler
You suffer no penal for making grab attacks and
gain a +2 competence bonus on grapple checks.
Paladin
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
BAB: Best
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
Talent Trees
-Warpriest
(Cleric)
-Melee Training (Fighter)
-Defender (Fighter)
Divine Channeling
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.
Turn
Undead
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
Turn
Fiends
Req:
Turn Undead
As Turn Undead, except only targeting Fiends.
Purge Evil
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.
Disease
Immunity
You are Immune to Disease
Divine
Grace
Req:
Lay on Hands, Disease Immunity
You may use your Charisma modifier in place of the
normal attribute modifiers for your Defenses.
Divine
Shield
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.
Divine
Power
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.
Champion
Fearless
You are immune to Fear.
Knight's
Challenge
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.
Winged
Aspect
Req:
Divine Aspect
When you use your Divine aspect you grow wings and
can fly. You ignore all difficult terrain and creatures while moving.
Divine
Aspect
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.
Improved
Challenge
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.
Mass
Challenge
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.
Battle
Casting
Req:
Cha 16
You do not provoke Attacks of Opportunity when
using "You" ranged spells.
No comments:
Post a Comment