Best Grapple Monk in gargantuam form (no Homebrew) (3.5e Optimized Character Build)

From D&D Wiki
Jump to navigation Jump to search

Introduction[edit]

I decided to build this class to maximize the Grapple, assuming:
how to grab the colossal sized monsters and how to prevent the creatures from escaping once grabbed.
The class is maximized, and of course also allows much game Flavur.
you can grow this class level by level without losing the fun!


References[edit]

Race:
- Races of Faerûn
Class:
- Player's Handbook 3.5
- Unearthed Arcana
- Complete Adventurer
- Secrets of Sarlona
- Complete Warrior
- Expanded Psionics Handbook
- Complete Champion
Feat:
- Player's Handbook 3.5
- Oriental Adventures
- Unearthed Arcana
- Complete Adventurer
- Secrets of Sarlona
- Complete Warrior
- Expanded Psionics Handbook
- Complete Champion
- Book of exalted deeds
- Book of nine sword
- Races of Faerûn
- Monster Manual III

Game Rule Components[edit]

Exalted Feat[edit]

In accordance with the errata corrige you can select any feats in place of a feat Exalted, this because the feats exalted, are classified as "superior" than the others feats.

Size Table[edit]

Size Table
Size Damage unarmed strike
Fine ----
Diminutive ----
Tiny 1
Small 1d2
Medium 1d3
Large 1d4
Huge 1d6
Gargantuan 1d8
Colossal 2d6

Increase Dice Damage[edit]

Increase Dice Damage
Old Damage New Damage
1d2 1d3
1d3 1d4
1d4 1d6
1d6 1d8
1d8 2d6
1d10 2d8
2d6 3d6
2d8 3d8
2d10 3d10
3d6 4d6
3d8 4d8
3d10 4d10
4d6 6d6
4d8 6d8
4d10 6d10
6d6 8d6
6d8 8d8
6d10 8d10
8d6 12d6
8d8 12d8
8d10 12d10

Items[edit]

You can’t have any item’s cause Vote of Poverty.

Soulmelds[edit]

Crystal Helm[edit]

Base Effect: +2 Will vs Charm/Compulsion
Essentia: Deflection Bonus to AC per essentia invested
Bound Effect: Melee attacks gain Force descriptor, ignoring miss chance of incorporeal targets

Powers[edit]

Expansion[edit]

Duration: 1 round/level (D)
Power Points: 1
This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -1 size penalty on attack rolls, and a -1 size penalty to Armor Class due to your increased size.
If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This power doesn’t change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing your size.
All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons deal more damage.
Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further expand yourself.
Augment
You can augment this power in one or more of the following ways.
If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a -4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -2 size penalty on attack rolls, and a -2 size penalty to Armor Class due to your increased size.
If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
If you spend 2 additional power points, this power’s duration is 10 minutes per level rather than 1 round per level.

Grip of Iron[edit]

Duration:1 round/level
Power Points: 1
You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action. You can manifest this power when it isn’t your turn (if you are grappled).
Augment
For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2.

Feat Leech[edit]

Duration: 1 min./level
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 3
You can use another’s psionic or metapsionic feats for yourself. You make a melee touch attack against a target. If successful, you immediately are familiar with the target’s psionic and metapsionic feats, if any, and you can choose a number of these feats to “leech” equal to your Wisdom modifier (minimum one).
While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the power’s duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer occurs regardless of the distance between you and the target.
If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration. If this save succeeds, the power’s duration ends. If the target is killed before the duration expires, you immediately lose the benefit of the stolen feats.
You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as the prerequisite for another stolen feat.
Augment
For every 2 additional power points you spend, this power’s save DC increases by 1.

Body Purification[edit]

Duration: Instantaneous
Power Points: 3
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain.
Augment
For every additional power point you spend, this power heals 1 additional point of damage to the same ability score.

Claws of the Vampire[edit]

Duration: 1 round/level
Power Points: 5
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to change the nature of that weapon. When this power is manifested, your claws take on an ominous glimmer. Each time you make a successful claw attack against a living creature of Small or larger size, you are healed of some amount of damage.
You heal a number of hit points equal to half the base damage dealt by your claws of the vampire, rounded down (additional damage dealt because of a high Strength score or other enhancements does not count toward the amount you heal). You heal as many hit points as can be gained while the creature remains at 1 hit point or higher. Any damage that would reduce the creature to 0 or fewer hit points does not benefit you.
You do not heal damage if your attack deals nonlethal damage, such as when you attack a creature that has the regeneration ability. Moreover, you gain no healing from attacking any creature that is under the effect of biofeedback. Using fission on yourself and then attacking your duplicate also fails to grant any healing.

Dimension Slide[edit]

Power Points: 5 You instantly transfer yourself from your current location to any other spot within range to which you have line of sight. You can bring along possessions that amount to as much as a medium load, including living creatures that weigh as much as 20 pounds. Movement caused by the use of dimension slide does not provoke attacks of opportunity.
If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you can’t see the power simply fails to function.
Augment
If you spend 4 additional power points, you can manifest this power as a move action.

Psychic Vampire[edit]

Power Points: 7
This power shrouds your hand or a natural weapon you possess with darkness that you can use to drain an opponent’s power.
If you manifest this power to affect your hand, the next successful melee touch attack you make (if the victim fails its Fortitude save) drains 2 power points from your foe for every manifester level you have. The drained points simply dissipate. Your touch attack, charged with psionic power, is treated as an armed attack.
If you manifest this power to affect a natural weapon you possess, you must make a successful melee attack with the weapon to gain the power’s benefit.
Against a psionic being that has no power points or a nonpsionic foe, your attack instead deals 2 points of Intelligence, Wisdom, or Charisma damage (your choice) for every manifester level you have.

Progression[edit]

Race (Templates):[edit]

Illuskan Human

Starting Racial Traits:
Same of Humans.

Starting Ability Scores (Before Racial Adjustments):


Ability Scores (ability score calculation 27 point)
Strength Dexterity Constitution Intelligence Wisdom Charisma
10(+0) 12(+1) 14(+2) 13(+1) 15(+2) 8(-1)


Class Templates[edit]

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats
Increment
Class
Features
Unarmed Damage AC Bonus Skill point Skill Power Point Manifest Power Speed Bonus Vote of Poverty
Fort Ref Will
1st Ranger Predator – lvl 1 +1 +2 +2 +0 Sacred Vow(human) / Vow of poverty(lev1) / Jotunbrud(lev1 VoP) 1st favored enemy, Track, wild empathy 1d3 +0 (4+int)x4 skill ---- ----- +0 ft. AC bonus +4
2nd Ranger Predator – lvl 2 +2 +3 +3 +0 ---- Wild shape (as ranger; Small or Medium animals only), fast movement (as barbarian) 1d3 +0 (4+int)x4 skill ---- ----- +10 ft. Endurance feat
3rd Master of Many Forms – lvl 1 +0 +2 +2 +0 Alertness(lev3) Shifter's speech, improved wild shape (humanoid) 1d3 +0 4+int skill ---- ---- +10 ft. AC bonus +5, endure elements
4th Master of Many Forms – lvl 2 +1 +3 +3 +0 +1 Wisdom(15+1=16/+3) Improved wild shape (giant; Large) 1d3 +0 4+int skill ---- ---- +10 ft. Exalted strike +1 (magic), Ascetic Hunter feat
5th Kalashtar Monk – lvl 1 +0 +2 +2 +2 ---- Bonus feat (Stunning Fist), psychic insight, unarmed strike, AC Bonus (Ex) 1d6 +0+3 4+int skill ---- ---- +20 ft. Sustenance
6th Kalashtar Monk – lvl 2 +1 +3 +3 +3 Improved Grapple Bonus feat-psionic feat(Wild Talent), evasion 1d8 +0+3 4+int skill 2 ---- +20 ft. AC bonus +6, deflection +1, Intuitive Attack feat
7th Kalashtar Monk – lvl 3 +2 +3 +3 +3 ---- Still mind 1d8 +1+4 4+int Concentration =9 2 ---- +20 ft. Resistance +1, ability score enhancement +2 Wisdom(16+2=18/+4)
8th Fist Of Zuoken – lvl 1 +0 +0 +2 +2 +1 Intelligence(15+1=16/+3) Monk abilities 1d8 +1+4 4+int skill 2+1=3 Expansion(Psychic warrior 1) +30 ft. Natural armor +1, mind shielding, Improved Natural Attack feat
9th Fist Of Zuoken – lvl 2 +1 +0 +3 +3 Clever Wrestling ---- 1d8 +1+4 4+int skill 2+3=5 Grip of Iron(Psychic warrior 1) +30 ft. AC bonus +7
10th Reaping Mauler – lvl 1 +1 +2 +2 +0 ---- Improved Grapple, Mobility 1d10 +1+4 4+int skill 5 ----- +30 ft. Exalted strike +2 (good), damage reduction 5/magic, Carmendine Monk feat (+2 unarmed level)
11th Reaping Mauler – lvl 2 +2 +3 +3 +0 ---- Adept wrestling +1 1d10 +1+5 4+int skill 5 ----- +30 ft. Ability score enhancement +2 Wisdom(18+2=20/+5) // +2 Dexterity (12+2=14/+2)
12th Reaping Mauler – lvl 3 +3 +3 +3 +1 Power Attack feat / +1 Wisdom(20+1=21/+5) Counter grapple, sleeper lock 2d6(+1size) +1+5 4+int skill 5 ----- +30 ft. AC bonus +8, deflection +2, greater sustenance, Exalted Wild Shape feat
13th Reaping Mauler – lvl 4 +4 +4 +4 +1 ---- Adept wrestling +2 2d6(+1size) +1+5 4+int skill 5 ----- +30 ft. Resistance +2, energy resistance 5
14th Reaping Mauler – lvl 5 +5 +4 +4 +1 ---- Devastating grapple 2d6(+1size) +1+5 4+int skill 5 ----- +30 ft. Exalted strike +3, freedom of movement, Great Fortitude feat
15th Fist Of Zuoken – lvl 3 +2 +1 +3 +3 Superior Unarmed Strike feat ---- 2d6(+1size) +1+6 4+int skill 2+6=8 Feat Leech(Psychic warrior 2) +30 ft. AC bonus +9, damage reduction 5/evil, ability score enhancement +2 Wisdom(21+2=23/+6) // +2 Dexterity (14+2=16/+3) // +2 Constitution (14+2=16/+3)
16th Fist Of Zuoken – lvl 4 +3 +1 +4 +4 +1 Wisdom(23+1=24/+7) ---- 2d6(+1size) +1+7 4+int skill 2+10=12 Body Purification(Psychic warrior 2) +40 ft. Natural armor +2, Choke Hold feat
17th Fist Of Zuoken – lvl 5 +3 +1 +4 +4 ---- Psionic Meditation [Psionic] 2d6(+1size) +2+7 4+int skill 2+15=17 Claws of the Vampire(Psychic warrior 3) +40 ft. Exalted strike +4, resistance +3, regeneration
18th Fist Of Zuoken – lvl 6 +4 +2 +5 +5 Azure Talent [incarnum, psionic] ---- 3d6(+1size) +2+7 4+int skill 2+4+23=29 Dimension Slide(Psychic warrior 3) +40 ft. AC bonus +10, deflection +3, true seeing, OPEN LEAST CHAKRA (+1 bonus Will saves) feat
19th Fist Of Zuoken – lvl 7 +5 +2 +5 +5 ---- ---- 3d6(+2size)(=6d6) +2+8 4+int skill 2+4+31=37 Psychic Vampire(Psychic warrior 4) +50 ft. damage reduction 10/evil, Ability score enhancement +2 Wisdom(24+2=26/+8) // +2 Dexterity (16+2=18/+4) // +2 Constitution (16+2=18/+4) // +2 Charisma (8+2=10/+0)
20th Fist Of the forest – lvl 1 +1 +2 +2 +0 +1 Wisdom(26+1=27/+8) AC Bonus, Feral trance 1/day, Fast movement, primal living, Unarmed Damage 1d8 +2+8 4+int skill 37+8=45 ----- +60 ft. Exalted strike +5, energy resistance 15, Psycarnum Infusion feat

Explanations[edit]


With OPEN LEAST CHAKRA you wiill take Enigma Helm, that give you the attack with natural weapon gain Force descriptor, ignoring miss chance of incorporeal targets, in the same times with the combo of Azure Talent, you gain +2 Power point; also at the beginning of the day meditating for 1 min you activate the psionic focus, which you later use to charge the talent Azure Talent, thus obtaining 4 points spent that grant 8 Power points, the points spent theoretically disappear the turn after, but the 8 Power points obtained do not disappear. having invested 1 point in talent you also get the passive +2 by having the Helm enigma.

The damage of the monk is calculated first with the levels increased by the class of the monk and then scale by size. At level 20 you will have the damage of the monk which is 12 levels +4(Superior Unarmed Strike) + 2(Carmendite Monk)=18.
You don’t get to do maximum damage with the Unarmed Strike, unless the master doesn’t allow you to take twice the Superior Unarmed Strike feat, replacing the feat Carmendite Monk.
The damage it performs is therefore: 2d8, which however is increased by 2 sizes, reaching 4d8 (2d8->3d8->4d8).
At the beginning of a fight you use 1 turn of movement to get into focus, the standard action to maximize you with the Master of many form and the psion power Maximize, then activate the focus by investing 7 points (1+6) to increase your size by 2 times and from Large you become Gargantuan.
In this form you have:
The punch that is considered to be 3 sizes increased: 12d8(4d8->6d8->8d8->12d8), with the Grapple tests that considered to be of Colossal tonnage thanks to the feat Jotunbrud, and give you +16 to the test(you must add the other features too).
After grabbing the target each turn performs ceck of Grapple, the first to put him under pressure and force him to make a fortitude save for not to faint (feat Choke Hold), the second to inflict the damage to fight without weapons (12d8).
In the third round the target will have to make instead that 1 Fortitude save, must make 2, the first to avoid fainting, the second to avoid instant death.

Grapple Rule[edit]

Reference: https://www.dandwiki.com/wiki/SRD:Grapple

Grapple Checks[edit]

Repeatedly in a grapple, you need to make opposed grapple checks against an opponent. A grapple check is like a melee attack roll. Your attack bonus on a grapple check is: Base attack bonus + Strength modifier + special size modifier

Special Size Modifier[edit]

The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16. Use this number in place of the normal size modifier you use when making an attack roll.

Starting a Grapple[edit]

To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee attack roll. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses).
Step 1
Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.) If the attack of opportunity misses or fails to deal damage, proceed to Step 2.
Step 2
Grab. You make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. If you succeed, proceed to Step 3.
Step 3
Hold. Make an opposed grapple check as a free action.
If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike.
If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.
In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll again to break the tie.
Step 4
Maintain Grapple. To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.)
Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.
If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target. To grapple again, you must begin at Step 1.

Grappling Consequences[edit]

While you’re grappling, your ability to attack others and defend yourself is limited.
No Threatened Squares
You don’t threaten any squares while grappling.
No Dexterity Bonus
You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.)
No Movement
You can’t move normally while grappling. You may, however, make an opposed grapple check (see below) to move while grappling.

If You’re Grappling[edit]

When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.
Activate a Magic Item
You can activate a magic item, as long as the item doesn’t require a spell completion trigger. You don’t need to make a grapple check to activate the item.
Attack Your Opponent
You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a –4 penalty on such attacks.
You can’t attack with two weapons while grappling, even if both are light weapons.
Cast a Spell
You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.
Damage Your Opponent
While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a –4 penalty on your grapple check.
Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual –4 penalty for changing lethal damage to nonlethal damage.
Draw a Light Weapon
You can draw a light weapon as a move action with a successful grapple check.
Move
You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.
Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.
Retrieve a Spell Component
You can produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check.

Escape from Grapple[edit]

You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).

Pin Your Opponent[edit]

You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below).
Break Another’s Pin
If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.
Use Opponent’s Weapon
If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a –4 penalty (doing this doesn’t require another action).
You don’t gain possession of the weapon by performing this action.

If You’re Pinning an Opponent[edit]

You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent’s weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking.
You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt (see Disarm).
You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa).
You can’t draw or use a weapon (against the pinned character or any other character), escape another’s grapple, retrieve a spell component, pin another character, or break another’s pin while you are pinning an opponent.

If You’re Pinned by an Opponent[edit]

When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a –4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you’re still grappling.

Joining a Grapple[edit]

If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against you, and your grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple.
If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against.

Multiple Grapplers[edit]

Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.
When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, your grapple check must beat the check results of each opponent.

Highlights[edit]

I build this class for funny, and for find the best grapple class that ever esist, but unfortunately I FAILS (read later).

Side Notes[edit]

I see only in the end that for be a Kalastar Monk the player must take the Kalanstar Race, but, if he do, the Class will fail, the Master must autorizate to take the Kalanstar monk with Humans.

Class features[edit]

RANGER PREDATOR[edit]

Hit Die: d8.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track: A ranger gains Track as a bonus feat.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Wild Shape (Su): At 5th level, a ranger gains the ability to turn herself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per ranger level, or until he changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night.
Any gear worn or carried by the ranger melds into the new form and becomes nonfunctional. When the ranger reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the ranger's feet.
The form chosen must be that of an animal the ranger is familiar with.
A ranger loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form.

Fast Movement (Ex): A ranger's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the ranger's speed because of any load carried or armor worn.

MASTER OF MANY FORMS[edit]

Hit Die: d8.

Weapon and Armor Proficiency: Masters of many forms gain no proficiency with any weapon or armor.

Shifter's Speech (Ex): A master of many forms maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.

Improved Wild Shape (Su): A master of many forms knows how to use her wild shape ability to assume a wider range of forms. At 1st level, she can assume a humanoid form with wild shape. She later gains the ability to assume the form of a giant (at 2nd level), a monstrous humanoid (at 3rd level), a fey (at 4th level), a vermin (at 5th level), an aberration (at 6th level), a plant (at 7th level), an ooze (at 8th level), an elemental (at 9th level), and a dragon (at 10th level).
The size limit of the shapes she can assume also increases as she gains levels. At 2nd level, she can assume the form of a Large creature; at 4th level, a Tiny creature; at 6th level, a Huge creature; at 8th level, a Diminutive creature; and at 10th level, a Gargantuan creature.
A master of many forms also gains one additional daily use of her wild shape ability per class level gained.
The master of many forms' class levels stack with other class levels that grant wild shape for the purpose of determining the maximum Hit Dice of a form.

==KALASHTAR MONK== Hit Die: d8.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Psychic Insight (Su): Once per round, a kalashtar monk can spend 1 power point as a swift action to gain a +1 insight bonus on the next grapple check or stunning fist attack roll he makes. The bonus lasts for up to 1 round and is lost if not used in that time. As the monk gains levels, he can spend additional power points as part of the swift action (up to 2 power points at 5th level, and up to 3 at 11th level), with each power point spent increasing the insight bonus by 1.
This substitution feature replaces the standard monk's flurry of blows ability. If the monk later gains an ability that improves his flurry of blows, that ability has no effect.

Bonus Feat: At 2nd level, a kalashtar monk can select any psionic feat as a bonus feat (provided he meets the normal prerequisites).
This substitution feature replaces the standard monk's bonus feat gained at 2nd level.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.


FIST OF ZUOKEN[edit]

Hit Die: d6.

Weapon and Armor Proficiency: Fists of Zuoken gain no proficiency with any weapon or armor.

Monk Abilities: A Fist of Zuoken's class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.

Power Points/Day: A Fist of Zuoken can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 6—3: The Fist of Zuoken. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2—1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If a Fist of Zuoken has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.

Powers Known: A Fist of Zuoken chooses his powers from the psychic warrior power list. At 1st level, a Fist of Zuoken knows one psychic warrior power of your choice. Each time he attains a new level, he learns one new power.
A Fist of Zuoken can manifest any power that has a power point cost equal to or lower than his manifester level.The total number of powers a Fist of Zuoken can manifest per day is limited only by his daily power points. In other words, a 5th-level Fist of Zuoken (with a total of 15 power points, not counting any gained for a high Wisdom score) could manifest a power costing 1 power point fifteen times in one day, a power costing 5 power points three times in one day, or any combination of power point costs that does not exceed 15 power points in total.
A Fist of Zuoken simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against Fist of Zuoken powers is 10 + the power's level + the Fist of Zuoken's Wisdom modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier.

Maximum Power Level Known: A Fist of Zuoken gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each new odd-numbered level, a Fist of Zuoken gains the ability to master more complex powers. A 3rd-level Fist of Zuoken can learn powers of 2nd level or lower, a 5th-level Fist of Zuoken can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a Fist of Zuoken must have a Wisdom score of at least 10 + the power's level. For example, a Fist of Zuoken with a Wisdom score of 13 can manifest powers of 3rd level or lower.

Bonus Psionic Feat: At 5th and 10th level, a Fist of Zuoken can take any psionic feat from the psionic feats described in Chapter 3 as a bonus feat. He must still meet the prerequisites for the feat.

Multiclass Note: A monk who becomes a Fist of Zuoken may continue advancing as a monk.

REAPING MAULER[edit]

Hit Die: d10.
Weapon and Armor Proficiency: Reaping maulers gain no proficiency with any weapon or armor.

Improved Grapple (Ex): When wearing light armor or no armor, a reaping mauler gains the benefit of the Improved Grapple feat, even if he does not meet the prerequisites.

Mobility (Ex): When wearing light armor or no armor, a reaping mauler gains the benefits of the Mobility feat, even if he does not meet the prerequisites.

Adept Wrestling (Ex): Beginning at 2nd level, a reaping mauler who is wearing light armor or no armor gains a +1 bonus on all grapple checks and opposed Dexterity or Strength checks. This bonus increases to +2 at 4th level.

Counter Grapple (Ex): When grappling or pinned, a reaping mauler of 3rd level or higher wearing light armor or no armor can attempt either a grapple check or an Escape Artist check opposed by his opponent's grapple check to free himself as normal. If he fails the check he has chosen, he can immediately attempt the other check as a free action.

Sleeper Lock (Ex): At 3rd level, a reaping mauler learns how to render an opponent unconscious with pressure. If the character pins his opponent while grappling and maintains the pin for 1 full round, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the round or fall unconscious for 1d3 rounds. A creature with no discernible anatomy has immunity to this effect.

Devastating Grapple (Ex): If a 5th-level reaping mauler pins his opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to the effect of this ability

FIST OF THE FOREST[edit]

Hit Die: d10.
AC Bonus (Ex): While unarmored, you gain a bonus to your Armor Class equal to your Constitution bonus (if any). See the monk class feature (PH40).

Fast Movement (Ex): Your base land speed is faster than the norm for your race. See the barbarian class feature (PH 25). If you already have fast movement from another class, the bonuses to your speed stack.

Feral Trance (Su): Once per day, you can enter a feral battle trance as a free action. While you are in this state, the raw power of the beast flows through you. Your hands and feet become clawlike (destroying any shoes or gloves you are wearing), and your teeth lengthen and grow pointed. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on damage rolls with your unarmed strikes. You can also make one bite attack per round at your highest attack bonus whenever you attack as a full-round action.
The damage for this attack is 1d6 + your Str modifier, re-gardless of your size. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. While in a trance, you cannot perform certain actions, and afterward you are fatigued. These restrictions are the same as those for the barbarian's rage class feature (PH25—26). If you have the ability to enter a rage, you can do so while in a feral trance, using your increased Constitution score to determine the duration of both effects.
At 3rd level, you can use this ability twice per day.

Primal Living (Ex): To maintain your bestial powers, you must live like a wild animal. You must sleep in natural environments, never inside buildings, unless forced by circumstances . Furthermore, you cannot purchase food—you must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools, and all possessions, but such extremes are not required. In any month in which you buy food or voluntarily sleep indoors more than three times, all your fist of the forest class features cease to function until you have spent thirty consecutive days living like an animal once more, or until a fellow Guardian of the Green casts atonement on you.

Unarmed Damage (Ex): Your unarmed attacks deal more damage than usual. At 1st level, you deal 1d8 points of damage with each unarmed strike. When you attain 3rd level, this damage increases to 1d10 points. See the monk class feature (PH41). If your unarmed attack already deals this amount of damage, increase the base damage to the next step indicated on the monk class table.



Back to Main Page3.5e HomebrewOptimized Character Builds