Magical Outlaw (3.5e Class)

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Making a Magical Outlaw[edit]

Bringing out the best in a magical thief and an accurate marksman, this class brings out its true potential with ranged attacks. They skillfully steal magical abilities from enemies while keeping their distance from aggressors, making them versatile and formidable opponents on the battlefield.

Abilities: Charisma and Dexterity.

Races: This is usually a common choice for chaotic alignment breeds, but is not limited to any.

Alignment: Any.

Starting Gold: A Magical Outlaw start with 3d4×10 gp (75 gp)..

Starting Age: Complex.

Table: The Holy Monk

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Creation Reserve Runic Projectile Infusions per Day Longshot Range Bonus
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Arcane Key Gun Link, Steady Aim +1d6, Steal Spell (0) 20 +0 2
2nd +1 +0 +3 +3 Quick Draw, Steal Spell Effect 40 +0 3 0
3rd +2 +1 +3 +3 Steal ER 10, Steal Spell (1°) 60 +0 3 1 +10'
4th +3 +1 +4 +4 Steady Aim +2d6 80 +0 3 2 0 +10'
5th +3 +1 +4 +4 Steal Spell (2°), Steal Spell-Like Ability 100 +0 3 3 1 +10'
6th +4 +2 +5 +5 150 +1 3 3 2 +15'
7th +5 +2 +5 +5 Adsorb Spell, Steal Spell (3°) 200 +1 3 3 2 0 +15'
8th +6/+1 +2 +6 +6 Steady Aim +3d6 250 +1 3 3 3 1 +15'
9th +6/+1 +3 +6 +6 Steal Spell (4°) 300 +1 3 3 3 2 +20'
10th +7/+2 +3 +7 +7 400 +1 3 3 3 2 0 +20'
11th +8/+3 +3 +7 +7 Steal ER 20, Steal Spell (5°) 500 +2 3 3 3 3 1 +20'
12th +9/+4 +4 +8 +8 Steady Aim +4d6 700 +2 3 3 3 3 2 +25'
13th +9/+4 +4 +8 +8 Discover Spells, Steal Spell (6°) 900 +2 3 3 3 3 2 0 +25'
14th +10/+5 +4 +9 +9 1.200 +2 4 3 3 3 3 1 +25'
15th +11/+6/+1 +5 +9 +9 Steal Spell (7°), Steal Spell Resistance 1.500 +2 4 4 3 3 3 2 +30'
16th +12/+7/+2 +5 +10 +10 Steady Aim +5d6 2.000 +3 4 4 4 3 3 2 0 +30'
17th +12/+7/+2 +5 +10 +10 Steal Spell (8°) 2.500 +3 4 4 4 4 3 3 1 +30'
18th +13/+8/+3 +6 +11 +11 3.000 +3 4 4 4 4 4 3 2 +35'
19th +14/+9/+4 +6 +11 +11 Steal ER 30, Steal Spell (9°) 4.000 +3 4 4 4 4 4 4 3 +35'
20th +15/+10/+5 +6 +12 +12 Absorb Spell (Immediate Cast), Steady Aim +6d6 5.000 +3 4 4 4 4 4 4 4 +35'

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex)..

Class Features[edit]

All of the following are class features of the Monk and Paladin.

Weapon and Armor Proficiency: Holy Monks are proficent with all improvised, simple and monk's weapons.

Holy Monks are not proficient with any simple armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a holy monk loses her AC bonus, as well as her flurry of blows abilities.

Craft Ammo (Ex): At first level a If a Gunslinger has ranks in either Craft (Gun) (Int) or Profession (Gunsmith) (Wis) he can craft ammunition (only for firearms). An Gunslinger begins to create modified bullets which hold special magical and elemental projectiles. There are six different types of elemental bullets ; Cold, Fire, Electrical, Sonic, Acid, and Poisoned. Additionally, the Gunslinger can create holy and unholy water capsule bullets which contain aligned water, powdered silver, and garlic (or other materials that could be suspended in small capsules) used against evil or good enemies. Every hour, a Gunslinger can craft 6 bullets of any one element and requires materials detailed in the following chart. Additionally, each hour requires a craft (bullets) DC check to successfully create. Failure results in the loss of all crafting materials. These modifications can be made to any type of bullets the Gunslinger can and has made.

Table: Craft Ammo
Level Type Craft DC Bonus Damage Required Materials
1st Fire/cold 12 +1d6 fire or cold damage 1 flask of Alchemists Fire/1 Coldstone
2nd Holy/Unholy 15 +1d4 holy/unholy damage 1 flask of holy/unholy water
3rd Sonic 18 +1d6 electric damage 1 thunderstone
5th Electric 21 +1d6 sonic damage 1oz. acid
8th Acid 24 +1d6 acid damage 1 flask of chosen acid
11th Armor Piercing 27 Negate armor and nature bonus AC Adamantium

A bullet embedded in the body due to a successful shot causes discomfort and imposes penalties on the affected individual. Moving is a constant source of pain and prevents them from acting normally, resulting in a -1 penalty to attack and a -1 penalty to Armor Class dodge bonus. Having more than one embedded bullet does not increase the penalties. Removing an embedded bullet takes a full-round action due to the complexity of removing a small object lodged within the body. A successful SRD:Heal check with a difficulty of 15 is required to avoid taking 1d6 points of damage when removing the bullet. If the individual has more than one embedded bullet, they must make a separate SRD:Heal check for each embedded bullet or suffer the damage. It can take a full round to remove up to a maximum of 5 embedded bullets from the body.

Example simple revolver:

Size Medium
Critical x3
Range Increment 120ft
Type Piercing
Damage 1d12
Magazine 6 bullets
Weight 12 lbs

Spell Rounds: At third level an Arcane Gunslinger begins to create modified rounds which hold special magical and elemental projectiles. There are six different types of elemental rounds; Cold, Fire, Electrical, Sonic, Acid, and Poisoned. Additionally, the Arcane Gunslinger can create holy and unholy water capsule rounds which contain aligned water, powdered silver, and garlic (or other materials that could be suspended in small capsules) used against evil or good enemies. An Arcane Gunslinger may inscribe any touch-attack or area-of-effect spell they know on a crystal bullet, making it into a ranged touch-attack; successfully striking any surface with a crystal bullet will discharge the spell effect. Every hour, an Arcane Gunslinger can craft 6 rounds of any one element and requires materials detailed in the following chart. Additionally, each hour requires a craft (rounds) DC check to successfully create. Failure results in the loss of all crafting materials. These modifications can be made to any type of bullets the Arcane Gunslinger can and has made.

Table: Modified Rounds
Level Type Craft DC Bonus Damage Required Materials
1st Fire/cold 12 +1d6 fire/cold 1 flask of Alchemists Fire/1 Coldstone
2nd Holy/Unholy/Healing Darts(See below) 15 +1d4 holy/unholy 1 flask of holy/unholy water/ 1 moderate healing potion
3rd Sonic 18 +1d6 sonic 1 thunderstone
5th Electric/Healing Darts(See below) 21 +1d6 electric 1oz. acid/ 1 Serious healing potion
8th Acid 24 +1d6 acid 1 flask of chosen acid
11th Poison/Healing Darts (See below) 27 +poison/Heal Chosen Poison (requires check for working with poison)/2 Serious healing potion
12th Crystal 30 +Inscribed spell's effect A flawless amethyst, emerald, ruby, sapphire or diamond.


Deity, Domains, and Domain Spells: A Holy Monk's deity influences his alignment, what magic he can perform, his values, and how others see him. A Holy monk chooses one domain from among those belonging to his deity. At 2nd level a Holy monk can select an alignment domain (Good, or Law) only if his alignment matches that domain.

If a holy monk is not devoted to a particular deity, he still selects one domain to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the Holy monk access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Holy monk gets the granted powers of the domain selected. With access to one domain spells at a given spell level, a Holy monk prepares it automatically each day in his domain spell slot. If a domain spell is not on the Holy monk spell list, a Holy monk can prepare it only in his domain spell slot.

Spells: A Holy Monk must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a Holy Monk must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Holy Monk’s spell is 10 + the spell level + the Holy Monk’s Charisma modifier.

Like other spellcasters, a Holy Monk can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Holy Monk. In addition, he receives bonus spells per day if he has a high Charisma score.

Holy Monks meditate for their spells. Each Holy Monk must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Holy Monk can prepare spells. A Holy Monk may prepare and cast any divine spell that is lawful good, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

The caster level of a Holy Monk is her half class level.

Good, and Lawful Spells: A Holy monk can cast any kind off Divine spell but can't cast spells of an alignment opposed to his own or his deity's (if he has one) or opposed to her moral or ethical beliefs, so those spells can't included chaotic or malignum on their description. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Spontaneous Casting: The Holy Monk can channel stored spell energy into healing spells that she did not prepare ahead of time. The Holy Monk can “lose” any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

AC Bonus Armor (Ex): When unarmored and unencumbered, the Holy monk adds her Charisma bonus (if any) to her AC. In addition, a Holy monk gains a +1 bonus to AC at 6th level. This bonus increases by 1 for every five Holy monk levels thereafter (+2 at 11th, and +3 at 16th level).

These bonuses to AC apply even against touch attacks or when the Holy 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.

Detect Evil (Sp): At will, a Holy monk can use detect evil, as the spell.

Flurry of Blows (Ex): When unarmored, a Holy monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Holy Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a Holy monk reaches 6th level and every 6 levels thereafter, you will gain a +1 bonus when using your flurry of blows,turning the penalty into -1 at 6th level, disappearing at 12th level and giving you a +1 bonus at 18th level. At 12th a Holy monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a Holy monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Holy monk applies her Strength bonus (not Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The Holy monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a Holy monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a Holy monk reaches 12th level and 6 leves thereafter, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus at 12th level and gets a third extra attack at her full base attack bonus at 18th level.

Lay on Hands (Su): A Holy monk with a Charisma score of 11 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Holy monk level × her Charisma bonus + 1. A Holy monk may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a Holy monk can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Holy monk decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Smite Evil (Su): Once per day, a Holy may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Holy monk level. If the Holy monk accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the Holy monk may smite evil one additional time per day, as indicated on Table: The Holy Monk, to a maximum of five times per day at 20th level.

Unarmed Strike: At 1st level, a Holy monk gains Improved Unarmed Strike as a bonus feat. A Holy monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Holy monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Holy monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a Holy 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 Holy 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 Holy monk’s unarmed attacks are empowered with divine energy. Her unarmed attacks are treated as magic and lawful good weapons for the purpose of dealing damage to creatures with damage reduction.

A Holy 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 Holy Monk is for Medium Holy monks. A Small Holy monk deals less damage than the amount given there with her unarmed attacks, while a Large Holy monk deals more damage; see Table: Holy Monk Unarmed Damage by Size.

Table: Holy Monk Unarmed Damage By Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st-3rd 1 1+1 1d2+1 1d3+1 1d4+1 1d6+1 1d8+1 1d10+1 2d6+1
4th-7th 1+1 1d2+1 1d3+1 1d4+1 1d6+1 1d8+1 1d10+1 2d6+1 3d6+1
8th-11th 1+2 1d2+2 1d3+2 1d4+2 1d6+2 1d8+2 1d10+2 2d6+2 3d6+2
12th-15th 1d2+2 1d3+2 1d4+2 1d6+2 1d8+2 1d10+2 2d6+2 3d6+2 4d6+2
16th-19th 1d2+3 1d3+3 1d4+3 1d6+3 1d8+3 1d10+3 2d6+3 3d6+3 4d6+3
20th 1d3+3 1d4+3 1d6+3 1d8+3 1d10+3 2d6+3 3d6+3 4d6+3 5d6+3


Evasion (Ex): At 2nd level or higher if a Holy 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 Holy monk is wearing light armor or no armor. A helpless Holy monk does not gain the benefit of evasion.

Weapon Finesse: With a light ir natural weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. You gain the benefit of this fest even if you do not meet the prerequisites.

Divine Reach (Su): At 3rd level, a Holy monk gains the ability to use touch spells on targets up to 10 feet away. If the spell requires a melee touch attack, the holy monk must make a ranged touch attack instead. Every 3 levels after the 3rd, increase the distance at which you can select targets by 5', as shown on Tablet: The Holy Monk. This ability also applies to Lay on Hands. A Holy monk in armor or carrying a medium or heavy load loses this ability.

Healing Hands (Ex): Whenever a Holy monk casts a spell that is beneficial (that is, is considered harmless), she heals an amount of damage equal to her Charisma modifier. For instance, if a 5th level Holy Monk with 18 Charisma casts Cure Light Wounds, she cures 1d8+5 points of damage as normal, plus an additional 4 points of damage due to her Charisma bonus. If that same Holy monk casts Protection from Evil, the spell has its normal effect and 4 points of damage are healed due to her Charisma bonus. This bonus applies only to spells that she casts as a Holy monk, not to those that she may have by virtue of levels in another class.

Purity of Body (Ex): At 3rd level, a Holy monk gains immunity to all diseases except for supernatural and magical diseases.

Still Mind (Ex): Also she will be able to cast spells even if she find herself in really dangerous situations. A Holy monk gain an ability bonus equal to half her class level on Concentration checks she must make to cast defensive spells.

Skill Focus (Heal): A Holy monks’s focused training grants her this bonus feat at 4th level. If she already has that feat, she many choose a different one.

Augment Healing: At 5th level, a Holy monk gains Augment Healing (from the Complete Divine) as a bonus feat, even if she does not have the normal prerequisites for that feat. If she already has the feat, she can choose a metamagic feat.

Remove Disease (Sp): A Holy monk can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 4th (twice per week at 7th, three times at 10th, and so forth...).

Divine Fist (Su): At 6th level, Her Divine Reach trait now affects her attacks as well, allowing her to make ranged unarmed attacks and even use her ranged Flurry Of Blows stance. Divine fist improves with the character’s Holy monk level. At 11th level, her Smite Evil trait is also affected by her Divine Reach trait, allowing her to use it with his ranged unarmed attacks. At 16th level, every time she makes an unarmed attack, restores her Charisma modifier (minimum 1) for each hit she land.

Field Healer (Ex): A Holy monk become a quick first aid administrator even in the most extreme circumstances. she can make a heal check to provide first aid as one of your movement actions (instead of as a standard action), and she can take 10 on these types of checks even when stress and distractions would prevent her from doing so.

Perfect Body (Su): A Holy monk gains immunity to all poisons, of any kind.

Minimal Reciprocity (Su): At 7th level a Holy Monk becomes capable of sharing a minuscule amount of the effects she applies to her allies with herself. When placing beneficial magical effects or healing hit dice on a target, she receives the effects in their minimal expression. For instance, if she uses Shield of Faith, she gains its effects but only receives a +1 to AC.

Potent Healing (Su): At 8th level, double any max rolled dice on a healing spell. In other words, if a battle healer rolls 3d8 on a healing spell and gets a 2, a 7, and an 8, then the healer doubles the 8 to a 16.

Improved Evasion (Su): At 9th level, a Holy monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Holy monk does not gain the benefit of improved evasion.

More Perfect Body (Su): A Holy monk gains immunity to supernatural and magical diseases.

Partial Reciprocity (Su): Ay 12th level the Holy Monk becomes capable of sharing half of the effects she applies to her allies with herself. When placing beneficial magical effects or healing hit dice on a target, she receives half of the effect. For instance, if she uses Cure Light Wounds and the total result is 10, then she would heal the target for 10 and receive half of that healing, so she would heal 5 herself.

Perfect Soul (Su): At 12th level, a Holy monk gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Insight (Su): At 14th level, the Holy monk can use her Charisma to increase the Armor Class of her targets. When she casts any healing spell, her target gains an Insight AC bonus equal to that of her Charisma modifier. This effect lasts for 1min/caster level.

More Perfect Soul (Ex): At 15th level, a Holy monk gains spell resistance equal to her current half Holy monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Holy monk’s spell resistance.

Total Reciprocity (Su): At 17th level a Holy Monk becomes capable of fully sharing the effects she applies to her allies with herself. When placing beneficial magical effects or healing hit dice on a target, she also receives the effect. For instance, if she uses Greater Protection from Evil, both she and the target receive the spell's effects in full.

Divine Tongue (Ex): A Holy monk of 18th level or higher can speak with any living creature.

Divine Self: At 20th level, a Holy monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the Holy monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Holy monk can still be brought back from the dead as if she were a member of her previous creature type.

Revive (Sp): A Holy monk can produce a revive effect, as the spell, once per week.

Code of Conduct: A Holy monk must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a Holy monk’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with characters of any good or neutral alignment, a Holy monk will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A Holy monk may accept only henchmen, followers, or cohorts who are lawful good.

Ex-Holy Monk[edit]

A Holy monk who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all Holy monk spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Holy monk. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Like a member of any other class, a Holy monk may be a multiclass character, but multiclass Holy monk face a special restriction. A Holy monk who gains a level in any class other than Holy monk may never again raise her Holy monk level, though she retains all her Holy monk abilities.

Epic Holy Monk[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st Bonus Feat, Divine Reach 40'
22nd Remove Disease 7/Week
23rd
24th Divine Reach 45', Unarmed Damage 1d10+4
25th Smite Evil 6/Day, Remove Disease 8/Week
26th Bonus Feat
27th Divine Reach 50'
28th Remove Disease 9/Week, Unarmed Damage 2d6+4
29th
30th Bonus Feat, Smite Evil 7/Day Revive 2/Month

4 + Int modifier skill points per level.

AC Bonus: The Holy Monk’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.

Bonus Feats: The epic Holy Monk gains a bonus feat (selected from the list of epic Holy Monk bonus feats) at levels 21th, 26th and 30th.

Epic Holy Monk Bonus Feat List: Epic Monk Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Energy Resistance, Epic Leadership, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Holy Strike, Improved Combat Casting, Improved Combat Reflexes, Improved Spell Resistance, Improved Spell Capacity, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Perfect Health, Planar Turning, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Spectral Strike, Spontaneous Spell, Vorpal Strike.


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