Shaolin Monk (3.5e Prestige Class)
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Shaolin Monk[edit]
“ | Lets just face it, they're awesome. | ” |
—Randel, half-elf rogue |
Shaolin Wushu dates back from long ago.
Shaolin Gong fu is extensive and profound.
Like eight celestial beings passing over the sea, the monks would use their own method:
Sit like bell,
Stand like pine,
Lie like bow,
Hard like steel.
(taken from the introduction of the original boxing tree of Shaolin Kung fu.)
Becoming a Shaolin monk[edit]
Alignment: | Lawful Good. The Shaolin is an organization for good, and the intense training requires a level of self-disipline that only lawful characters can achieve. However, see Evil Shaolin monks, below |
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Special: | Still Mind ability. |
Special: | You must be accepted by the Monks of the Shaolin temple. |
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +2 | Ma bu, Monk training | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +3 | Chan, Stance | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +3 | Bonus feat, Punch lie in place of ox | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +4 | Hard like steel | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +4 | Bonus feat, Palm of Iron Sand (19-20) | ||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +5 | Stance, Art of light body | ||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +5 | Bonus feat | ||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +6 | Clandestine stepping | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +6 | Improved Hard like steel, Bonus feat | ||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +7 | Palm of Iron Sand (x3), Improved art of light body | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level) |
Class Features[edit]
A Shaolin monk gains features much like any other class, by earning XP and advancing levels, however, before a Shaolin monk gains the special features of his new level, he must train at a Shaolin temple for at least a month, per level. He still receives his bonus to saving throws, and his base attack bonus, as well as any feats a player would normaly recive for advancing levels.
All of the following are class features of the Shaolin monk.
Weapon and amour proficiencies: The Shaolin monk is proficient with all Shaolin monk weapons (see below) and treats them as special monk weapons, thus giving him special options. He is not proficient with any amour or shields.
Ma bu: The first thing any Shaolin Monk learns in training is how to stand. This gives the monk one automatic rank in balance and jump per Shaolin monk level.
Monk training: Your levels of Shaolin monk Stack with your Monk levels to determine how difficult your attacks are to resist, how fast you can move, and how much damage your unarmed attacks deal.
Stance: You can master different Stances, and receive continuous benefits depending on the stance mastered. Every time you gain a new stance, choose one from the table below; or you can (with the DMs permission) invent your own. The invented stance should not be more powerful than the ones below.
The benefits of a Stance are lost if you are wearing armor, because most of the stances require you to stand very low.
Stance Name (English translation) | Benefit | |
Deng san bu (Mountain climbing stance) or Gong jian bu (bow and arrow stance) | you receive a +1/per two Shaolin monk levels to your unarmed damage. | |
Siu liu bu (Four six stance); | you receive a +1/per five Shaolin monk levels bonus to AC, this bonus is lost when you lose your Dexterity bonus to AC. | |
Dsao pan bu (cross leg stance); | You receive a +1/per Shaolin monk level bonus on trip-attempts, this includes rolls to resist being tripped if your attempt fails. | |
Fu hu bu (Tame the tiger stance); | you can counter-attack rush assaults. Whenever an opponent charges or bull rushes you, they provoke an attack of opportunity from you. If you deal at least one point of damage, the target stops in its tracks and fails to charge/bullrush. | |
Sheun gi bu (False or tricky stance); | you receive a +1/per four Shaolin monk levels bonus to your unarmed attack rolls. |
Chan: You have mastered the spiritual training of a Shaolin monk.
You gain a +5 bonus to Knowledge (Religion), Knowledge (History)and Knowledge (The Planes) checks.
If the campain offers Buddism as a religion, you gain a +7 bonus to all checks dealing with said Buddism.
Punch lie in place of ox: Before the shaolin monk makes an attack roll as a part of flurry of blows, he may choose to take -2 to his damage roll, and, if he hits, push the target back one space, and enter the space the target occupied. There is no limit to the number of times a shaolin monk can use this in a round. For example, Shi de yang, an eighth lvl monk, has three attacks in his flurry, two at +5 and one at +0, he makes the first attack, and hits, using Punch lie in place of ox, pushes his opponent, and enters its space, then he attempts another attack against the same target, and hits, not using Punch lie in place of ox, then he decides that his enemy has been pummeled enough, and uses his last attack on another foe-person, using Punch lie in place of ox, naturally, he hits, and pushes his target, thus he has now moved in an L. This movement counts as a Five-foot-step, and does not provoke attacks of opportunity. You must be unarmed and unarmored to benefit from Punch lie in place of ox
Bonus feat: Must be martial arts related. I have prepared a list of feats below, although you should feel free to take other feats, with your DM's approval.
hard like steel: once per day, as a free action, you can concentrate your Qi to your skin, and receive a bonus to your natural amour equal to your Shaolin monk level, this bonus lasts for a number of rounds equal to your Shaolin monk level x2.
Palm of Iron Sand: At fifth level, you increase the critical treat range for your unarmed damage by one, this stacks with other threat range increases.
At tenth level, your critical damage modifier increases to x3.
Art of light body: As Leap of the clouds, if you already posses Leap of the clouds, or you gain it at a later time, You gain "Frog on the lilypad" as a bonus feat.
Clandestine stepping: Whenever you use the flurry of blows ability you may take a five-foot step In-between attacks. If you use Clandestine stepping to move, you cannot use Punch lie in place of ox on the attack you make next, and you can not use Clandestine stepping after Punch lie in place of ox. This movement does not provoke attacks of opportunity. You must be unarmored to use Clandestine stepping.
Improved hard like steel: When you use the Shaolin monk class feature, ’’Hard like steel’’, you also gain Damage Reduction equal to your shaolin monk level/-. The duration of Hard like steel also increases to 3x your shaolin monk level.
Improved Art of light body: As a free action you can focus your qi in a special way; making you become next to weightless. This grants you the following bonuses:
- Double the amount of ranks you posses in Jump, Balence, and Tumble.
- +30 circumstance bonus to all Move silently checks.
- your characters weight reduces by 95%
these benefits last only while you concentrate your qi, therefore, you may not simultaneously use the Art of light body and Hard like steel. You may use the Art of light body on several occasions throughout the day, but the number of rounds that you have this ability active cannot excede your Shaolin monk level.
Ex-shaolin monks[edit]
If a shaolin monk becomes non lawful, he cannot advance levels as a Shaolin monk, although he retains all abilities. To once again advance, he must atone before a master of a Shaolin temple.
Evil Shaolin monks[edit]
With your DM's permission, you could attempt to trick the good monks at Shaolin into believing that you are good-aligned, when you are actually not. If you deception is successful, you could learn Shaolin kung fu. this would be EXTRAORDINARILY difficult, as there will be several Clerics and Shamans in a given Shaolin community. With enough magic support and a good bluff skill, an evil person could become a Shaolin monk.
The Jig is up[edit]
If you manage to take a few levels as a Shaolin Monk, and then are discovered to be a deceiver, the monks will be honor bound to annihilate you. The full political, magical, and combative might of Shaolin will be brought down around you. Now would be a good time to skip the country.
Campaign Information[edit]
Playing a Shaolin monk[edit]
Combat: Striker; a Shaolin monk weaves in and out of combat, doing significant damage.
Advancement: it can sometimes be difficult to advance as a shaolin monk, because you need to train at a Shaolin temple for a few months at a time. Thankfully, The monks are very friendly , and a Shaolin monastery makes for a great base of operations.
Resources: The Shaolin monks share a special brotherhood. If spurred by dire need, they may help by sending Shaolin monks for combat, and they will always shelter and heal members of their brotherhood, as well as their friends.
Shaolin items and weapons[edit]
Item Name | Cost | Weight | Special |
Shaolin monk outfit | 2gp | 2lb | - |
Shaolin Monk Outfit This simple outfit includes dove grey pants and a tunic, a bright yellow or red (players choice) sash, worn underneath the tunic, and black shoes. A Shaolin Monk can get this for free at a Shaolin monastery, and the monks don’t sell it to any one else. The cost represents how much you could buy a copy for, or sell a stolen pair of real clothes.
Weapon name | Cost | Dmg(s) | Dmg(m) | Critical | Range | Weight | Type | Categorey |
Damo cane | 20gp | 1d6/1d4 | 1d8/1d6 | x3/x4 | - | 6lb | Bludgeoning or piercing | Exotic Melee |
Five Tiger Killing Sheep Broadsword | 20gp | 1d6 | 1d8 | 18-20, x2 | - | 4lb | slashing | Exotic Melee |
Broom | 1sp | 1d2 | 1d4 | - | - | 1lb | bludgeoning | Improvised, see text |
Meteor Hammers * | 10gp | 1d4 | 1d6 | x2 | - | 2lb | Bludgeoning | Exotic Melee |
- Reach weapon.
’’’Damo cane:’’’ A Damo cane is a double weapon. You can fight with it as if fighting with two weapons, although you incur all of the normal penalties for doing so. The “cane” is actually a three foot rod with a hammer-like end, backed by a large spike. The hammer side deals bludgeoning damage, and the spike deals piercing. You must wield this weapon in two hands to use it as a double weapon, otherwise you can only use one end in a given round.
’’’Five tiger killing sheep broadsword:’’’ This is essentially a longsword, with one sharp, curved edge. It has a higher Crit. Range because its more awesome.
’’’Broom:’’’ This weapon is almost useless in the hands of anyone but a Shaolin monk, Because it is just an ordinary broom.. the Shaolin monks, however, have made this into a versital and awesome weapon. A Shaolin monk (only) may use this to make a trip attack., If the attempt fails the target cannot try to trip you in return. This weapon is just a simple household item, and can be found almost anywhere in civilized lands
’’’Meteor Hammers:’’’ These “hammers” are two, ten-foot long pieces of rope, with weighted bags on the ends. They are sold in pairs, and a Shaolin Monk weilding two does not take a two weapon fighting penalty with meteor hammers. A Character who is proficient with this weapon gets a +2 bounus to attempts to disarm others (including the roll to avoid being disarmed if the attempt fails) and can make trip attempts with this weapon, if he is counter tripped, he may drop the Hammer he made the attempt with to avoid being tripped.
Shaolin styles[edit]
Long Fist Kung Fu (Cheng Quan Gong Fu)[edit]
A northern style of Kung Fu, caracterized by acrobatic kicks. popularly pracitised in the Shaolin temple, and, more recently, the Namking Central Goshu Institute.
1st-Level Skill Bonus: Jump.
1st-Level Feat: Fists of iron* or Stunning fist.
2nd-Level Feat: Flying kick*.
6th-Level Feat: Roundaout kick*.
6th-Level Bonus Ability: Tornado kick; You can unleash an AWESOME spinning kick, especialy designed to catch your opponent off gaurd. Make an attack roll against the targets flatfooted AC. If the target is already flatfooted, increase your critical treat range by two. This attack can not be used as part of a flurry. You can use this attack a number of times per day equal to your monk level, a missed attack still counts against your daliy limit.
Prerequisites: Jump, 6 ranks.
Lost Track Fist Kung Fu (Mi Zong Quan Gong Fu)[edit]
Mi zong quan is an ancient style of kung fu, utilizing odd, unperdictible movments.
1st-Level Skill Bonus: Bluff.
1st-Level Feat: Combat Expertise.
2nd-Level Feat: Improved Feint.
6th-Level Feat: Supreme Feint**.
6th-Level Bonus Ability: Mi Zong Fa Jin You have mastered Mi Zong Quan's signature Jin pattern, Combining the spiraling Jin of Chen style TaiJi with the whipping power of the Shaolin temple. When ever you hit an opponent that was denied its Dexterity bonus to AC with an unarmed attack, you can roll a Qi power check and add the result to your damage roll, this damage is not mulitplyed if you score a critical hit. you must declare that you are using this power before you make your attack roll, therefore a missed attack ruins the attempt.
You can use this power a number of times per day equal to your Monk level.
Prerequisites: Qi Power 4 ranks.
Arhat[edit]
The Arhat is the original boxing style of the shaolin temple, specializing in confusing movements of evasion.
1st-Level Skill Bonus: Tumble.
1st-Level Feat: Dodge.
2nd-Level Feat:Combat expertise.
6th-Level Feat: Superior Expertise*.
6th-Level Bonus Ability: Whenever you would provoke an attack of opportunity, make a tumble check, if your check result is higher than your opponents attack roll (with all his modifiers applied) you negate the attack. If you use this ability, you also lose your next standard action.
Prerequisites: Tumble 4 ranks.
*Marks a feat from the 3rd edition sorcebook "ORIENTAL ADVENTURES", Shown below.
**Marks a homebrew feat by the author, presented below
You need not meet the prerequisites to benifit from a style feat.
Feats[edit]
style feats[edit]
Presented below are several style feats that appear in sorces other then the players handbook.
Fists of Iron
[GENERAL]
You have learned the secrets of imbuing your unarmed attacks with extra force.
Prerequisites: Base attack bonus +2 or higher, Improved Unarmed Strike.
Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d4 points of damage when you make a successful unarmed attack. You may use this feat a number of times per day equal to three + your Wisdom modifier.
Flying Kick
[GENERAL]
You literally leap into battle, dealing devastating damage.
Prerequisite: Str 13+, Power Attack, Improved Unarmed Strike, Jump (4 ranks).
Benefit: When fighting unarmed and using the charge action, you deal double damage with your unarmed attack.
Roundabout Kick
[GENERAL]
You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.
Prerequisites: Str 15+, Power Attack, Improved Unarmed Strike.
Benefit: If you strike a successful critical hit with an unarmed attack, you can immediately make an additional unarmed attack against the same opponent, as if you hadn’t used your attack for the critical hit. You use the same attack bonus that you used for the critical hit. For example, Shi deyang can make three unarmed attacks in a round, at base attack bonuses of +9, +6, and +3. If he gets a critical hit on his second attack, he can make an additional attack using his +6 base attack bonus. he then makes his third attack (at +3) as normal.
Supreme Feint
[GENERAL]
You Feint with unmached speed and agility.
Prerequisites: Combat expertise, Improved feint, Base attack bonus +5.
Benefit: You can now feint in combat as a minor action.
Special: You only benefit from this feat if you are unarmed and unarmoured.
A fighter may select Supreme Feint as one of his fighter bonus feats.
SUPERIOR EXPERTISE
[GENERAL]
You have mastered the art of defense in combat.
Prerequisites: Int 13+, Expertise, base attack bonus +6 or higher.
Benefit: When you use the Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus. (Without this feat, the number can be no greater than +5.)
Special: Superior Expertise is a bonus feat for fighters. It can
be taken whenever a fighter is eligible for a bonus feat, as long
as the character has met the prerequisites.
Shaolin monk feats[edit]
the following are homebrew feats that build upon Shaolin monk class features and themes.
Cinnabar Palm (Zhu Sha Zhang)
[GENERAL]
After years of moving sand and lead, you can damage a target from a greater distance. this skill is also called 'The Palm of a Plum Blossom'.
Prerequisites: Shaolin Monk level 6, Improved unarmed strike.
Benefit: you no longer need to touch your opponent to harm him. You may make quivering palm attacks from up to 5 feet.
Luohan's Exrcise (Luohan Gong)
[GENERAL]
Using secret methods, you have developed night vision.
Prerequisites: Shaolin Monk level 5.
Benefit: you gain dark vision.
Skil of the Diamond Finger (Yi Zhi Jin Gang Fa)
[GENERAL]
After three painful years of practise, your first finger has become as hard as diamond.
Prerequisites: Shaolin Monk level 7, improved unarmed strike.
Benefit: once per day, as a standard action, you can make a Diamond finger attack. This attack is, in essence, an unarmed strike, therfore, the Monk's bonus to unarmed damage and any other feats or abilitys that affact this method of attack apply to Diamond Finger as well.
You must declare that you are using this feat before you make your attack roll, so a missed attack ruins the attempt. For the purpose of this attack, your finger ignores hardness, in adition, the damage of the attack is doubled.
Stance Mastery
[GENERAL]
Through much practice, you have perfected a Stance (Bu).
Prerequisites: Ma Bu, at least four ranks in Balance.
Benefit: You gain a Stance (see table 2, above)
Special: You may take this feat more than once, each time you do, choose a differnt Stance to master.
Cool published feats[edit]
Mongoose Publishing[edit]
Please note that the feats listed in this chapter are specifically intended to be used by monks and that feats listed as 'monk' are only available to monk characters. Feats labelled as 'general' are available to anyone.
Blunted Blade (General) You have great skill with weapons, but prefer to use them to defend, not attack.
- Prerequisites: Proficient with weapon, Dex 13+
- Benefits: You gain a +1 dodge bonus to AC when wielding a one- or two-handed weapon. While using Blunted Blade you cannot attack with that weapon, but may strike with unarmed attacks at no penalty. A monk character cannot use Flurry of Blows during any round in which he uses Blunted Blade. If fighting with two weapons, you gain no additional AC bonuses from the second weapon, may only attack with one weapon and suffer the usual penalties for two-weapon fighting. An exception to this is a character using paired special monk weapons, he suffers no penalty to weapon attacks, though he still cannot use Flurry of Blows. Blunted Blade can be taken twice and its bonus is cumulative.
Break the Breath (Monk) Your stunning attack is particularly potent.
- Prerequisites: Wis 15+
- Benefit: You add 2 to the save DC for your stunning attack.
Broom Sweep (General) With a fast, low sweep of your leg, you can cause even groups of enemies to tumble to the ground.
- Prerequisites: Improved Unarmed Strike, Improved Trip, Finesse Trip, Unarmed BAB +4
- Benefits: As a full attack action, in lieu of your regular attacks, you can attempt a trip attack at your highest base attack bonus against every opponent within 5 ft. of you. Each successful trip attack allows you to make an automatic melee attack against that opponent, as with the Improved Trip feat, but a failed trip attempt ends your action.
Chin Na (Monk) You have learned the art of Chin Na, or joint locking.
- Prerequisites: Dex 13+, Weapon Focus (grappling) or Finesse Grappler
- Benefits: You gain a +2 bonus to all opposed grapple checks and to unarmed damage inflicted in a grapple.
Choose the Poison (Monk) Your knowledge of anatomy is unequaled and you are able to strike even the most well-protected pressure point with ease.
- Prerequisites: Weapon Finesse: Unarmed, Heal 8 ranks
- Benefits: When using a stunning attack, you choose whether your opponent must attempt a Fortitude or Will save.
Clever Monkey Spins the Branch (General) You can adjust your grip quickly on any long handled weapon, allowing you to attack nearby opponents freely.
- Prerequisites: Dex 13+, Weapon Focus
- Benefits: When wielding a reach weapon, such as a naginata, that does not normally allow you to attack adjacent opponents, you can adjust your grip to allow you to attack close-range foes. You cannot attack adjacent opponents in any round that you use reach to attack, nor may you use reach in any round you attack adjacent foes. This includes attacks of opportunity. Adjusting your grip between reach and adjacent attack positions is a move equivalent action that does not provoke an attack of opportunity.
Cotton Cage (Monk) You can use loose clothing to capture opponents' weapons.
- Prerequisites: Improved Disarm, Improved Unarmed Strike, BAB +4, loose robes or a cloak
- Benefits: At the start of your turn, declare that you are using Cotton Cage. The next opponent who strikes you is automatically subject to either a disarm attempt (using the attack roll that struck you for the opponent's disarm check) if using a melee weapon or a trip attempt (no attack roll required) if the opponent attacks unarmed. Clothes are considered to be one size larger than the character wearing them when determining size modifiers for disarm and trip checks. You cannot be disarmed or tripped as a result of a failed check. Cotton Cage takes the place of the character's attack of opportunity for the round and opponents with the Improved Grapple ability who attempt to initiate a grapple are not subject to Cotton Cage.
Crowd Fighting (Monk) Your combat savvy and dextrous footwork makes you difficult to pin down in combat.
- Prerequisites: Dex 15+, Dodge, Mobility or Circle Boxing, BAB +4
- Benefits: You are not considered flanked unless you are within the threatened areas of three or more foes. To be considered flanked, the attackers must meet the normal requirements for flanking, however an additional opponent must be threatening you for you to be considered flanked. If three or more opponents threaten you, only those who would normally be considered flanking gain the benefits for flanking, including Sneak Attack opportunities. An exception to this are rogues of at least four higher levels than you, who can flank as normal.
Crushing Blow (Monk) Your charges strike with incredible force.
- Prerequisite: Power Attack
- Benefits: At the end of a charge, if you move less than your standard movement, you add 1 point of damage to a successful attack per 10ft. of movement remaining. Crushing Blow cannot be used if you charge beyond your standard movement.
- Example: A 20th level monk (base speed 90ft.) with Crushing Blow charges an opponent 10ft. away. With a successful strike, he adds +8 to damage. The same monk charges an opponent 80ft. away. With a successful strike, he adds +1 damage. If he charges 90ft. or more, he adds no damage. Extra movement gained from magic items or spell effects do not add to damage.
Elusive Grappler (General) You rely on quick techniques, rather than powerful ones, when grappling.
- Prerequisites: Dex 13+
- Benefits: You can apply your Dexterity bonus, rather than your Strength, in all grappling checks.
Finesse Trip (General) You know that strength is not the only way to topple a mountain.
- Prerequisites: Improved Unarmed Strike, Improved Trip
- Benefits: You use a Dexterity, rather than Strength, check when attempting to trip an opponent.
Focus the Flame (Monk) Some forms of meditation teach the student to focus the will and ignore outside turmoil by visualizing a spark of flame drifting in an endless black void. You have learned this technique.
- Prerequisites: Still Mind ability, Concentration 10 ranks, Wis 15+
- Benefits: 1/day you may substitute your ranks in Concentration for the d20 roll in any saving throw. Bonuses gained from Skill Focus (concentration) are counted as ranks for the purposes of this feat, but modifiers from statistics or special abilities are not.
Frog on the Lilypad (Monk) By focusing your chi, you can walk on water as if it was solid ground.
- Prerequisites: Wis +15, Balance 15 ranks, Concentration 10 ranks
- Benefits: With successful Concentration and Balance checks against DC 25, you can move your normal movement rate across relatively calm liquid surfaces for a number of rounds equal to 1 + Wisdom bonus. With a successful Concentration check against DC 30, you can stand motionless atop liquid surfaces for 1 + Wisdom bonus rounds. The difficulty for all Concentration and Balance checks increases by 5 when attempted on liquids with fast or choppy currents and up to 10 when attempted in conditions equivalent to storm-tossed seas. A character using Frog on the Lilypad can even attempt to run across the surface of oozes and other creatures with amorphous, primarily liquid bodies, but the DC to do so is at least 40 and they are subject to an attack of opportunity from the creature when doing so. Characters are subject to normal contact damage for moving across liquids other than water, if appropriate.
Ghost Steps (Monk) Your footsteps echo strangely and no longer betray your location.
- Prerequisites: Dex 13+, Tiger Treads on Eggshells, Move Silently 10 ranks
- Benefits: Thanks to your knowledge of acoustics you can, should you choose, cause the sound of your footsteps (as well as breathing and the rustle of gear) to issue forth from any direction and location within a 30ft. radius. With a successful Move Silently check, enemies are not aware of your true location and believe the Ghost Steps to be real. On a failed Move Silently check, enemies are aware of your real location and hear your ghost steps for what they are, echoes. Ghost Steps does not work in areas affected by Silence effects or when underwater.
The Gorgon's Horns (General) Your body hits with the force of a battering ram.
- Prerequisites: Power Attack, Improved Bull Rush, BAB +3
- Benefits: If you successfully push an opponent back during a Bull Rush, make a melee touch attack. If you are successful, you inflict normal unarmed damage.
Hammer Blow (Monk) You know that power makes up for subtlety. Where other monks strike like lightning, you prefer kicks and punches that hit like a battering ram.
- Prerequisites: Flurry of Blows ability, Power Attack, BAB +6
- Benefits: In lieu of an extra attack when using Flurry of Blows, you add damage to your first attack equal the base attack bonus of the sacrificed extra attack, minus the Flurry of Blows penalty.
- Example: An 11th level monk with unarmed BAB of +8/+5/+2 and a +1 Str bonus to damage would, when using Hammer Blow, have an unarmed BAB of +6/+3/+0 with +7 to his first damage roll and +1 to the rest. Hammer Blow can be used in conjunction with Power Attack.
Improved Ki Strike (Monk) Your Ki Strike is more potent than normal.
- Prerequisites: Wis 19+, Ki Strike +1
- Benefits: Add +1 to the effective enhancement bonus of your Ki Strike ability. This feat can be taken only once.
Iron Body (Monk) After years of diligent practice and great hardship, you have boosted your body's pain tolerance to an incredible degree.
- Prerequisite: Great Fortitude
- Benefits: You reduce the damage from critical hits and sneak attacks by 1 point per damage dice. Additionally, when reduced to 0 hit points or less, you have a 20% chance to stabilize each round, rather than 10%.
Monkey Taunts the Emperor (Monk) You have learned to dismiss your enemies' fighting prowess with a single sneer or waggle of your finger, goading them into rash actions.
- Prerequisites: Unarmed Damage d8, Bluff 6 ranks
- Benefits: With a successful Bluff check you can force an opponent to charge you on his next action. If you ready an action to meet his charge, your unarmed damage is doubled. Monkey Taunts the Emperor can be used once per opponent per combat.
- Special: Monkey Taunts the Emperor cannot be used against non-intelligent creatures or creatures of animal intelligence (1-2). Single class wizards and sorcerers, who as a whole put little stock in martial prowess, gain a +8 insight bonus to their Sense Motive checks.
Natural Grappler (General) You can grapple as easily as you punch.
- Prerequisites: Improved Unarmed Strike, Weapon Focus (grappling), BAB +3
- Benefits: You no longer provoke attacks of opportunity when attempting to initiate a grapple and can initiate a grapple as a free action after a successful unarmed melee attack.
Northern Staff, Northern Spear (General) Some styles of martial arts teach their practitioners to use the staff in the same manner as a spear, keeping both hands on one end of the staff and stabbing, as with a spear, with the other end. This style of staff fighting allows you to attack opponents at a longer range than is normal for a staff, while still allowing you to change your grip and attack nearby opponents at will.
- Prerequisites: Weapon Focus (staff), BAB +4
- Benefits: While fighting with a shortspear, snake spear or quarterstaff, you may attack opponents who are 10ft. away as if you had a reach weapon. In any round that you use this feat, you may not attack adjacent opponents with your staff or spear.
Scabbard Strike (General) You understand that even a sheathed weapon is dangerous.
- Prerequisites: Combat Reflexes, Monk's Stunning Attack or Stunning Fist
- Benefit: Once per combat you can surprise an opponent with an unexpected blow from your scabbard. Make a normal attack roll. If successful, you deal subdual damage equal to your unarmed damage and your opponent is forced to make a Fortitude save (DC 10 + Class level + Wis modifier), or be stunned as per Stunning Fist or a monk's stunning attack. Scabbard Strike can only be used with a scabbarded weapon of at least medium size and only with scabbards that are worn on the waist or loosely slung. Scabbard Strike counts as one daily use of the stunning ability.
Throw (General) You know how to sweep your opponents to the ground and control the direction of their fall.
- Prerequisites: Improved Unarmed Strike
- Benefits: When making an unarmed trip attack, you can cause your opponent to land prone in any direction within your threatened area. When making a bull rush, you can push your opponent in any direction you choose, even directly behind you.
Tiger Treads on Eggshells (General) You have a delicate step.
- Benefit: You gain a +2 bonus to Balance and Move Silently.
Suggested reading/watching[edit]
“Shaolin long fist kung fu” by Dr Yang, Jwing-Ming and Jeffery Bolt
Anything else by Dr. Yang, Jwing-Ming
The Original Boxing Tree Series of Shaolin Kung Fu
Anything by Mantak Chia
GO TO WWW.KUNG FU LIBRARY.COM FOR MORE INFORMATION
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