A few Tome Feats, nothing special
Posted: Fri Mar 15, 2013 3:24 am
With the intention of actually being used, not just random crap that seemed like a good idea at the time.
So first we have something for people who want to punch other people, without devoting a class to it. So it's not as good as being an actual Tome Monk, but not totally worthless either. You generally will work out better taking a magic sword still, but you get options. Most of these options here don't actually mesh that well with being a Monk (with the exception of pseudo-Pounce), which is intended: it's not supposed to be a straight power up obvious choice for them. Besides, the Monk already wants to take Combat School, Insightful Strike, Elusive Target, Danger Sense, Ghost Hunter and Lightning Reflexes - never mind the Skill Feats they might desire, or the possibility of Zen Archery and friends.
Fists of Steel
It's like you always hold a reel of coins.
Benefit: your unarmed attacks become Natural Weapons - a Slam attack that deals 1d6 damage (for a Medium creature).
If you have more than one hand, you can dual-wield these, or you can use them together as a single Slam, treated as a Two-Handed Weapon (for all purposes) that deals 1d8 damage.
You are automatically proficient with these Natural Weapons.
BAB +1: as long as you are not Fatigued or Exhausted, you may make a Full Attack with your Slam attacks when Charging. Doing so makes you Fatigued.
BAB +6: your Slam attacks overcome Damage Reduction and Hardness as though made of Adamantium.
BAB +11: you can make a Slam Attack, two-handed if you're not holding anything, with a Swift Action.
BAB +16: the Slamming Pounce no longer causes Fatigue, and grants a bonus Slam attack at your highest Attack Bonus, as though Hasted. This doesn't stack with Haste.
Forbidden Arts
Your energy points are all wrong, and you can spread it to others.
Requirement: Evil Alignment, Jutsu Points
Benefit: one of your Jutsu Points is permanently lost, as it becomes your Tainted Chakra - the price you must pay for the forbidden arts. As a pay-off, you can cast the following as Spell-Like Abilities once each per day - but can temporarily spend Jutsu Points to refresh daily uses:
1 hit die: Detect the Mark (Necrotic Awareness)
3 hit die: Poison Chakra (Necrotic Cyst)
5 hit die: Expand Chakra (Necrotic Bloat)
7 hit dice: Chakra Sense (Necrotic Scrying)
9 hit die: Tainted Puppet (Necrotic Domination)
11 hit die: Lethal Chakra Reversal (Necrotic Burst)
13 hit die: Detonate Chakra (Necrotic Eruption)
15 hit die: Tainted Control (Necrotic Tumour)
17 hit die: Power From Poison (Necrotic Empowerment)
19 hit die: Chakra Death (Necrotic Termination)
Note: it's the Necrotic Cyst stuff, but for Ninja, and flavoured as "still totally evil, but not disgusting".
I really wanted to do a Pink Fire of Chaos Change and Blue Fire of Chaos Destruction thing, but honestly, Last Laugh already has a Chaos Sorcerer with Chaos Warrior minions (I was thinking Hero Quest), it doesn't need any Warhammer influence.
So first we have something for people who want to punch other people, without devoting a class to it. So it's not as good as being an actual Tome Monk, but not totally worthless either. You generally will work out better taking a magic sword still, but you get options. Most of these options here don't actually mesh that well with being a Monk (with the exception of pseudo-Pounce), which is intended: it's not supposed to be a straight power up obvious choice for them. Besides, the Monk already wants to take Combat School, Insightful Strike, Elusive Target, Danger Sense, Ghost Hunter and Lightning Reflexes - never mind the Skill Feats they might desire, or the possibility of Zen Archery and friends.
Fists of Steel
It's like you always hold a reel of coins.
Benefit: your unarmed attacks become Natural Weapons - a Slam attack that deals 1d6 damage (for a Medium creature).
If you have more than one hand, you can dual-wield these, or you can use them together as a single Slam, treated as a Two-Handed Weapon (for all purposes) that deals 1d8 damage.
You are automatically proficient with these Natural Weapons.
BAB +1: as long as you are not Fatigued or Exhausted, you may make a Full Attack with your Slam attacks when Charging. Doing so makes you Fatigued.
BAB +6: your Slam attacks overcome Damage Reduction and Hardness as though made of Adamantium.
BAB +11: you can make a Slam Attack, two-handed if you're not holding anything, with a Swift Action.
BAB +16: the Slamming Pounce no longer causes Fatigue, and grants a bonus Slam attack at your highest Attack Bonus, as though Hasted. This doesn't stack with Haste.
Forbidden Arts
Your energy points are all wrong, and you can spread it to others.
Requirement: Evil Alignment, Jutsu Points
Benefit: one of your Jutsu Points is permanently lost, as it becomes your Tainted Chakra - the price you must pay for the forbidden arts. As a pay-off, you can cast the following as Spell-Like Abilities once each per day - but can temporarily spend Jutsu Points to refresh daily uses:
1 hit die: Detect the Mark (Necrotic Awareness)
3 hit die: Poison Chakra (Necrotic Cyst)
5 hit die: Expand Chakra (Necrotic Bloat)
7 hit dice: Chakra Sense (Necrotic Scrying)
9 hit die: Tainted Puppet (Necrotic Domination)
11 hit die: Lethal Chakra Reversal (Necrotic Burst)
13 hit die: Detonate Chakra (Necrotic Eruption)
15 hit die: Tainted Control (Necrotic Tumour)
17 hit die: Power From Poison (Necrotic Empowerment)
19 hit die: Chakra Death (Necrotic Termination)
Note: it's the Necrotic Cyst stuff, but for Ninja, and flavoured as "still totally evil, but not disgusting".
I really wanted to do a Pink Fire of Chaos Change and Blue Fire of Chaos Destruction thing, but honestly, Last Laugh already has a Chaos Sorcerer with Chaos Warrior minions (I was thinking Hero Quest), it doesn't need any Warhammer influence.