Author Topic: Champions of the Tiger and Dragon  (Read 1291 times)

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Prime32

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Champions of the Tiger and Dragon
« on: June 30, 2010, 09:04:20 AM »
Again, work in progress, just wanted to clear my head of this

The great Tiger and Dragon schools once worked in harmony, but rivalries grew between them leading to a schism.

Quote
Lv        Class Features
1Unarmed Strike, Tiger Claw/Dragon Fang
2DR 1/-, Still mind
3Tiger Slash/Dragon Bite, Learned resistance
4DR 2/-, Uncanny dodge
5Tiger Foot/Dragon Wing
6DR 3/-, Tiger Claw/Dragon Fang II
7Tiger Whirlwind/Dragon Roar
8DR 4/-
9Improved uncanny dodge
10DR 5/-, Tiger Foot/Dragon Wing II
11Tiger Claw/Dragon Fang III
12DR 6/-
13Ghost Cutter/Ghost Walk
14DR 7/-, Tiger Whirlwind/Dragon Roar II
15Tiger Foot/Dragon Wing III
16DR 8/-, Tiger Claw/Dragon Fang IV
17-
18DR 9/-
19-
20DR 10/-, Tiger Foot/Dragon Wing IV

Unarmed Strike: A monk gains Improved Unarmed Strike as a bonus feat, and adds his Wis modifier as a bonus to damage in addition to his Str modifier.

Still Mind: At 2nd level, a monk is immune to enhantment effects.

Learned resistance: At 3rd level a monk learns to adapt to any technique which is used against him. If he has been forced to save against an effect which allows a saving throw for reduced effect, from then on if he succeeds on his saving throw against the same effect he is completely unaffected. For instance, if a monk was exposed to the breath weapon of a red dragon, from then on he takes no damage from the breath weapons of red dragons if he succeeds on his saving throw (regardless of whether he made his saving throw the first time) but is not protected from other breath weapons, nor is he warded against a fireball spell. This otherwise functions as the evasion ability.

Techniques

At certain levels a monk can choose an ability from either the Tiger or Dragon school. He is not restricted to a single school, and can mix-and-match freely.

Tiger Claw/Dragon Fang: At 1st level and every 5th level thereafter, a monk can choose one of the following abilities which he can use when making a full attack. These abilities can be combined with themselves and each other (ie. a monk who chose Dragon Fang twice and Tiger Claw once could make two attacks which deal triple damage).
Tiger Claw: The monk can make one additional attack at his highest attack bonus.
Dragon Fang: The monk makes a single attack which deals +100% damage.

Tiger Slash/Dragon Bite:
Tiger Slash: A number of times per day equal to his monk level plus his Wis modifier, the monk may stun an opponent struck by one of his melee attacks, even if they would normally be immune to stunning. A Fortitude save (DC = 10 + half monk level + monk's Wis modifier) negates this effect.
Dragon Bite: The monk can project blasts of ki from his hands. His unarmed strikes can be used as ranged weapons with a range increment of 30ft.

Tiger Whirlwind/Dragon Roar:
At every 7th level a monk can choose one of the following abilities.
Tiger Whirlwind: Every melee attack made by the monk affects two adjacent squares within reach. Every additional time he selects this ability grants another two squares.
Dragon Roar: A monk can make any of his melee attacks in the form of lines which are 10ft long per monk level, or cones which are 5ft long per monk level (Ref save for half damage). Every additional time he selects this ability increases the length of the line by 10ft per monk level or converts a line into a cone without changing its length.

Tiger Foot/Dragon Wing: At every 5th level a monk can choose one of the following abilities.
Tiger Foot: The monk's base land speed increases by 30ft
Dragon Wing: The monk's gains a fly speed equal to his land speed, with average manouverability. Selecting this ability multiple times increases his manouverability by one step each time.

Ghost Cutter/Ghost Walk: A monk gains one of these abilities at 13th level.
Ghost Cutter: The monk's attacks gain the Force descriptor and deal and additional +1d6 damage.
Ghost Walk: The monk can cast ethereal jaunt at will.


PrC
Prereqs: Ability to rage or fenzy, Improved Unarmed Strike
« Last Edit: June 30, 2010, 01:04:32 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]