1st - 1d6
4th - 1d8
8th - 1d10
12th - 2d6
16th - 2d8
20th - 2d10
Fist Enchantment
4th - +0
9th - +1
13th - +2 // I've played S&F, waiting for 16th's adamantine was like a hell
18th - +3
35th - +4
Immunities
Still Mind (3): +2 saves vs spells
Purity of Body (5): immunity to disease
Diamond Body (11): immunity to poison, 100% poison res
Diamond Soul (13): MR 10+lvl
Perfect Self (20): immunity to normal weapons
Also
Slow Fall (4): maybe immunity to slow
Evasion (9): immunity to spells is better left for HLA, so +2 saves vs breath
Timeless Body (17): immunity to level drain, but I have doubts
Other
Thaco - as that of a priest // or is it already so? I can't check, it CTDs at new game start
AC bonus - 1/5 lvl // if we agree on this, I'll try to beseach A64 to remove hardcoded bonuses to base and vs missiles
ApR - 1+1/3 lvl, as per vanilla
Special Abilities
Flurry of Blows (1):
For 2 rounds gives +1 ApR and -2 thaco penalty. Usable at will, refresing itself on use.
I suppose it's doable to lower hardcoded ApR bonus and make Flurry eventually grant +2 ApR as per PnP. But then everybody would want to keep it on constantly as the best ability ever, and after playing KotOR 1&2 I can testify that recasting +2 ApR every 20 seconds is beyond annoying.
Stunning Fist (1):
For 1 round all attacks stun (save vs death, -1 penalty for every 4 levels) for 1 round. Extra uses every 8 levels, up to 5 at 33th.
Deflect Arrows (2):
Immunity to missiles, -1 ApR, duration is 2+1/5 lvl. 1/day.
Trip (6):
Targeted attack, as I think it should be difficult to perform onto insivible opponent. Target must save vs death or fall unconscious for 1 round. Large creatures may not be tripped. Usable at will, refreshing itself on use.
Wholeness of Body (7):
As per vanilla, 2hp/lvl healed, 1/day.
Abundant Step (12):
Dimension Door - instant, no LOS required, range 15+5/4 lvl. 1/day.
Quivering Palm (15):
I'd much rather use Death Attack sectype of Assassin's ability - effect's the same, so can be name then. Target must save vs death (-1 penalty for every 4 levels) or die. 1/day.
Empty Body (19):
Etherealness for 1 round/lvl. 1/day.
Now that I think of it, shouldn't Etherealness be more like Sanctuary, removable at will?
HLA
Coming tomorrow. Well, today actually...
Quote
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.
A fighter may select Deflect Arrows as one of his fighter bonus feats.
IMPROVED TRIP [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.
A fighter may select Improved Trip as one of his fighter bonus feats.
STUNNING FIST [GENERAL]
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.
A fighter may select Stunning Fist as one of his fighter bonus feats.
PS Edited -1 ApR for Deflect Arrows.
Edited by Ardanis, 31 December 2010 - 03:41 AM.












