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Leveling to Monk 7 and a bit of sheet clean up

HP +7

BAB:

+7/+2

Class Ability:

Ki Strike [Cold Iron]

Ki Strike [Silver]

Ki Pool +1/day

Stuuning Fist uses +1(7)/day

Skills:

-Stealth +3

-Perception +1

-Heal +1

New Feat:

-Greater Trip (Level-7)


Sheet Cleanup

please replace the following with what is in the equipment notes section on the sheet

Stunning Fist 7/Day[DC 17fort]

[DC 10 + 1/2 character level + Wis modifier]

Ki Pool 7pts

[1/2 monk level + Wisdom modifier]

KI POWERS

Wholeness of Body (Su): A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.

Water Sprint (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to gain the ability to walk on water, as if under the effects of water walk. Once activated, this ability lasts for 1 minute per monk level. A monk must be at least 6th level before selecting this ki power.

STYLE SKILLS

Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.

Processed as above.

The system is giving me these errors:

Feats: The feat 'Stunning Fist' requires a base attack bonus of 8 or higher

Feats: The feat 'Improved Trip' requires Intelligence to be 13 or higher

Feats: The feat 'Improved Trip' requires Combat Expertise.

Feats: The feat 'Greater Trip' requires Combat Expertise.

Feats: The feat 'Greater Trip' requires Intelligence to be 13 or higher

Please investigate.

Stunning fist is a monk class ability at level 1

improved trip is a monk bonus feat chosen at level 6

Greater trip will have to be switched to something else. leave it an open slot please until i can figure out which one to use

---- copied from SRD for unchained monk

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

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