There are many
paths through life. Some take the high road and live virtuously. Some
take the path of the sword- and some seek inner mastery. Disciples
are those who study to seek enlightenment. The Path of the Shadowy
Death teaches its users to starve themselves in dark places until one
day they can fade into darkness and become one with shadow. There is
the Path of Peace, which teaches that its users must be totally
nonviolent, to experience the peace of the afterlife with their
limited time. But by far the most famous and potent path is the Path
of Many Ways.
Disciples of the
Many Ways are martial experts. They learn martial arts, combat, and
train their bodies relentlessly. Unlike many of the more strict
paths, Disciples of the Many Ways are allowed to incorporate many
training techniques and don't have the same ritualistic observances
as other schools. This is the reason why all the Disciples you'll see
adventuring are Disciples of the Many Ways. Disciples of the Many
Ways can also seek wealth, wives, and can engage in pointless
pursuits like violence or honor even if true masters shun such
things. Young adherents are fully engrossed in worldly pursuits; this
is all part of learning how much they don't matter.
HD-
d8
Max AC- 14
/ Minimum Hit-Points-
5
Disciples are
warrior adherents. You've trained your body and mind into a weapon. You can still use all weapons/armor- you're just really
good at Special Moves. You're a lot like a Monk.
Every
Odd level, including 1st
level, you get +1 to hit with all weapons and attacks. You also get
+1 to saves versus poison at the same rate.
At
2nd,
4th,6th,
and 8th
level, you get +1 AC.
You
are an expert at Blade Arts. Secret Techniques are something any
class can learn, but you're the best at it. You can learn any number
of Special Moves; and begin play with a Difficulty 1 Special Move at
1st
level, rolled on the table below.
You are a martial
artist. You deal 1d4 damage on an unarmed attack, where as most
characters only deal 1d2 or 1d3. You also start with a single martial
arts style. Martial Art Styles are required to use the enhanced
damage die and special moves that use unarmed combat strikes or
defense as a base. Styles are based on animals, the weather, a
gemstone, etc. Every style encompasses the movements, strikes, and
blocks flowing from that inspiration- but styles aren't perfect. If
you are an expert at Snake style, then Mongoose style is your
counter. Burning Emerald Fist is popular, because it counters the
Killing Sapphire Strike, etc.
Whenever your
style is countered, your opponent gains advantage on attack rolls
against you and gains advantage on saving throws against your moves. These styles only work on martial arts, and have little effect on weapon users.
You can switch styles at the start of a round.
If you are at
least 7th level, you can make your own unique style.
Making your own style involves meditation, study, and
experimentation. You must observe an animal in nature, or own and
find the fracture points of a 5,000c cost precious stone with your
fingers, etc. It takes a season to create your style. Before this
point, your character will need to learn new styles from Masters of
the Many Ways. At 10th level you can start making multiple
new styles.
Starting
at 5th
level, you gain a supernatural level of agility that lets you move on
things that cannot support your weight. This ability scales further
as you level further, eventually allowing you to run on water or
balance on a spear's tip.
At
10th
level, you become a Master
of Many Ways. Masters
are heralded as having learned enough from the many paths they've
traveled, reaching a new level of understanding. Masters gain access
to a Dojo, which is usually in a misty mountain or in some isolated
place. Every Season, many new students will join the Dojo, but only
1d4-2 will remain at the end of the Season, to become 0th
Level Disciples
themselves, who can be trained further. After the first few years;
you'll be famous and established enough to get invited to martial
arts tournaments, have rival schools show up to beat up your students
and vice versa, and be sought as a source of Wisdom and training in
your styles from roaming Disciples of the Many Ways. Your most basic
expenses of bland staple food, simple robes, and straw mats are taken
care of for you and your students. Wandering Disciples that you train
may move heaven and earth for you to simply gain a few new skills;
you could shake them down for quite a lot of wealth, or trade
knowledge for a few peaches.
Additionally,
you gain the power of Stunning
Fist. Whenever you land
an unarmed martial arts attack, you can choose to make the result a
one round stun instead of a damage roll, and you can do it after you
have rolled the damage; picking a stun over a low damage roll. You can also chain this ability with any
special moves or martial arts that require a successful attack roll-
letting you perform 1d4+1 multiple debilitating martial arts moves in a
single round's worth of attack. If you're already allowing this
ability, then gain an extra attack instead.
[1]
Throwing Bull Movement
Use the strength
and momentum of your enemy against them. When engaged in a grapple,
you can substitute your enemy's Strength modifier for your own if
it's bigger. The maximum modifier you can swap is a +4; enemy's with
levels of Strength above this are just too strong to fully control,
but you can still keep up to +4 against gargantuan strength.
[2]
Reach Heaven through Violence
Whenever you hit a
foe with an attack roll of 20, put a tally mark on your sheet. Once
you get 3 tally marks, you can create your own unique style based on
a variation of your favorite one. Gorilla Twist style becomes Monkey
Kick style, and so on. You can only create one style from this move.
[3]
Old Man's Cane strikes at Spirits
When using a bo
staff, you can strike at beings that can only be hit with magic
weapons or spells. This only works with purely wooden implements;
metal caps and sharpened points ruin the magic.
[4]
Way of the Closed Fist
You deal +1 damage
with unarmed attacks. This affects all styles equally; you strike
with much more aggression then most practitioners.
[5]
Contortionist slithers like Snake
You can move at
half speed when bound, tied up, or otherwise stuck in place by
anything you could feasibly move through. For instance, crawling like
a worm when tied up, or 'swimming' through entangling roots. This
doesn't work for being frozen in place or bound by a strong creature.
[6]
Whirlwind sends back the Twigs
If
you give up your attack roll, you have a 4 in 6 chance to deflect an
arrow or throwing weapon as long as you're using a whip, nunchuck, or
other flail like weapon. Even if you fail the deflect roll, the arrow
still has to succeed against your AC. You can deflect arrows aimed at
others behind or adjacent to you as well, but only one arrow per
round.
[7]
Immortal Prana Ember
If you fall to
exactly 1 hit point, you can use up a combat round to perform a
breath exercise that returns you up to 4 hit points. You can only do
this once per adventure/day.
[8]
Gorilla's Knuckle makes Thunder
This
is actually a Difficulty 2 move, and you cannot use it yet. Everyone
can learn this at the cost and training time of a Difficulty 1 move
however. As part of learning this move, you constantly crack your
knuckles until you can pull it off at 3rd
level. By giving up your combat round to crack your knuckles, it
creates a loud echoing noise that causes a morale check in animals.
[9]
Defensive Ninjutsu
You
get +1 to saves versus spells. You only get this benefit if you are
totally unencumbered.
[10]
Gleaming Sword speaks Truth
Any
amount of times you can turn undead per day can be used instead for
this ability. If you have a light level of at least a torch, and a
highly polished mirror, weapons, or piece of armor, you can reflect
light off of that object and at an undead creature dealing 1d4 damage
of searing holy light, no save or attack roll needed. If you cannot
turn undead, or have unlimited uses of turn undead, just let the
character use this power 3 times per day.
I've been working
on this class and it's adjoining 50 Special Moves post for a while.
The Monk is a weird place in a game with a specialized Fighting
class- you might be pressed to remove one and keep the other
depending on what theme your campaign is going for. Anyway; here are
some little thoughts or extra rules that are relevant to this class.
The Disciple
gaining AC may seems a bit powerful without a max AC rule. In my
game, your AC has a cap based on your class. This simply means you
get to wear less armor to get to your cap. If you don't use this cap,
then reduce this to +1 AC at levels 4 and 8.
Styles are
countered by each other in a semi-logical and semi-allegorical sense.
Crane style counters Frog style, as the Crane eats the Frog. But
Crane style is countered by Rat style, as the wily rat steals the
Crane's eggs. Rat style is countered by Monsoon style, as the rat is
drowned by the flood. But you know what comes out after a Monsoon?
Frogs. Gemstone styles and other more esoteric styles aren't
countered as easily- for Gemstones I'd say they're countered by a
prettier gemstone. So if an enemy Disciple pulls out the Gleaming
Diamond Technique you'd probably want to switch styles.
Finally; the
supernatural movement mechanic might be quite powerful, especially at
level 5, but with this character class's lack of out of combat
usefulness it might be a decent niche. Additionally, with Rogues
getting supernatural or nearly supernatural climbing and saves, this
could be bled into that class as well, just at a later level.
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