Post by Toptomcat on Dec 11, 2003 10:47:21 GMT -5
ZEN MASTER
No fear. No anger. No passion. No mind.
The Zen Master is a warrior who follows the principles of Zen: he can completely transcend what he is normally capable of by emptying his mind of all the brain’s preconceived notions of what the body can do, and thus fight harder and longer than any human has a right to- for a brief period of focus. The principles and mental techniques of Zen also raise the perceptive abilities of a Zen Master to unheard-of levels: some say that Zen Masters have eyes in the backs of their heads.
Alignment: Any nonchaotic.
Hit Die: d10.
Class Skills
The Zen Master's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Heal (Wis), Jump (Str), Knowledge(Religion)(Int), Listen(Wis), Profession(Wis), Sense Motive(Wis), Spot (Wis), Tumble(Dex)
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
BAB: As fighter
Saves: Good Will, Ref: Bad Fort
1st level: Still Mind, Zen No Mind 1/day
2nd: Uncanny dodge
3rd: Trap sense +1
4th: Zen No Mind 2/day
5th: Improved uncanny dodge
6th: Trap sense +2
7th: None
8th: Zen No Mind 3/day, Sense of Self
9th: Trap sense +3
10th: Blind-Fight
11th: Applied focus
12th: Zen No Mind 4/day, trap sense +4
13th: None
14th: Blank Mind
15th: Trap sense +5, Blind-Fight II
16th: Zen No Mind 5/day, Flexible Zen 1/day
17th: Mental discipline
18th: Trap sense +6, Flexible Zen 2/day
19th: None
20th: Greater No Mind, Zen No Mind 6/day, Flexible Zen 3/day
Class Features
All of the following are class features of the Zen Master.
Weapon and Armor Proficiency: A Zen Master is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Zen No Mind (Ex): A Zen Master can focus to free himself of the limitations of his mind a certain number of times per day. In focus, a Zen Master temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 competence bonus on Will saves, but he takes a -2 penalty to Armor Class because the focus distracts attention from his opponents. The increase in Constitution increases the Zen Master’s hit points by 2 points per level, but these hit points go away at the end of the focus when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While focusing, a Zen Master cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require exceptional focus, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Expertise, item creation feats and metamagic feats. A focus lasts for a number of rounds equal to 3 + the character's Wisdom modifier. A Zen Master may prematurely end his focus. At the end of the focus, the Zen Master loses the focus modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter. None of the bonuses conferred by a focus stack with those conferred by a rage.
A Zen Master can focus his mind only once per encounter. At 1st level he can use his Zen No Mind ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a focus takes no time itself, but a Zen Master can do it only during his action, not in response to someone else's action.
Still Mind(Ex): The Zen Master’s unique way of thinking allows him to make the most use of his senses, because he is not subject to the thousand little niggling distractions and other thoughts that most people are. When making an active Spot, Listen, or Search check (a check actively initiated by the player) the Zen Master adds his ZM class level to that check.
Uncanny Dodge (Ex): At 2nd level, a Zen Master retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Zen Master already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): Starting at 3rd level, a Zen Master gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three Zen Master levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a Zen Master can no longer be flanked. This defense denies a rogue the ability to sneak attack the Zen Master by flanking him, unless the attacker has at least four more rogue levels than the target has Zen Master levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Sense of Self (Ex): At 8th level, the Zen Master’s philosophical and spiritual nature grants him the ability to resist certain mental attacks. If he successfully makes a Will save against an attack that normally causes a partial effect with a successful save, the Zen Master suffers no effect at all. (Kudos to Shadowfoot for this ability.)
Blind-Fight (Ex):
At 10th level, the Zen Master gains the benifits of the Blind-Fight feat when focussing. At 15th level, the Zen Master gains Blind-Fight as a bonus feat.
Applied Focus (Ex): At 11th level, a Zen Master gains greater control over his mind and body- he no longer suffers the –2 AC penalty when focusing, and can use any feat or skill while focusing.
Blank Mind (Ex): While focusing, a Zen Master of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the circumstance bonus on Will saves he also receives during his focus.
Flexible Zen (Ex): At 16th level, the Zen Master begins applying the principles of Zen to more and more areas of his life. He can apply his Wisdom modifier as an insight bonus to any one attack roll, save, skill roll, or check once per day. At 18th level, he can apply it twice per day, and at 20th he can apply it three times.
Mental Discipline (Ex): At 17th level and higher, a Zen Master gains supremacy over the mental fatigue he experiences after a focus: he no longer becomes fatigued at the end of his focus.
Greater No Mind (Ex): At 20th level, a Zen Master's bonuses to Strength and Constitution during his focus each increase to +6, and his circumstance bonus on Will saves increases to +3.
Ex-Zen Masters
A Zen Master who forsakes his mental discipline and becomes chaotic loses all Zen Master class features, but retains BAB and saves.
This class is designed to be a primary, front-line fighting class, and was balanced with the Barbarian during creation. I need help in the following ways:
1. Help me re-name the Blank Mind and Greater No Mind abilities to something cooler.
2. Any other ideas or criticisms would, of course, be welcome.
No fear. No anger. No passion. No mind.
The Zen Master is a warrior who follows the principles of Zen: he can completely transcend what he is normally capable of by emptying his mind of all the brain’s preconceived notions of what the body can do, and thus fight harder and longer than any human has a right to- for a brief period of focus. The principles and mental techniques of Zen also raise the perceptive abilities of a Zen Master to unheard-of levels: some say that Zen Masters have eyes in the backs of their heads.
Alignment: Any nonchaotic.
Hit Die: d10.
Class Skills
The Zen Master's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Heal (Wis), Jump (Str), Knowledge(Religion)(Int), Listen(Wis), Profession(Wis), Sense Motive(Wis), Spot (Wis), Tumble(Dex)
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
BAB: As fighter
Saves: Good Will, Ref: Bad Fort
1st level: Still Mind, Zen No Mind 1/day
2nd: Uncanny dodge
3rd: Trap sense +1
4th: Zen No Mind 2/day
5th: Improved uncanny dodge
6th: Trap sense +2
7th: None
8th: Zen No Mind 3/day, Sense of Self
9th: Trap sense +3
10th: Blind-Fight
11th: Applied focus
12th: Zen No Mind 4/day, trap sense +4
13th: None
14th: Blank Mind
15th: Trap sense +5, Blind-Fight II
16th: Zen No Mind 5/day, Flexible Zen 1/day
17th: Mental discipline
18th: Trap sense +6, Flexible Zen 2/day
19th: None
20th: Greater No Mind, Zen No Mind 6/day, Flexible Zen 3/day
Class Features
All of the following are class features of the Zen Master.
Weapon and Armor Proficiency: A Zen Master is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Zen No Mind (Ex): A Zen Master can focus to free himself of the limitations of his mind a certain number of times per day. In focus, a Zen Master temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 competence bonus on Will saves, but he takes a -2 penalty to Armor Class because the focus distracts attention from his opponents. The increase in Constitution increases the Zen Master’s hit points by 2 points per level, but these hit points go away at the end of the focus when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While focusing, a Zen Master cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require exceptional focus, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Expertise, item creation feats and metamagic feats. A focus lasts for a number of rounds equal to 3 + the character's Wisdom modifier. A Zen Master may prematurely end his focus. At the end of the focus, the Zen Master loses the focus modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter. None of the bonuses conferred by a focus stack with those conferred by a rage.
A Zen Master can focus his mind only once per encounter. At 1st level he can use his Zen No Mind ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a focus takes no time itself, but a Zen Master can do it only during his action, not in response to someone else's action.
Still Mind(Ex): The Zen Master’s unique way of thinking allows him to make the most use of his senses, because he is not subject to the thousand little niggling distractions and other thoughts that most people are. When making an active Spot, Listen, or Search check (a check actively initiated by the player) the Zen Master adds his ZM class level to that check.
Uncanny Dodge (Ex): At 2nd level, a Zen Master retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Zen Master already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): Starting at 3rd level, a Zen Master gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three Zen Master levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a Zen Master can no longer be flanked. This defense denies a rogue the ability to sneak attack the Zen Master by flanking him, unless the attacker has at least four more rogue levels than the target has Zen Master levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Sense of Self (Ex): At 8th level, the Zen Master’s philosophical and spiritual nature grants him the ability to resist certain mental attacks. If he successfully makes a Will save against an attack that normally causes a partial effect with a successful save, the Zen Master suffers no effect at all. (Kudos to Shadowfoot for this ability.)
Blind-Fight (Ex):
At 10th level, the Zen Master gains the benifits of the Blind-Fight feat when focussing. At 15th level, the Zen Master gains Blind-Fight as a bonus feat.
Applied Focus (Ex): At 11th level, a Zen Master gains greater control over his mind and body- he no longer suffers the –2 AC penalty when focusing, and can use any feat or skill while focusing.
Blank Mind (Ex): While focusing, a Zen Master of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the circumstance bonus on Will saves he also receives during his focus.
Flexible Zen (Ex): At 16th level, the Zen Master begins applying the principles of Zen to more and more areas of his life. He can apply his Wisdom modifier as an insight bonus to any one attack roll, save, skill roll, or check once per day. At 18th level, he can apply it twice per day, and at 20th he can apply it three times.
Mental Discipline (Ex): At 17th level and higher, a Zen Master gains supremacy over the mental fatigue he experiences after a focus: he no longer becomes fatigued at the end of his focus.
Greater No Mind (Ex): At 20th level, a Zen Master's bonuses to Strength and Constitution during his focus each increase to +6, and his circumstance bonus on Will saves increases to +3.
Ex-Zen Masters
A Zen Master who forsakes his mental discipline and becomes chaotic loses all Zen Master class features, but retains BAB and saves.
This class is designed to be a primary, front-line fighting class, and was balanced with the Barbarian during creation. I need help in the following ways:
1. Help me re-name the Blank Mind and Greater No Mind abilities to something cooler.
2. Any other ideas or criticisms would, of course, be welcome.