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    Canonfire :: View topic - The Tattooed Monk
    Canonfire Forum Index -> Greyhawk- D&D 3.0e/3.5e/d20/Pathfinder
    The Tattooed Monk
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    Apprentice Greytalker

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    Fri May 04, 2012 10:05 am  
    The Tattooed Monk

    Okay, then. I think this is ready for a trial run, if anyone is interested. Let me know if you have any other ideas or thoughts on the class or the tattoos of power.

    EDIT: The revised version is a few posts down.

    MA


    Last edited by masterarminas on Thu May 10, 2012 8:58 pm; edited 1 time in total
    Apprentice Greytalker

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    Fri May 04, 2012 10:08 am  

    I still need some help or advice on the fluff, such as where these guys originated in the Flaness (or if they originated in the Flaness), their monastaries, etc, etc. So any suggestions or advice you fellows may have will be most welcome.

    Thanks to everyone on the Greytalk chat last who provided some assistance with the tattoos themself. And I would more than welcome any critiques or criticisms.

    Master Arminas
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    Fri May 04, 2012 10:48 am  

    Sigh. Left one Tier 2 tattoo of power out.

    Chameleon: Two times per day, a character with the chameleon tattoo may become invisible, as per the spell.

    I think that is the ony one I left out.

    MA
    Apprentice Greytalker

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    Sun May 06, 2012 6:55 pm  

    Well, here is the revised version that incorporates everyone's suggestions to date. Let me if you see anything that I need to fix--and thank you for all your help! I do hope that you enjoy it.

    MA

    Tattooed Monk

    Adorned across his body with dozens of colorful and fearsome tattoos, the tattooed monk is a martial character able to perform feats of magic and skill beyond the ken of most mortals. No two tattooed monks have the exact range of powers and abilities: versatility is the watchword of this class.

    Alignment: Any lawful.

    BAB: Medium.

    Hit Die: d8.

    Saves: All good.

    Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

    Skill Ranks per Level: 4 + Int modifier.

    Weapon and Armor Proficiency: Tattooed monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
    Tattooed monks are not proficient with any armor or shields.
    When wearing armor, wielding or otherwise equipping a shield, or carrying a medium or heavy load, a tattooed monk loses his AC bonus, as well as his flurry of blows ability.

    AC Bonus (Ex): When unarmored and unencumbered, the tattooed monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a tattooed monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four tattooed monk levels thereafter.
    These bonuses to AC apply even against touch attacks or when the tattooed monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he wields or other equips a shield, or when he carries a medium or heavy load.

    Flurry of Blows (Ex): Starting at 1st level, a tattooed monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the tattooed monk does not meet the prerequisites for the feat). For the purpose of these attacks, a tattooed monk’s base attack bonus is equal to his tattooed monk level. For all other purposes, such as qualifying for a feat or prestige class, the tattooed monk uses his normal base attack bonus.
    At 8th level, the tattooed monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the tattooed monk does not meet the prerequisites for the feat).
    At 15th level, the tattooed monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the tattooed monk does not meet the perquisites for the feat).
    A tattooed monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A tattooed monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

    Unarmed Strike (Ex): At 1st level, a tattooed monk gains Improved Unarmed Strike as a bonus feat. A tattooed monk’s attacks may be with fists, elbows, knees, and feet. This means that a tattooed monk may make unarmed attacks with his hands full. There is no such thing as an off-hand attack for a tattooed monk striking unarmed. A tattooed monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
    Usually, a tattooed monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
    A tattooed monk’s unarmed strike is treated as a both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
    A tattooed monk also deals more damage with his unarmed strikes than a normal person would, as shown on Table 3-19 Monk. The unarmed damage values listed on Table 3-19 Monk is for Medium tattooed monks. A Small tattooed monk deals less damage than the amount given there with his unarmed strikes, while a Large monk deals more damage; see Table 3-20 Small or Large Monk Unarmed Damage for details.

    Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a tattooed monk may 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 tattooed monk need not have any of the prerequisites normally required for these feats to select them.

    Stunning Fist (Ex): At 1st level, a tattooed 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 tattooed 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, he 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 tattooed monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

    Tattoos of Power (Sp): A tattooed monk begins the game with his arms, legs, back, stomach, chest, and perhaps even his neck and face, covered with brilliantly colored exquisite tattoos. These tattoos have been inked onto the tattooed monk’s skin over the years that he spent in the monastery. As the tattooed monk grows in experience, he may select individual tattoos; this allows him to access their powers.
    Starting at 1st level, a tattooed monk possesses a single Tier 1 tattoo of power. At each additional level gained in this class thereafter, one of the dozens of tattoos that cover the character’s body gains a magic property. The monk can select any of the magic tattoos listed below, so long as he is of sufficient level to activate the selected tattoo. At 4th level, the tattooed monk gains access to Tier 2 tattoos, in addition to Tier 1. At 7th level, and every three levels gained thereafter, the tattooed monk can select tattoos from a progressively higher Tier, to a maximum of Tier 6 tattoos of power at 16th level.
    A magic tattoo must be activated in order to be used. Unless otherwise specified in the tattoo description below, each tattoo requires a standard action to activate. As a free action, the tattooed monk can spend 1 ki point from his ki pool (see below) in order to then activate a tattoo as a swift action.
    If the tattoo has an effect that requires an opponent to make a saving throw, the DC for that saving throw is 10 + the level of the Tattoo + the tattooed monk’s Wisdom modifier. Magic tattoos are considered spell-like abilities. The level of the tattooed monk is the effective caster level for any effects listed.
    A tattooed monk may not selected the same tattooed multiple times.

    Evasion (Ex): At 2nd level or higher, a tattooed monk can avoid damage from many area-effect attacks. If a tattooed monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the tattooed monk is unarmored and unencumbered. A helpless tattooed monk does not gain the benefit of evasion.

    Maneuver Training (Ex): At 3rd level, a tattooed monk uses his tattooed monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

    Ki Pool (Su): At 4th level, a tattooed monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a tattooed monk’s ki pool is equal to one-half his tattooed monk level + his Wisdom modifier. As long as he has at least 1 point his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character’s tattooed monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
    By spending 1 point from his ki pool, a tattooed monk can make one additional attack at his highest base attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a tattooed monk can spend 1 kit point to gain a +4 dodge bonus to AC for 1 round. These bonuses (additional attack, extra speed, and dodge bonus) do not stack the bonuses provided by the spell haste, or similar effects and abilities.
    A tattooed monk may gain additional powers form his tattoos that consume ki points as he gains levels.
    The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

    Quivering Palm (Su): Starting at 15th level, a tattooed monk can set up vibrations within the body of another creature that can thereafter be fatal if the tattooed monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the tattooed monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the tattooed monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his tattooed monk level. To make such an attempt, the tattooed monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the tattooed monk’s level + the tattooed monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A tattooed monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.

    Tattoos of Power List:

    Tier 1 Tattoos:

    Black Sun: Two times per day, a character with the black sun tattoo gains dark-vision out to a distance of 60’. He can see in both natural and magical darkness to the extent of his vision. Each use of the tattoo lasts for 10 minutes per tattooed monk class level.

    Cheetah: A character with the cheetah tattoo gains a +10’ enhancement bonus to his movement. This tattoo is always active. At 4th level, and every four levels gained thereafter, the tattooed monk’s bonus to movement increases by an additional +10’ to a maximum movement bonus of +60’ at 20th level.

    Mask: Three times per day, a character with the mask tattoo may use disguise self, as per the spell, except with a duration of 1 minute per tattooed monk class level. When the tattooed monk reaches 10th level, this ability improves to alter self, as per the spell, except with a duration of 1 minute per tattooed monk class level.

    Grasshopper: A character with the grasshopper tattoo gains a bonus on all Acrobatics checks made to jump equal to his tattooed monk class level. If the tattooed monk spends 1 point of ki, he gains an additional bonus of +20 on the skill check.

    Harp: A character with the harp tattoo gains a +4 competence bonus on all Diplomacy and Perform skill checks. At 7th level, and again at 13th level, this bonus increases by an additional +2. This tattoo is always active.

    Oak: Three times per day, a character with the oak tattoo gains a natural armor enhancement bonus, as per the spell barkskin. This ability lasts for 1 minute per tattooed monk level.

    Shield: Two times per day, a character with the shield tattoo can activate this tattoo to gain a +2 shield bonus to his armor class for 1 round per tattooed monk class level. This shield bonus is a force effect and applies against incorporeal touch attacks. In addition, this tattoo absorbs the force darts created by the spell magic missile. Once an active shield tattoo has absorbed a number of darts equal to the tattooed monk’s class level, this ability immediately ends, and any remaining darts damage the character.

    Snowflake: Three times per day, a character with the snowflake tattoo can, as an immediate action, use feather fall, as per the spell.

    Spider: Two times per day, a character with the spider tattoo can use spider climb, as per the spell, except that this ability only lasts for 1 round per tattooed monk class level.

    Tome: Three times per day, a character with the tome tattoo can use comprehend languages, as per the spell, except with a duration of 1 minute per tattooed monk class level.

    Unicorn: Three times per day, a character with the unicorn tattoo can select an alignment opposed to his own and gains a measure of protection from the attacks of creatures of that alignment, as per the spells protection from chaos/evil/good/law. This ability lasts 1 minute per tattooed monk class level.

    Wolf: Three times per day, a character with the wolf tattoo gains low-light vision, scent, and he cannot be tracked by mundane means (as though under the effect of the spell pass without trace). Each use lasts for 1 minute per tattooed monk class level.

    Tier 2 Tattoos:

    Angel: Three times per day, a character with the angel tattoo can lay his hands upon a creature or character (but not himself) and heal his wounds. Each use of this ability cures 2d8 points of hit point damage, plus the character’s Wisdom modifier, plus the character’s tattooed monk class level (to a maximum of +10).

    Bear: Three times per day, a character with the bear tattoo gains a +4 enhancement bonus to his Strength ability score and is protected from heat and cold as per the spell endure elements. Each use of this tattoo lasts for 1 minute per tattooed monk class level.

    Bloody Rose: Three times per day, a character with the bloody rose tattoo can heal a small amount hit point damage that he has taken. Each use heals the character 2d8 points of damage, plus the character’s Wisdom bonus (if any), plus 1 point for each of the character class levels as a tattooed monk (to a maximum of +10). A tattooed monk cannot use this ability on others, only himself.

    Boar: Three times per day, a character with the boar tattoo gains a number of temporary hit points equal to 1d10 plus his tattooed monk class level (maximum of +10). Each use of this tattoo lasts for 1 hour per tattooed monk class level or until the temporary hit points are used. This tattoo can be activated as an immediate action if the character is reduced to 0 or fewer hit points by an attack, but only once per round.

    Chameleon: Two times per day, a character with the chameleon tattoo may active this tattoo of power to become invisible, as per the spell.

    Displacer Beast: Two times per day, a character with the displacer beast tattoo may activate this tattoo of power to grant himself blur, as per the spell. Each use of this ability lasts for 1 round per tattooed monk level.

    Eye of Power: A character with the eye of power tattoo may use detect magic, as per the spell, at will. Three times per day, he may also use detect chaos/evil/good/law, as per the spell, and see invisibility, as per the spell, for up to 1 minute per use. When using the detect alignment ability of this tattoo, the tattooed monk also gains an impression of the relative strength of the target observed (after three rounds of concentration, depending on class levels and/or hit die): weaker than the tattooed monk, approximately the same as the tattooed monk, or stronger than the tattooed monk.

    Feathered Serpent: Three times per day, a character with the feathered serpent tattoo gains a +4 enhancement bonus to his Wisdom ability score. While this tattoo is active, the tattooed monk also gains a +2 enhancement bonus on his Perception and Sense Motive skill checks. This bonus increases to +4 at 7th level and to +6 at 13th level. Each use of this tattoo lasts for 1 minute per tattooed monk class level.

    Full Moon: A character with the full moon tattoo allows his unarmed attacks to be treated as silver weapons for the purpose of overcoming damage reduction.

    Hummingbird: Three times per day, a character with the hummingbird tattoo can use levitate, as per the spell.

    Iron Fist: Three times per day, a character with the iron fist tattoo can activate this tattoo, as a swift action, to gain a +1 enhancement bonus to attacks and damage with his unarmed strike for the next minute. At 7th level, and every three levels gained thereafter, this bonus increases by +1 to a maximum enhancement bonus of +5 at 16th level.

    Knight in Armor: Three times per day, a character with the knight in armor tattoo can use mage armor, as per the spell.

    Lion: Three times per day, a character with the lion tattoo becomes immune to fear and fear effects. If the character performs a charge while this tattoo is active, he may spend 1 ki point as a swift action to gain an additional attack at his highest attack bonus. Each use of this tattoo lasts for 1 round per tattooed monk class level.

    Maul: Three times per day, a character with the maul tattoo can use shatter, as per the spell.

    Monkey: Three times per day, a character with the monkey tattoo gains a +2 competence bonus on all Acrobatics and Climb skill checks. At 7th level, and again at 13th level, this bonus increases by an additional +2. He may climb at his full speed and retains his Dexterity bonus to his Armor Class. Each use of this tattoo lasts for 1 minute per tattooed monk class level.

    Scorpion: Twice per day, as an immediate action, a character with the scorpion tattoo can make an attack of opportunity against a creature that successful strikes him in combat. This attack of opportunity receives a competence bonus of +2 on the attack roll and deals double normal damage (as per a critical hit, neither precision damage nor elemental damage is multiplied). If this special attack of opportunity is successful, and if the creature attacking the monk is reduced to zero hit points or lower by this attack, than the attack which provoked the use of the scorpion tattoo is completely negated. If the character fails to hit his opponent, or if he hits and deals insufficient damage to drop him to zero hit points or below, then the character with this tattoo suffers the full effects of his opponent’s attack.

    Sprite: A character with the sprite tattoo allows his unarmed attacks to be treated as cold iron weapons for the purpose of overcoming damage reduction.

    Tiger: Three times per day, a character with the tiger tattoo gains a +4 morale bonus to his Dexterity ability score and can move through thickly overgrown areas without penalty (as per the druid ability woodland stride). Each use of this tattoo lasts for 1 minute per tattooed monk class level.

    Tier 3 Tattoos:

    Broken Chains: Twice per day, a character with the broken chains tattoo receives the bonuses granted by the spell freedom of movement for 1 round per tattooed monk class level.

    Constrictor: A character with the constrictor tattoo gains a +2 competence bonus on all grapple checks. This bonus is constant. Twice per day, if the tattooed monk successful strikes an opponent with an unarmed strike, he may start a grapple with a free action in addition to dealing his normal damage.

    Erinyes: Two times per day, a character with the erinyes tattoo can use fear, as per the spell.

    Falcon: A character with the falcon tattoo gains a constant +4 competence bonus on all visual Perception checks. In addition, twice per day, he may use fly as per the spell, except that his speed while flying is equal to his normal movement. This use of the tattoo lasts for 1 round for tattooed monk class level.

    Flaming Sword: Three times per day, a character with the flaming sword tattoo can sheath his fists in magical flames that deal either cold or fire damage (chosen by the character when the ability is activated). Alternatively, he can choose on weapon that he is currently wielding instead of his unarmed strikes. This adds +1d6 of either cold or fire damage to the character’s unarmed strike damage. Each use of this tattoo lasts for 1 round per tattooed monk class level.

    Gargoyle: Twice per day, a character with the gargoyle tattoo can active this tattoo to gain DR 5/adamantine. Each use of this ability lasts for 1 minute per tattooed monk class level, or until the DR has absorbed 5 points of damage per tattooed monk class level (maximum of 75 points).

    Ghostly Visage: Twice per day, a character with the ghostly visage tattoo can gain the ability to bestow ghost touch, as per the special weapon property, upon his unarmed strikes, melee or thrown weapons, and combat maneuvers. This ability lasts for 1 round per tattooed monk class level.

    Heart: A character with the heart tattoo gains the Endurance feat as well as a +4 morale bonus against any magical effect that would fatigue or exhaust the character. If a spell, spell-like ability, or supernatural ability that causes fatigue or exhaustion without a saving throw targets the character, the character instead can save (without the above bonus) to negate the effect. This effects of this tattoo are always active.

    Lightning Bolt: Three times per day, a character with the lightning bolt tattoo can sheath his fists in magical crackling electricity that deals electrical damage. This adds +1d6 of electrical damage to the character’s unarmed strike damage. Each use of this tattoo lasts for 1 round per tattooed monk class level. On a successful critical hit, the character’s unarmed strikes also deal an additional 1d8 points of sonic damage.

    Serrated Dagger: A character with the serrated dagger tattoo gains the ability to deal precision sneak attack damage as a Rogue. Three times per day, as a swift action, the tattooed monk can activate this ability for 1 round. If his opponent is denied his Dexterity bonus to AC or is flanked, the tattooed monk gains 2d6 of sneak attack dice. At 11th level, and every four tattooed monk levels gained thereafter, the number of sneak attack dice possessed by the tattooed monk when he uses this ability increases by +1, to a maximum of 5d6 at 19th level.

    Shark: Three times per day, a character with the shark tattoo can gain the ability to breath water as well as air and is immune to the effects of water pressure. While this tattoo is active, the character also gains a Swim speed equal to his normal movement and a +8 bonus on Swim checks made to avoid hazards (no Swim check is necessary to move underwater). The character suffers no penalties for using slashing and bludgeoning weapons while submerged. This ability lasts for 1 minute per tattooed monk class level.

    Tornado: Two times per day, a character with the tornado tattoo may use haste, as per the spell, for 1 round per tattooed monk level. This tattoo affects only the tattooed monk.

    Viper: Twice per day, as a swift action, a character with the viper tattoo can inflict the victim of one of his successful unarmed strikes with a virulent poison, as per the spell poison.

    Tier 4 Tattoos:

    Bat: Two times per day, a character with the bat tattoo gains blind-sense out to a distance of 60’. Each use of the tattoo lasts for 1 minute per tattooed monk class level.

    Battleaxe: A character with the battleaxe tattoo deals x3 damage on a successful critical hit with his unarmed strikes. In addition, he gains a +4 competence bonus on attack rolls made to confirm a critical hit with his unarmed strikes. This tattoo is always active.

    Black Wave: A character with the black wave tattoo becomes immune to the effects of poison and disease. This tattoo is always active.

    Crescent Moon: Two times per day, a character with the crescent moon tattoo can use dispel magic, as per the spell. When the tattooed monk reaches 15th level in this class, this ability improves to greater dispel magic, as per the spell.

    Dragon: Three times per day, a character with the dragon tattoo can exhale a 30’ cone of fire that deals a number of d6 in damage equal to one-half the level of the tattooed monk.

    Eye of Knowledge: A character with the eye of knowledge tattoo can understand and communicate with all living creatures, as per the monk class ability tongue of the sun and moon. This tattoo is always active.

    Harlequin: Two times per day, a character with the harlequin tattoo can use either good hope or crushing despair, as per the spells. The tattooed monk can select which specific spell he uses upon activating this tattoo of power.

    Skull with Thorns: Two times per day, a character with the skull with thorns tattoo can produce a death ward, as per the spell, on himself. This ability lasts for 1 round per tattooed monk class level.

    Tier 5 Tattoos:

    Blink Dog: Two times per day, a character with the blink dog tattoo can use the spell dimension door. Using this ability is a move action, and the character retains all of his remaining actions for the round once the teleportation effect is complete.

    Castle: A character with the castle tattoo gains spell resistance equal to 10 + his tattooed monk class levels. Once per round, if the tattooed monk is the target of a spell cast by an ally, he may choose, as a free action that can be taken even if it is not his turn, to lower his spell resistance. His spell resistance is immediately restored after the completion of his ally’s spell (no action required). This tattoo is always active.

    Eye of Truth: Two times per day, a character with the eye of truth tattoo can use true seeing, as per the spell, except with a duration of 1 minute per tattooed monk class level.

    Flaming Skull: Two times per day, a character with the flaming skull tattoo gains Resistance 30 to either fire or cold (chosen when the ability is activated). This ability lasts for 1 round per tattooed monk class level.

    White Stag: Two times per day, a character with the white stag tattoo can active this tattoo of power as an immediate action to reroll a saving throw, attack roll, skill check, or ability check. The tattooed monk must take the results of the reroll, even if it is worse than the original.

    Wraith: Two times per day, a character with the wraith tattoo can become ethereal, as per the spell etherealness. Each use lasts for only one minute and the character cannot affect any other creature (even willing creatures) with this ability.

    Tier 6 Tattoos:

    Chrysanthemum: A character with the chrysanthemum tattoo stops aging and cannot be magically aged. He no longer accrues any penalties to his physical ability scores, but this tattoo does not remove penalties he has previously gained. In addition, the character needs only two hours of meditation each night (rather than 8 hours of sleep) to rest and regain his abilities, and he no longer requires food or water to survive. This tattoo of power does not prolong life; when the tattoos monk time (as calculated for his race) expires, he will still die. This tattoo is always active.

    Compass Rose: Once per day, a character with the compass rose tattoo can shadow walk, as per the spell.

    Helm of Glory: Once per day, a character with the helm of glory tattoo can use mind blank, as per the spell.

    Phoenix: Once per day, a character with the phoenix tattoo can activate this ability to receive the effects of both a heal spell and a greater restoration spell.

    Portal: Twice per day, a character with the portal tattoo can plane shift, as per the spell. In addition, the character always knows which way is north, and whether or not his is above or below ground level. After using plane shift, the tattooed monk instinctively knows which direction the closest town, village, or city lies, but not the distance.

    Shining Star: A character with the shining star tattoo becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the tattooed monk’s creature type was) for the purpose of spells and magical effects. Additionally, the tattooed monk gains damage reduction (DR/magic and chaotic) equal to one-half his tattooed monk class, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical, nonchaotic weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the tattooed monk can still be brought back from the dead as if he were a member of his previous creature type. This tattoo is always active.


    Last edited by masterarminas on Sat Jul 07, 2012 11:44 am; edited 2 times in total
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    Sat May 12, 2012 5:05 pm  

    New Tier 6 Tattoo:



    MA
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    Wed Jul 11, 2012 5:24 am  

    Hi masterarminas. Not present for your Greychat discussions but addressing your "fluff" query, initially I assumed that the class derives from the Suhfeng, but going down the list made me wonder if Olman affiliated with Kulkulcan (Quetzacoatl) might similarly be well represented by it.
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    Wed Jul 11, 2012 10:31 am  

    mtg wrote:
    Hi masterarminas. Not present for your Greychat discussions but addressing your "fluff" query, initially I assumed that the class derives from the Suhfeng, but going down the list made me wonder if Olman affiliated with Kulkulcan (Quetzacoatl) might similarly be well represented by it.


    Really had no idea where it would have hailed from. It is just something I wanted to do, and then fill in the fluff!

    MA
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